23 March, 2025

Gaming update

My next post will return to my Basic Fantasy solo game but I have been slammed at work and home which has kept me from sitting down and playing. Instead I thought I would catch anyone reading this up on how sad my current gaming life is.

The two and half year long En Garde! (that is the 1975 game not the Osprey one) play by discord game has ended. It was fun and I'm glad to see the system still holds up. I really appreciate the GM and the other players, I wasn't always as involved in that game as I should have been but it was a lot of fun. If you have a chance to play En Garde! I highly recommend it. I will say it is a rare game that I really do believe works best play by post, by discord or even by mail. I don't think it would be as good sitting at the table in person.

I do have two play by post games starting that I will be a player in. GMsShadow is running a Rolemaster 2 game on the Audio Dungeon Discord and Harrigan is running me through a game of Six Gun Fury. I will report back once we have some gameplay under our feet. If you want to hear more about Rolemaster my upcoming podcast episode on 30 March 2025 will feature GMsShadow who joins me to geek out about the system.

I have one regular online game I play in, a Pathfinder 1E game run by Joe from Hindsightless. We are almost finished book 5 of the Wrath of the Righteous adventure path. Like En Garde! this is a multi year game and a lot of fun. I also play sporadically with Che from Roleplay Rescue and am hoping to get in a playtest of something new from Kevin of Saltheart Games fame. 

Sadly I'm not running games for anyone else at the moment. My solo games are chronicled here on the blog so there is no need to post about them today. I do want to start up another game with a single protagonist when life slows down a little. I'm not sure what system I'll use for that.

I have a new movie podcast series in the works that will cover films where our focus character is killed only to return from the dead for revenge. That will start in April, I hope everyone enjoys it as we will be covering movies both popular and dreadful. I also have an episode in the can where James Knight joins me to discuss American directed films inspired by Nigel Kneale, that will air the first Sunday in April. Nicky and Arlen will be back to discuss the book Sundiver and I have more RPG content planned.

Finally I want to give a shout out to a YouTube channel I have started watching, Deathstalker V's Random Encounter Show. He has some interesting Tunnels & Trolls content as well as solo game advice and episodes on old computer games. 

I think that is all I have to report at the moment. Next time we'll find out what happened to the rifle squad we last left outside the dungeon entrance. 

Be excellent to each other!

09 March, 2025

The Long Stairs with Basic Fantasy RPG (Part 1)

 Spoilers for Basic Fantasy RPG module SP1 The Endless Tunnels of Enlandin!


I finished my first session of my The Long Stairs experiment, see my 23 Feb 2025 post for more details, and it was interesting. The adventure started with the squad going through a portal somehow and finding themselves at what appeared to be an ancient ruined castle. They do not recognize where they are and are unable to raise anyone on the radio although. They do find some tracks, a mixture of adult size and slightly smaller tracks in what appear to be sandals as well as some claw prints that seem to be bipedal. There is also a set of stairs leading down. The squad leader decides to have the Bravo Fire Team set up security and sends the Alpha Fire Team down the stairs to investigate. 


The Alpha Team Leader goes first and manages to avoid stepping on the magically trapped stair at the bottom, he checks the corner and all appears quiet. He motions for the team to follow and the next one down steps on the stair causing a statue of a warrior at the bottom to loudly challenge them which unbeknownst to the soldier alerts the kobolds they have company. As the team moves down the hall they pass an illusionary wall the kobolds are behind waiting with short bows to ambush them. The soldiers are totally surprised but luckily on one of them is hit and the damage is minor. Sadly for the kobolds the illusionary wall doesn't protect them from the suppressive fire the SAW gunner lays down toward where the arrows came from and three of them are killed in that first round. Another set of kobolds charge out and attack the soldier but are quickly beaten back by the firepower of the M16s. The remaining kobolds run, a leader and four regular troops. When the dust settles all four soldiers had taken minor wounds and they had killed 10 kobolds. The team falls back to the surface where the squad leader pulls them back from the stairwell and sets up security with special emphasis on the stairs while the injured are given medical attention. 


The firearm rules at Socratic Dungeon worked well using the rate of fire from that site. I do think that rate of fire is too low but the troops would have been much deadlier with a more realistic rate of fire which would have been roughly three times what they had this session. Of course kobolds are about the weakest thing they are going to face so this is not a cake walk by any means. I will also have the squad be much more cautious on their next trip down the stairs. After applying the first aid kit rules, also from Socratic Dungeon, only the Alpha Fire Team Grenadier is still wounded and only by 2 points. Of greater concern is the 58 rounds they expended during the engagement. The squad is not hurting on ammunition yet but they have no source of resupply at the moment. 


All in all I am pleased with this experiment and am curious to see how they do when they hit tougher monsters, I expect some of the soldiers will be killed fairly quickly. I have decided that creatures only hurt by magical weapons will be immune to gunfire but will allow the grenades to damage anything that can be hurt by fire such as wights. Against something that can only be hurt by silver or magic, like a werewolf, the squads weapons will be useless. They better start looking for battlefield pickups or make some friends while they are down there! 


That's all for today, be excellent to each other!

07 March, 2025

Bonus The A.I. Conundrum Part 5 of 5

Disclaimer: This bonus series is not an endorsement or condemnation of A.I. in general or Grok3 in particular. This bonus series was just to satisfy my curiosity about the technology because while I have heard about it I had not tried it previously. I will give my concluding thoughts in Part 5 of the series. Any comments mentioning Elon Musk will be deleted, that is not what this series is about and not what I am interested in discussing.

I have no plans to use AI to assist me in writing this blog or to use AI art on this blog and I will be totally transparent if I ever post anything I know is AI generated. 

I wanted to break this bonus series up into chunks so I'm publishing Part 1 on 27 February, Part 2 on 1 March, Part 3 on 3 March, Part 3.5 on 4 March, Part 4 on 5 March, and concluding with Part 5 on 7 March, 2025.

The next installment of my Basic Fantasy RPG solo game will be published as scheduled on 9 March, 2025.


In this final installment I further test Grok3's knowledge by having it make characters in the OED rules & Target 20 system. All the results are posted below with Grok3's responses in bold. 

I need to emphasis that the transcript below is the entirety of my interaction with Grok3, I did not upload any rules or documents to it, what you see is what you get. 

I have three points I want to discuss in this final part of the series.

1) Is Grok3 stealing creator's data?

2) Does Grok3 let you successfully play a solo game as the GM with a traditional TTRPG?  

3) Do I think you can use AI to replace players and have satisfying sessions?


I'll answer those in order, in some cases using short answers from Grok3, powered by xAI on 1 March 2025, to help illustrate my points.



1) Is Grok3 stealing creator's data?

It is definitely scouring the web for the data, it had way too much data on some of these games. Sadly the games it had a lot of data on are either available on DrivethruRPG as PDFs OR have been uploaded by pirates to pirate sites. I have a hard time believing someone uploaded Ninjas and Superspies or Ninja City to Grok3. It is definitely getting data off blogs.

Now Grok3 does fill in data and make logical leaps when it doesn't have the data, we have seen that in the previous posts and we see that in some of the characters below in the games that don't have pirated copies easily available. 

So in conclusion I won't go so far as accusing it of getting data from protected PDFs on the various online stores but I think there is a damn good chance it is getting data from pirated copies that have been uploaded to the web. In fact it is definitely sourcing whatever it can find on the web in its answers as opposed to just what you have fed it. See the below interactions I had with Grok3.


Jason - can you create a dungeon using  the Jaquaying a dungeon technique and tell me where you found the inspiration you used in creating it?

I’ll walk you through creating a dungeon using the "Jaquaying" technique, a dungeon design philosophy inspired by Jennell Jaquays, a legendary game designer known for her work on classic tabletop RPGs like *Caverns of Thracia*. Then, I’ll share the inspiration behind it.


### What is Jaquaying a Dungeon?

"Jaquaying" refers to designing non-linear, dynamic dungeons with multiple paths, loops, verticality, and secrets that reward exploration. It avoids linear "corridor" designs and emphasizes player choice, interconnectedness, and replayability. Key principles include:

- **Multiple Entrances**: More than one way in.

- **Loops**: Circular paths that connect areas, allowing players to backtrack or flank.

- **Verticality**: Different levels (up/down) for depth.

- **Faction Dynamics**: Inhabitants with agendas or conflicts.

- **Secrets**: Hidden rooms or treasures to discover.


Let’s build a dungeon using these ideas!


---


### The Dungeon: The Sunken Spire

#### Overview

The Sunken Spire is an ancient, partially submerged tower once used by a cabal of stargazers who worshipped celestial beings. It sank into a swamp after a ritual went wrong, and now it’s overrun by rival factions: a clan of lizardfolk reclaiming their ancestral marsh and a deranged astronomer who still tends the spire’s cracked observatory.


#### Entrances (Multiple Entry Points)

1. **Main Entrance**: A crumbling stone archway at ground level, half-submerged in murky water, guarded by lizardfolk sentries.

2. **Collapsed Rooftop**: The spire’s peak, accessible by climbing vines or a rope from a nearby cliff, leading into the observatory.

3. **Underground Tunnel**: A flooded passage from an nearby bog, requiring swimming or a boat, emerging in the spire’s flooded basement.


#### Layout (Loops and Verticality)

- **Level 1: Flooded Base**  

  A series of waterlogged chambers with floating debris. A rusted spiral staircase leads up, but a hidden underwater tunnel (secret) loops back to a dry alcove with treasure (a star-etched dagger). Lizardfolk patrol here, fishing with crude nets.

  

- **Level 2: Living Quarters**  

  A maze of interconnected rooms—former dormitories with rotted beds and scattered scrolls. Two paths connect to Level 3: the main stairs and a rickety rope bridge over a collapsed floor (vertical drop to Level 1). A secret sliding wall reveals a stash of preserved star charts.


- **Level 3: Observatory**  

  The top floor, partially open to the sky, with a cracked telescope lens aimed at the stars. The mad astronomer lurks here, scribbling prophecies. A trapdoor drops to Level 2’s rope bridge, forming a loop. The rooftop entrance is here, guarded by animated starspawn (celestial constructs).


#### Faction Dynamics

- **Lizardfolk**: Territorial, they see the spire as sacred ground. They’ll attack intruders but might negotiate if offered tribute.

- **Mad Astronomer**: Obsessed with summoning a celestial entity, he’s hostile unless convinced the players are "emissaries of the stars." He’s at odds with the lizardfolk, who disrupt his rituals.


#### Secrets and Rewards

- A submerged chest in Level 1 (requires diving) holds a *Celestial Compass* that points to hidden exits.

- A false telescope in the observatory hides a gem that glows under starlight, useful for bargaining with either faction.


#### Map Summary (Text-Based)

```

[Rooftop Entrance] --> [Level 3: Observatory]

   | (trapdoor)          | (stairs)    \ (rope bridge)

[Level 2: Quarters] <--(loop)-- [Secret Stash]

   | (stairs)          | (drop)

[Level 1: Flooded Base] --> [Underwater Tunnel] --> [Bog Entrance]

```


This design offers loops (e.g., Level 2’s bridge and stairs), verticality (drops and climbs), and faction interplay, all hallmarks of Jaquaying.


---


### Inspiration Sources

The concept draws from a blend of real-world and fictional influences:

1. **Jennell Jaquays’ Work**: I took the core philosophy directly from her approach, particularly *Caverns of Thracia*, which uses verticality and faction tension (e.g., cultists vs. lizardmen). Her emphasis on non-linearity shaped the multiple entrances and loops.

2. **Swamp Towers**: The sunken spire idea was inspired by real-world ruins like the leaning towers of Bologna, Italy, adapted to a marshy, decayed setting akin to the Everglades or fictional places like Dagobah from *Star Wars*.

3. **Astronomical Mysticism**: The stargazing cabal and mad astronomer riff on classic fantasy tropes (e.g., *Call of Cthulhu*’s cosmic horror), mixed with historical figures like Tycho Brahe, an eccentric astronomer with a penchant for the dramatic.


I didn’t pull from a single specific source beyond Jaquays’ principles but synthesized these ideas into a cohesive dungeon. If you’d like, I can search the web or X for more examples of Jaquaying in action—let me know! How does the Sunken Spire sound to you? Want to tweak it further?


I'll leave it to you to decide where it might have gotten the information from. In our next conclusion I think it is fair to say Grok3 definitely used the Delta's D&D Hotspot blog and OED Games website.


2) Does Grok3 let you successfully play a solo game as the GM with a traditional TTRPG? 

Grok3 seems to be built as a collaborative tool, I suppose I should have tried a collaborative, GMless RPG in this experiment but those aren't in my wheelhouse. I think you can tell collobrative stories using RPG mechanics with Grok3 but I'm not sure you would be able to wrest full control from it. Interestingly enough I did ask it if it fudged results to keep the party alive, something I suspect from the various combats it has run for me, and here is the answer I got.

I can certainly create a party for a system like *Rolemaster* and simulate some combat rounds for you. As for how I handle the results, I don’t inherently trend them toward keeping the party alive—no hidden bias or fudging in their favor. My approach is to let the dice (or their digital equivalent) and the system’s rules dictate the outcomes as impartially as possible. *Rolemaster* is famously gritty and unforgiving, with its detailed critical hit tables and brutal combat mechanics, so the party’s survival will depend on their stats, tactics, and a bit of luck—just as it would at the table.


That said, if you want me to lean one way (e.g., favoring survival for narrative purposes or testing lethality), just let me know! Otherwise, I’ll stick to a neutral simulation, reflecting *Rolemaster*’s crunchy realism. Ready to build that party and throw them into the fray? Give me a few details—like party size, level range, or preferred professions (e.g., Fighter, Mage, Cleric)—and I’ll get started. What do you have in mind?


Again I'm not sure I totally buy that. Let's create a party 

Jason- Create an adventuring party for Original Edition Delta: Fantasy Rules with the Target 20 system

Let’s create an adventuring party for *Original Edition Delta: Fantasy Rules* (OED) using the *Target 20* system! OED is a streamlined take on OD&D (Original Dungeons & Dragons), blending old-school simplicity with some modern polish, and *Target 20* is a unified mechanic where you roll a d20, add modifiers, and aim to hit or exceed 20 for success. Combat, saves, and skills all revolve around this core idea. I’ll build a balanced party of four 1st-level characters, assign basic stats, and flesh them out with some flavor to fit a fantasy adventure—like exploring the Sunken Spire from earlier.


---


### Party Creation Guidelines

In OED, characters typically have the classic six ability scores (Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma) rolled with 3d6 (I’ll use standard array for simplicity: 15, 13, 11, 10, 8, 6). Classes are Fighter, Magic-User, Cleric, and optionally Thief, with hit dice (d8 for Fighters, d6 for others) and basic equipment. *Target 20* assumes attack rolls and saves start at a base difficulty, modified by level, stats, and situational bonuses. I’ll keep it rules-light and flavorful, focusing on usability.


---


### The Adventuring Party: The Marshwardens

#### 1. Torvald, the Marsh Blade (Fighter, Level 1)

- **Stats**: Str 15 (+2), Dex 13 (+1), Con 11 (+0), Int 10 (+0), Wis 8 (-1), Cha 6 (-2)  

- **Hit Points**: 8 (d8)  

- **Armor Class**: 15 (chain mail + shield)  

- **Weapons**: Longsword (d8 damage), dagger (d4)  

- **Gear**: Backpack, torch, 50’ rope  

- **Description**: A grizzled swamp hunter with a scar across his cheek from a lizardfolk spear. He’s gruff and practical, driven to reclaim lost treasures from the mire.  

- **Target 20 Combat**: Attack roll = d20 + Str (+2) + Level (1) = d20 + 3 vs. AC (aim for 20 + opponent’s AC).


#### 2. Lysara, Starborn Seer (Magic-User, Level 1)

- **Stats**: Str 6 (-2), Dex 10 (+0), Con 8 (-1), Int 15 (+2), Wis 13 (+1), Cha 11 (+0)  

- **Hit Points**: 4 (d6)  

- **Armor Class**: 10 (robes)  

- **Weapons**: Staff (d4 damage), sling (d4, range 40’)  

- **Spells**: *Sleep* (affects 2d6 HD of enemies within 30’, save vs. Wisdom)  

- **Gear**: Spellbook, lantern, ink & quill  

- **Description**: A frail, wide-eyed scholar obsessed with celestial lore. She believes the Sunken Spire holds clues to her ancestry among the stars.  

- **Target 20 Combat**: Attack roll = d20 + Dex (+0) + Level (1) = d20 + 1; spellcasting uses Int (+2) vs. target save.


#### 3. Brother Fenric, Mirewalker (Cleric, Level 1)

- **Stats**: Str 11 (+0), Dex 8 (-1), Con 13 (+1), Int 10 (+0), Wis 15 (+2), Cha 13 (+1)  

- **Hit Points**: 6 (d6)  

- **Armor Class**: 14 (scale mail)  

- **Weapons**: Mace (d6 damage), sling (d4, range 40’)  

- **Spells**: *Cure Light Wounds* (heals 1d6+1 HP, touch range)  

- **Gear**: Holy symbol (a reed cross), waterskin, 10’ pole  

- **Description**: A stout preacher of a marsh god, sent to cleanse the spire of its “sky-cursed taint.” He’s steadfast but superstitious.  

- **Target 20 Combat**: Attack roll = d20 + Str (+0) + Level (1) = d20 + 1; turning undead uses Wis (+2).


#### 4. Kaelith, Bogshadow (Thief, Level 1)

- **Stats**: Str 8 (-1), Dex 15 (+2), Con 10 (+0), Int 13 (+1), Wis 11 (+0), Cha 6 (-2)  

- **Hit Points**: 5 (d6)  

- **Armor Class**: 12 (leather)  

- **Weapons**: Shortsword (d6 damage), dagger (d4, thrown 20’)  

- **Skills**: Stealth, Pick Locks, Find Traps (d20 + Dex (+2) + Level (1) = d20 + 3 vs. 20)  

- **Gear**: Thieves’ tools, grappling hook, 3 caltrops  

- **Description**: A wiry, sharp-tongued scavenger who grew up in the swamp’s shadows. She’s in it for the loot and little else.  

- **Target 20 Combat**: Attack roll = d20 + Dex (+2) + Level (1) = d20 + 3; backstab for +4 to hit and double damage if unnoticed.


---


### Party Dynamics

The Marshwardens are a scrappy crew united by necessity rather than trust. Torvald leads with brute force, Lysara seeks knowledge, Fenric offers moral (and healing) support, and Kaelith scouts ahead, eyeing the loot. They’re built for the Sunken Spire: Torvald can tank lizardfolk, Lysara’s *Sleep* can neutralize groups, Fenric’s healing keeps them going, and Kaelith’s skills unlock secrets.


---


### Combat Simulation?

If you’d like, I can simulate a few rounds of combat—say, against lizardfolk in the spire’s flooded base—using *Target 20* mechanics. I’ll roll fairly, no favoritism, and let the chips fall where they may. Want to see them in action? If so, let me know any specifics (e.g., number of foes, terrain hazards) or I’ll default to a standard encounter! What do you think of the party so far?


Jason- Have them fight 2 ghouls and a ghast

Let’s throw the Marshwardens into a fight against 2 ghouls and a ghast in the Sunken Spire’s flooded base! I’ll use *Original Edition Delta: Fantasy Rules* with the *Target 20* system, keeping it fair and gritty. Rolls will be simulated impartially—survival depends on their stats, tactics, and luck. I’ll assume the party stumbles into this encounter while exploring the waterlogged chambers, with knee-deep water slowing movement (half speed unless noted).


---


### Combat Setup

#### Enemies

- **Ghouls (2)**: HD 2 (HP 9, 7), AC 14, Move 30’, Attacks: 2 claws (d4) + bite (d6), Special: Paralysis on hit (save vs. Wisdom or lose turn), Morale 9  

- **Ghast**: HD 4 (HP 15), AC 15, Move 30’, Attacks: 2 claws (d6) + bite (d8), Special: Paralysis + Stench (save vs. Con or -2 to hit), Morale 10  

- **Target 20 Defense**: To hit them, party rolls d20 + attack bonus vs. 20 + enemy AC (e.g., 20 + 14 = 34 for ghouls, 35 for ghast).


#### Terrain

- Flooded chamber, 30’ x 30’, with scattered debris (cover, +2 AC if used). Water halves movement unless swimming (Dex check vs. 20).


#### Initiative

- Party rolls d20 + highest Dex mod (Kaelith’s +2): **16**

- Undead roll d20: **12**  

- Party acts first!


#### Party Status

- Torvald: HP 8, AC 15  

- Lysara: HP 4, AC 10  

- Fenric: HP 6, AC 14  

- Kaelith: HP 5, AC 12  


---


### Round 1

#### Party Actions

1. **Torvald (Fighter)**: Charges the nearest ghoul (Ghoul 1), swinging his longsword.  

   - Roll: d20 (14) + 3 (Str +2, Level 1) = 17 vs. 34. **Miss**. The water throws off his footing.

   

2. **Lysara (Magic-User)**: Casts *Sleep* targeting all three undead (2d6 HD affected, no save in OED unless house-ruled).  

   - Roll: 2d6 = **7 HD affected**. Ghouls (2 HD each = 4) and Ghast (4 HD) total 8 HD—7 HD fall asleep. Both ghouls collapse (4 HD), ghast resists (3 HD left).  

   - Ghouls are down, snoring in the water!


3. **Fenric (Cleric)**: Attempts to turn undead (Wis +2 vs. 20 + HD of strongest foe, ghast’s 4 = 24).  

   - Roll: d20 (9) + 3 (Wis +2, Level 1) = 12 vs. 24. **Fail**. The ghast’s unholy aura resists his reed cross.


4. **Kaelith (Thief)**: Hurls a dagger at the ghast, aiming for a distraction.  

   - Roll: d20 (11) + 3 (Dex +2, Level 1) = 14 vs. 35. **Miss**. The blade splashes harmlessly into the muck.


#### Enemy Actions

- **Ghoul 1 & 2**: Asleep (thanks, Lysara!).  

- **Ghast**: Advances on Torvald (closest), stench wafting (party saves vs. Con or -2 to hit next round).  

  - Torvald: d20 (13) + 0 = 13 vs. 20. **Fail**. -2 to hit.  

  - Lysara: d20 (16) - 1 = 15 vs. 20. **Fail**. -2 to hit.  

  - Fenric: d20 (14) + 1 = 15 vs. 20. **Fail**. -2 to hit.  

  - Kaelith: d20 (18) + 0 = 18 vs. 20. **Fail**. -2 to hit.  

  - Ghast attacks Torvald: Claws (d20 + 4 = 18 vs. 35, miss; 11 vs. 35, miss), Bite (17 vs. 35, miss). Torvald’s shield holds.


**End of Round 1**: Ghouls asleep, ghast engaged with Torvald, party gagging on stench (-2 to hit next round).


---


### Round 2

#### Party Actions

1. **Torvald**: Swings at the ghast, pushing through the stench.  

   - Roll: d20 (8) + 3 - 2 (stench) = 9 vs. 35. **Miss**. His sword sloshes wide.


2. **Lysara**: Retreats to debris for cover (+2 AC to 12), slings a stone at the ghast.  

   - Roll: d20 (13) + 1 - 2 (stench) = 12 vs. 35. **Miss**. The stone plunks into the water.


3. **Fenric**: Tries turning again, gripping his holy symbol.  

   - Roll: d20 (17) + 3 - 2 (stench) = 18 vs. 24. **Fail**. The ghast snarls defiantly.


4. **Kaelith**: Circles for a backstab (stealth: d20 (15) + 3 = 18 vs. 20, success).  

   - Backstab: d20 (12) + 3 + 4 (backstab) - 2 (stench) = 17 vs. 35. **Miss**. Her shortsword grazes the ghast’s hide.


#### Enemy Actions

- **Ghouls**: Still asleep (Sleep lasts until attacked or 1 hr).  

- **Ghast**: Claws and bites Torvald again.  

  - Claw 1: d20 (19) + 4 = 23 vs. 35. **Miss**.  

  - Claw 2: d20 (16) + 4 = 20 vs. 35. **Miss**.  

  - Bite: d20 (13) + 4 = 17 vs. 35. **Miss**. Torvald’s armor holds firm.


**End of Round 2**: The ghast’s stench hampers the party, but they’re holding ground. Ghouls remain out.


---


### Round 3

#### Party Actions

1. **Torvald**: Stabs again, stench fading (no penalty this round).  

   - Roll: d20 (18) + 3 = 21 vs. 35. **Miss**, but closer! The ghast dodges.


2. **Lysara**: Another sling stone from cover.  

   - Roll: d20 (19) + 1 = 20 vs. 35. **Miss**. The stone nearly clips its skull.


3. **Fenric**: Swings his mace at the ghast, joining Torvald.  

   - Roll: d20 (16) + 1 = 17 vs. 35. **Miss**. The mace splashes harmlessly.


4. **Kaelith**: Tries another backstab (stealth: d20 (14) + 3 = 17 vs. 20, success).  

   - Roll: d20 (20!) + 7 - 2 = 25 vs. 35. **Miss**, but a natural 20! OED crit: double damage if hit. Still shy of 35, though.


#### Enemy Actions

- **Ghouls**: Asleep.  

- **Ghast**: Attacks Torvald again.  

  - Claw 1: d20 (20) + 4 = 24 vs. 35. **Miss**, but close!  

  - Claw 2: d20 (15) + 4 = 19 vs. 35. **Miss**.  

  - Bite: d20 (18) + 4 = 22 vs. 35. **Miss**. Torvald’s luck holds.


**End of Round 3**: The fight drags on, party struggling to land hits against the ghast’s AC.


---


### Analysis & Next Steps

The party’s low-level stats and the *Target 20* high thresholds (34/35) make hitting tough—Lysara’s *Sleep* was their saving grace, neutralizing the ghouls. The ghast’s AC 15 and party’s penalties from stench stalled them, but no one’s hurt yet. They could finish the ghouls (auto-kill while asleep) and gang up on the ghast, or flee via the underwater tunnel.


Want me to run more rounds, adjust tactics (e.g., coup de grâce the ghouls), or call it here? What do you think of their odds?

Jason- run the combat again with the undead being immune to sleep

Let’s rerun the combat with the Marshwardens facing 2 ghouls and a ghast, this time with the undead immune to *Sleep*—a fair tweak, as undead in many D&D-inspired systems shrug off mind-affecting spells. We’ll reset to the flooded base of the Sunken Spire, same party stats, and same enemy stats. I’ll roll fresh dice and keep it impartial under *Original Edition Delta* with *Target 20*. The water’s still knee-deep (half movement), and initiative will be rerolled. Here we go!


---


### Combat Setup

#### Enemies (Same Stats, Sleep Immunity)

- **Ghouls (2)**: HD 2 (HP 9, 7), AC 14, Attacks: 2 claws (d4) + bite (d6), Paralysis (save vs. Wis), Target 20: 34 to hit  

- **Ghast**: HD 4 (HP 15), AC 15, Attacks: 2 claws (d6) + bite (d8), Paralysis + Stench (save vs. Con or -2 to hit), Target 20: 35 to hit  


#### Party (Unchanged)

- Torvald (Fighter): HP 8, AC 15, d20 + 3 to hit  

- Lysara (Magic-User): HP 4, AC 10, d20 + 1 to hit  

- Fenric (Cleric): HP 6, AC 14, d20 + 1 to hit  

- Kaelith (Thief): HP 5, AC 12, d20 + 3 to hit  


#### Initiative

- Party: d20 (11) + Kaelith’s Dex (+2) = **13**  

- Undead: d20 (15) = **15**  

- Undead act first!


---


### Round 1

#### Enemy Actions

1. **Ghoul 1**: Lunges at Torvald.  

   - Claw 1: d20 (12) + 2 (HD) = 14 vs. 35. Miss.  

   - Claw 2: d20 (17) + 2 = 19 vs. 35. Miss.  

   - Bite: d20 (9) + 2 = 11 vs. 35. Miss. Torvald blocks with his shield.


2. **Ghoul 2**: Targets Fenric.  

   - Claw 1: d20 (18) + 2 = 20 vs. 34. Miss.  

   - Claw 2: d20 (14) + 2 = 16 vs. 34. Miss.  

   - Bite: d20 (20!) + 2 = 22 vs. 34. Miss, but close! Fenric dodges.


3. **Ghast**: Advances on Torvald, stench hits (save vs. Con):  

   - Torvald: d20 (8) + 0 = 8 vs. 20. Fail, -2 to hit.  

   - Lysara: d20 (11) - 1 = 10 vs. 20. Fail, -2 to hit.  

   - Fenric: d20 (15) + 1 = 16 vs. 20. Fail, -2 to hit.  

   - Kaelith: d20 (19) + 0 = 19 vs. 20. Fail, -2 to hit.  

   - Attacks Torvald: Claw 1 (15 + 4 = 19 vs. 35, miss), Claw 2 (13 + 4 = 17 vs. 35, miss), Bite (19 + 4 = 23 vs. 35, miss).


#### Party Actions

1. **Torvald**: Swings at Ghoul 1.  

   - Roll: d20 (16) + 3 - 2 (stench) = 17 vs. 34. **Miss**. Water splashes.


2. **Lysara**: Tries her sling on the ghast (no *Sleep* option).  

   - Roll: d20 (10) + 1 - 2 (stench) = 9 vs. 35. **Miss**. Stone sinks.


3. **Fenric**: Turns undead (Wis +2 vs. 20 + ghast’s 4 = 24).  

   - Roll: d20 (13) + 3 - 2 (stench) = 14 vs. 24. **Fail**. His faith falters.


4. **Kaelith**: Aims a dagger at Ghoul 2.  

   - Roll: d20 (15) + 3 - 2 (stench) = 16 vs. 34. **Miss**. Dagger splashes.


**End of Round 1**: No hits, stench hampers party, undead press in.


---


### Round 2

#### Enemy Actions

1. **Ghoul 1**: Claws at Torvald again.  

   - Claw 1: d20 (20) + 2 = 22 vs. 35. Miss, but close!  

   - Claw 2: d20 (16) + 2 = 18 vs. 35. Miss.  

   - Bite: d20 (18) + 2 = 20 vs. 35. Miss. Torvald holds.


2. **Ghoul 2**: Bites at Fenric.  

   - Claw 1: d20 (19) + 2 = 21 vs. 34. Miss.  

   - Claw 2: d20 (11) + 2 = 13 vs. 34. Miss.  

   - Bite: d20 (15) + 2 = 17 vs. 34. Miss. Fenric’s armor deflects.


3. **Ghast**: Keeps on Torvald.  

   - Claw 1: d20 (17) + 4 = 21 vs. 35. Miss.  

   - Claw 2: d20 (20) + 4 = 24 vs. 35. Miss.  

   - Bite: d20 (14) + 4 = 18 vs. 35. Miss. Torvald’s luck persists.


#### Party Actions (Stench fades this round)

1. **Torvald**: Attacks Ghoul 1.  

   - Roll: d20 (19) + 3 = 22 vs. 34. **Miss**. So close!


2. **Lysara**: Sling at Ghoul 2.  

   - Roll: d20 (18) + 1 = 19 vs. 34. **Miss**. Another near hit.


3. **Fenric**: Mace on Ghoul 2.  

   - Roll: d20 (17) + 1 = 18 vs. 34. **Miss**. The water drags his swing.


4. **Kaelith**: Shortsword on Ghoul 2 (no backstab, engaged).  

   - Roll: d20 (20!) + 3 = 23 vs. 34. **Miss**, even with a crit chance—agonizing!


**End of Round 2**: Still no damage, but the party’s rolling high and barely missing.


---


### Round 3

#### Enemy Actions

1. **Ghoul 1**: Torvald’s foe.  

   - Claw 1: d20 (13) + 2 = 15 vs. 35. Miss.  

   - Claw 2: d20 (19) + 2 = 21 vs. 35. Miss.  

   - Bite: d20 (17) + 2 = 19 vs. 35. Miss.


2. **Ghoul 2**: Fenric’s attacker.  

   - Claw 1: d20 (20) + 2 = 22 vs. 34. Miss.  

   - Claw 2: d20 (16) + 2 = 18 vs. 34. Miss.  

   - Bite: d20 (18) + 2 = 20 vs. 34. Miss.


3. **Ghast**: Torvald again.  

   - Claw 1: d20 (15) + 4 = 19 vs. 35. Miss.  

   - Claw 2: d20 (20) + 4 = 24 vs. 35. Miss.  

   - Bite: d20 (22!) + 4 = 26 vs. 35. **Hit** (finally!). Damage: d8 = 6. Torvald’s HP drops to 2. Paralysis save: d20 (11) + Wis (-1) = 10 vs. 20. **Fail**. Torvald freezes.


#### Party Actions

1. **Torvald**: Paralyzed, skips turn.  

2. **Lysara**: Sling at ghast to save Torvald.  

   - Roll: d20 (17) + 1 = 18 vs. 35. **Miss**.  

3. **Fenric**: Mace on Ghoul 2.  

   - Roll: d20 (19) + 1 = 20 vs. 34. **Miss**.  

4. **Kaelith**: Shortsword on ghast.  

   - Roll: d20 (14) + 3 = 17 vs. 35. **Miss**.


**End of Round 3**: Torvald’s down to 2 HP and paralyzed, party still can’t land a blow.


---


### Analysis

Without *Sleep*, the fight’s brutal. The high *Target 20* thresholds (34/35) for 1st-level characters mean hits are rare—everyone’s rolling 17-20s and still missing! The ghast finally connected, and Torvald’s in dire straits. Paralysis could cascade if the ghouls start hitting. The party’s best bet is Fenric’s turning ( slim odds) or fleeing via the tunnel.


Want to keep going, adjust (e.g., lower ACs for fairness), or try a different tactic? This shows *Target 20*’s lethality at low levels! Thoughts?


So I think if you keep on Grok3 you can probably get it to run combat simulations that are fairly true to the rules. 


3) Do I think you can use AI to replace players and have satisfying sessions?

I think for some people the answer is yes, for me it is no. Mind you I get bored of video games, solo RPGs, game books, and the like as well. I am a social gamer and thrive on the interaction between the humans in the game group. Grok3 can not replace that for me, I would rather read a book, watch a tv show or break out my copy of the 1990s board game Warhammer Quest than interact with A.I. in this way. 

That said I think for some people the tech is getting to the point where it just might be viable. I think you can do collaborative story telling with it, have meaningful impact on that story, and have Grok3 provide the randomizer that is the special sauce in RPGs. It won't scratch the itch I have but I think it will work for some. 

Now if you just want to be a player and have Grok3 be the GM I think you can successfully do that, see part 3.5 of this series. I do think that is a viable option, at least as good as old text based computer games and physical game books.

Lastly I will say that I think interactive AI can be addictive. I personally felt that draw and the desire to log back in after using it. Be careful and if you find yourself going to it too often or instead of other options you might want to do a self evaluation. Just saying...


All in all I do not plan on using AI for gaming as I go forward but I can understand why some people would. This experiment was eye opening for me and hopefully enlightening for others. Thank you for joining me to read this bonus series. 


Be excellent to each other!

05 March, 2025

Bonus The A.I. Conundrum Part 4 of 5

Disclaimer: This bonus series is not an endorsement or condemnation of A.I. in general or Grok3 in particular. This bonus series was just to satisfy my curiosity about the technology because while I have heard about it I had not tried it previously. I will give my concluding thoughts in Part 5 of the series. Any comments mentioning Elon Musk will be deleted, that is not what this series is about and not what I am interested in discussing.

I have no plans to use AI to assist me in writing this blog or to use AI art on this blog and I will be totally transparent if I ever post anything I know is AI generated. 

I wanted to break this bonus series up into chunks so I'm publishing Part 1 on 27 February, Part 2 on 1 March, Part 3 on 3 March, Part 3.5 on 4 March, Part 4 on 5 March, and concluding with Part 5 on 7 March, 2025.

The next installment of my Basic Fantasy RPG solo game will be published as scheduled on 9 March, 2025.


In this installment I further test Grok3's knowledge by having it make characters in some more obscure games that I felt were unlikely to be uploaded by a user. These include the Palladium Book's Ninjas and Superspies, Joey Royale's Ninja City, Leading Edge's Bram Stoker's Dracula, and finally 1986's Night of the Ninja, a game that the only PDF copy I know of was made by a friend of mine. I also had it do a couple combats with Bram Stoker's Dracula. All the results are posted below with Grok3's responses in bold. 

I need to emphasis that the transcript below is the entirety of my interaction with Grok3, I did not upload any rules or documents to it, what you see is what you get. 



Jason: Who taught you about Tunnels and Trolls, Operation Whitebox and Rolemaster?


As Grok 3, built by xAI, I wasn’t exactly “taught” by anyone in the traditional sense—my knowledge comes from a vast pool of data I’ve been trained on, which includes a ton of info about tabletop role-playing games like Tunnels & Trolls, Operation Whitebox, and Rolemaster. Think of it like I’ve absorbed the collective wisdom of countless gamers, designers, and enthusiasts through text, discussions, and documentation available up to my creation. 


I can tell you that Tunnels & Trolls was created by Ken St. Andre in 1975 as a simpler, more accessible alternative to Dungeons & Dragons, and I’ve got details on its mechanics and history from various sources. Operation Whitebox, a WWII-themed RPG built on the Swords & Wizardry WhiteBox rules, came from designers like Peter C. Spahn, blending old-school D&D vibes with historical grit—I know about it from game design texts and community buzz. Rolemaster, with its famously detailed charts and crunchy combat, was developed by Iron Crown Enterprises, and I’ve got a handle on its evolution from trawling through gaming archives and player recounts.


No single person sat me down and explained these games to me—I just pieced it all together from the digital ether. Pretty cool, right? How can I help you with these games today?


Jason: That is pretty cool, thank you for explaining that. Can you help me create characters for a game of Bram Stoker's Dracula by Leading Edge Games?


I’d be happy to help you create characters for *Bram Stoker's Dracula* by Leading Edge Games! This RPG, based on the 1992 Francis Ford Coppola film, uses a crunchy system derived from the Phoenix Command mechanics, focusing on vampire hunting across various time periods. It emphasizes detailed combat and a "Clue Points" system to progress through investigation stages, so we’ll craft characters that fit its cinematic, gothic vibe and mechanical depth. Since the game supports playing either vampire hunters or vampires, let’s make one of each to give you some variety. I’ll keep it flavorful yet practical for gameplay.


### Character 1: Vampire Hunter - Dr. Evelyn Hartwell

**Concept**: A brilliant physician and occult scholar, Evelyn is driven by the loss of her younger brother to a vampire’s bite. She’s a mix of scientific precision and fierce determination, wielding both medical knowledge and a silver-loaded revolver.


- **Background**: Born in 1865 in Oxford, England, Evelyn studied medicine at a time when few women did, earning her degree through sheer grit. After her brother Thomas was found drained of blood in a London alley in 1890, she dove into forbidden texts, uncovering vampire lore. Now, she hunts the undead, seeking the creature that killed him—rumored to be one of Dracula’s brood.

- **Personality**: Sharp-tongued and analytical, with a dry wit that masks her grief. She’s relentless but compassionate toward innocents caught in the crossfire.

- **Skills**: High aptitude in Medicine (for treating wounds or analyzing vampire physiology), Occult Knowledge (to identify vampire weaknesses), and Firearms (specializing in pistols). Decent agility for dodging attacks and a knack for Investigation to gather Clue Points.

- **Equipment**: A Webley revolver with silver bullets, a medical kit, a worn journal of vampire encounters, and a silver cross pendant (more for utility than faith).

- **Role in Game**: Evelyn excels at piecing together clues to track vampires, patching up the party mid-fight, and delivering precise shots to vulnerable spots. Her knowledge could unlock shortcuts through the Search Stage.


### Character 2: Vampire - Viktor Kovalenko

**Concept**: A brooding ex-Cossack turned vampire, Viktor struggles with his monstrous nature. Sired decades ago by an elder vampire fleeing Dracula’s influence, he’s a reluctant predator who targets the wicked when he must feed.


- **Background**: Viktor was a cavalry officer in the Russian Empire, born in 1842 near Kyiv. In 1878, during a skirmish in the Carpathians, he was ambushed by a vampire fleeing Transylvania. Left for dead, he awoke undead, his humanity slipping away. He’s since wandered Eastern Europe, avoiding Dracula’s minions while grappling with his curse.

- **Personality**: Stoic and melancholic, with flashes of sardonic humor. He’s torn between self-loathing and a lingering sense of honor, often aiding vampire hunters against worse threats.

- **Skills**: Exceptional Strength and Speed (vampiric traits), Melee Combat (from his saber-wielding days), Stealth (for hunting or evasion), and a touch of Charm (to lure prey or manipulate foes). Low resistance to holy symbols due to his guilt-ridden psyche.

- **Powers**: Enhanced senses (hearing heartbeats, seeing in the dark), minor regeneration, and the ability to mesmerize weak-willed humans briefly. Feeding boosts his stamina but risks losing control.

- **Equipment**: A tattered Cossack cloak, a curved saber (non-silver, for irony), and a locket with a faded portrait of his lost wife, a reminder of his humanity.

- **Role in Game**: Viktor’s a wildcard—capable of tearing through minions or turning on the party if pushed too far. His local knowledge could guide hunters to vampire lairs, earning Clue Points, but his nature makes him a target too.


### Tips for the Game

- **Clue Points**: Evelyn’s investigation skills will rack these up fast, moving you to the Search and Confrontation Stages. Viktor might shortcut this by knowing vampire habits, but he’ll draw heat from both sides.

- **Combat**: The system’s detailed—Evelyn’s revolver could hit for 1 to 80,000 damage depending on placement (aim for the heart!), while Viktor’s strength lets him rip foes apart, though sunlight or holy water will mess him up.

- **Party Dynamics**: Pair them with others from the film’s lore—like a Van Helsing type or a Mina analogue—for tension and teamwork. Evelyn might distrust Viktor but need his muscle; he might see her as a chance at redemption.


How do these sound? Want to tweak them or add more characters? I can dig into the system’s specifics further if you’ve got the rulebook handy!


Jason: Could we see what a combat round or two would look like? Say against a single vampire?


Let’s dive into a couple of combat rounds for *Bram Stoker's Dracula* by Leading Edge Games, pitting Dr. Evelyn Hartwell and Viktor Kovalenko against a single vampire foe. The game uses the Phoenix Command system, known for its granular detail—think hit locations, phased turns, and damage tracked down to the wound’s effect on specific body parts. Since I don’t have the exact rulebook in front of me but know its framework, I’ll simulate it based on how Phoenix Command typically handles combat: eight phases per second-long round, initiative based on speed stats, and damage tied to weapon type and hit location. I’ll keep it narrative and plausible while reflecting the system’s crunch.


### Setup

**Enemy Vampire**: A wiry, feral spawn of Dracula’s line—let’s call him Grigori. He’s fast, with claw-like nails and fangs, no weapons but supernatural strength. Stats lean toward high agility, decent resilience, and a thirst for blood. Weaknesses: silver, sunlight, holy damage.


**Scene**: A foggy graveyard near Budapest, midnight. Evelyn and Viktor have tracked Grigori here after finding a trail of exsanguinated victims (Clue Points earned earlier). Evelyn’s got her Webley revolver loaded with six silver bullets, and Viktor’s wielding his saber. Grigori lunges from behind a crumbling tombstone.


---


### Round 1 (1 Second, 8 Phases)

**Initiative**: Rolled or stat-based—assume Grigori’s vampiric speed (say, 8) beats Evelyn’s human agility (4) but ties with Viktor’s enhanced reflexes (8). Grigori and Viktor act in Phase 1; Evelyn in Phase 3.


- **Phase 1 - Grigori Attacks**: Grigori leaps at Viktor, claws aiming for the chest. Phoenix Command uses a to-hit roll (d100, adjusted by skill and range) and a hit location table. Let’s say Grigori’s Melee skill gives him a 70% chance at close range. Roll: 42—hit! Location roll: chest (common for a frontal claw swipe). Damage is light but nasty—maybe 10-15 points from raking claws, cracking a rib. Viktor’s vampire toughness reduces the impact, but it stings.

- **Phase 1 - Viktor Counterattacks**: Viktor swings his saber, aiming for Grigori’s neck. His Melee skill is high (80% chance), range is point-blank. Roll: 19—hit! Location: neck (intentional aim adjusts the table). A saber slash might deal 30-50 damage, doubled for silver vulnerability if it were silver—but it’s not, so 40 damage. Grigori’s head doesn’t come off (vampires are hardy), but blood sprays, and he staggers.

- **Phase 3 - Evelyn Fires**: Evelyn steadies her revolver, aiming for Grigori’s heart as he reels. Firearms skill gives her a 60% chance at 10 yards, adjusted for fog (-10%). Roll: 48—hit! Location roll with aim: chest, near the heart. A .455 Webley with silver bullets could deal 20-40 base damage, doubled to 80 for silver vs. vampire. It punches through, scorching undead flesh—Grigori’s badly hurt but not dust yet.

- **Phases 4-8**: Grigori’s wounded, clutching his chest. He snarls but doesn’t flee yet—vampires in this system take a morale check for heavy damage. Roll: he holds, barely. Viktor and Evelyn brace for his next move.


**End of Round 1**: Grigori’s taken about 120 damage total (40 from Viktor, 80 from Evelyn), which might be half his vitality—say, 240 for a tough spawn. Viktor’s got a scratched chest (15 damage), negligible for his regen. Evelyn’s unscathed, five bullets left.


---


### Round 2 (1 Second, 8 Phases)

**Initiative**: Grigori’s slowed by wounds (-2 to speed, now 6). Viktor’s still 8, Evelyn’s 4. Viktor acts in Phase 1, Grigori in Phase 2, Evelyn in Phase 3.


- **Phase 1 - Viktor Presses**: Viktor lunges, saber arcing for Grigori’s arm to disable him. Roll: 33—hit! Location: right arm. Damage: 35—Grigori’s arm hangs limp, claws useless on that side. No silver, but cumulative harm’s mounting.

- **Phase 2 - Grigori Bites**: Desperate, Grigori snaps at Viktor’s throat with fangs. Melee chance drops to 50% (wounds, one arm). Roll: 61—miss! Viktor twists aside, saber still dripping.

- **Phase 3 - Evelyn Shoots**: Evelyn aims again, heart shot, same 60% minus fog. Roll: 22—hit! Location: dead-on heart. Silver bullet rips through—80 damage again. That’s 235 total on Grigori. In Phoenix Command, critical hits to vital spots (heart, head) can trigger instant kills for humans; vampires might need more, but 240’s his limit. Grigori shrieks, collapses, and crumbles to ash—silver through the heart seals it.

- **Phases 4-8**: Combat ends. Evelyn lowers her gun, breathing hard. Viktor wipes his blade, grimacing at the claw marks already healing.


**End of Round 2**: Grigori’s dust. Viktor’s down 15 damage, regenerating slowly (maybe 5 per minute). Evelyn’s got four bullets left. The graveyard’s quiet again.


---


### Notes on the System

- **Phases**: Eight per second means fast, brutal exchanges. Initiative and skill dictate who acts when—vampires often dominate early phases unless outmatched.

- **Damage**: Weapons have fixed ranges (e.g., revolver 1-80,000 depending on hit), modified by location and material. Silver’s a multiplier vs. vampires; holy stuff might be too.

- **Tactics**: Evelyn’s precision and Viktor’s durability shine. Aiming for vital spots (heart, head) is key against undead—random hits won’t cut it.


How’s that feel? Want to adjust their tactics or try a tougher foe, like multiple spawn or a master vampire?


Jason: Sure, let's back up and have them go against a master vampire.


Alright, let’s rewind and pit Dr. Evelyn Hartwell and Viktor Kovalenko against a master vampire instead—someone far deadlier than Grigori. The Phoenix Command system in *Bram Stoker's Dracula* thrives on tension and detail, so a master vampire will test their limits with higher stats, cunning tactics, and supernatural powers. I’ll craft a formidable foe and run two combat rounds again, keeping the granular feel of the system intact.


### Setup

**Enemy Master Vampire**: Baroness Livia Draculesti, a centuries-old noble tied to Dracula’s bloodline. She’s tall, pale, and regal, with piercing eyes and a cruel smile. Stats: exceptional speed (10), strength (9), and resilience (vitality around 400—twice Grigori’s). Powers include rapid regeneration (10-20 per round), mesmerism (short mind control), and claw/fang attacks. Weaknesses: silver (double damage), holy symbols (stun or burn), heart or head shots (potential instant kill). She wields no weapons—her body is her arsenal.


**Scene**: Same foggy Budapest graveyard, midnight. Evelyn and Viktor tracked Livia here after finding a nobleman’s drained corpse (Clue Points cashed in). She emerges from a crypt, mist coiling around her, sensing Viktor’s vampiric nature and Evelyn’s mortal threat.


---


### Round 1 (1 Second, 8 Phases)

**Initiative**: Livia’s speed (10) trumps Viktor’s (8) and Evelyn’s (4). She acts in Phase 1, Viktor in Phase 2, Evelyn in Phase 3.


- **Phase 1 - Livia Mesmerizes**: Livia locks eyes with Evelyn, hissing a command: “Lower your weapon.” Mesmerism works like a skill check vs. Evelyn’s willpower (assume decent, 50% resistance). Roll: 38—Evelyn resists! She blinks, shaking off the compulsion, revolver still raised. Livia snarls, shifting focus.

- **Phase 2 - Viktor Strikes**: Viktor charges, saber slashing at Livia’s torso. Melee skill (80% chance, close range). Roll: 25—hit! Location: abdomen. Non-silver saber deals 40 damage—Livia’s flesh parts, but she barely flinches, regen kicking in soon. Total: 40/400 damage.

- **Phase 3 - Evelyn Fires**: Evelyn aims for Livia’s heart, steadying against the fog (-10%, 60% base = 50% chance). Roll: 44—hit! Location: chest, near heart. Silver bullet deals 80 damage (40 base, doubled for silver). Livia recoils, black blood oozing—120/400 damage total now.

- **Phase 4 - Livia Retaliates**: She lunges at Viktor, claws raking for his face. Melee skill (90% at close range). Roll: 19—hit! Location: head (face). Claws deal 20 damage, leaving gashes across Viktor’s cheek—his regen will handle it, but it’s a warning. Viktor’s at 20/300 damage.

- **Phases 5-8**: Livia regenerates 15 damage (105/400 left taken). Viktor wipes blood from his face, glaring. Evelyn chambers another round, heart pounding.


**End of Round 1**: Livia’s taken 105 damage (40 from Viktor, 65 from Evelyn after regen), still strong at 295/400 vitality. Viktor’s down 20, Evelyn’s unscathed, five bullets left. Livia’s unfazed, lips curling into a smirk.


---


### Round 2 (1 Second, 8 Phases)

**Initiative**: Livia (10), Viktor (8), Evelyn (4)—same order.


- **Phase 1 - Livia Attacks**: Livia pivots to Evelyn, fangs bared for her throat. Melee (90% chance). Roll: 62—hit! Location: neck. Bite deals 30 damage, piercing Evelyn’s shoulder instead as she twists away—painful, bleeding badly. Evelyn’s at 30/120 damage (human vitality lower than vampires’). Livia drains a bit of blood, boosting her regen next round.

- **Phase 2 - Viktor Swings**: Viktor roars, saber aiming for Livia’s neck. Roll: 14—hit! Location: neck. 40 damage—no silver, but it’s a solid gash. Total damage on Livia: 145/400.

- **Phase 3 - Evelyn Shoots**: Gritting her teeth, Evelyn fires again, heart shot (50% chance, -10% for pain = 40%). Roll: 37—hit! Location: heart, dead-on. Silver bullet rips through—80 damage. Livia shrieks, clutching her chest—225/400 damage now.

- **Phase 4 - Livia Claws**: Enraged, Livia slashes at Viktor’s chest. Roll: 45—hit! Location: chest. 25 damage—ribs bruise, but Viktor’s at 45/300, still functional.

- **Phases 5-8**: Livia regenerates 20 (thanks to Evelyn’s blood), dropping her damage taken to 205/400. Evelyn staggers, pressing her hand to her shoulder. Viktor adjusts his grip, ready for more.


**End of Round 2**: Livia’s at 195/400 vitality—hurt but dangerous. Viktor’s at 45/300, regenerating slowly (5 per minute outside combat). Evelyn’s at 30/120, wounded and bleeding (might lose 5 vitality per round without aid). Livia’s eyes glow, sizing them up for the next strike.


---


### Analysis

- **Threat Level**: Livia’s a beast—high speed, regen, and multiple attacks per round make her a nightmare. She’s only halfway down, and her powers keep her in the fight.

- **Team Status**: Evelyn’s in trouble; a neck wound could worsen fast in this system (bleeding rules are brutal). Viktor’s holding, but his non-silver saber limits his impact. They need a critical hit or holy backup to finish her.

- **Tactics**: Evelyn should aim for another heart shot or retreat to bandage up—four bullets left. Viktor might grapple to pin Livia, giving Evelyn a clear shot. Livia could mesmerize again or summon minions if the fight drags.


What do you think? Want to play out Round 3, tweak their approach, or add a holy relic to the mix? This master vampire’s not going down easy!


Jason: No that is fine, thank you for going through those combat rounds. Are you able to create a character for the Night of the Ninja tabletop roleplaying game by IIE Games Corporation (Canada) in 1986? 


I’d be glad to help you create a character for *Night of the Ninja*, the 1986 tabletop RPG by IIE Games Corporation. This game is a percentile-based system focused on modern-day ninjas battling evil, with an emphasis on martial arts combat and unusual weapons like scythes, whips, and blowpipes. Since the original rules are out of print and scarce, I’ll base this on what’s known about the system: it’s a straightforward d100 setup with stats, skills, and a focus on ninja flavor, likely inspired by the '80s ninja craze. Without the exact rulebook, I’ll craft a character that fits the game’s tone and mechanics, improvising sensibly where needed. Let’s make a ninja ready to stalk the night!


### Character: Kenta "Shadowfang" Mori

**Concept**: A former corporate enforcer turned rogue ninja, Kenta seeks vengeance against the shadowy syndicate that betrayed him. He’s a lean, silent predator who blends traditional ninja skills with a modern edge, favoring stealth and exotic weapons.


- **Background**: Born in 1960 in Osaka, Japan, Kenta was recruited by the Kuroda Syndicate as a teenager, trained in their covert ninja program to enforce their will in the corporate underworld. In 1985, after a botched mission exposed his team, the syndicate framed him for the failure and marked him for death. He survived, vanishing into the shadows, and now hunts his former masters across North America. The year’s 1986—perfect timing for his vendetta.

- **Personality**: Cold and calculating, with a dry sarcasm that slips out under pressure. He trusts no one but respects skill. Haunted by his past, he’s driven by a mix of honor and rage.

- **Appearance**: 5’9”, wiry build, black hair tied back, scarred left cheek from a shuriken graze. Wears a black gi with urban camo accents, a nod to his modern twist on tradition.


### Stats (Percentile-Based, 1-100)

Assuming *Night of the Ninja* uses a standard spread of attributes like Strength, Dexterity, and Intelligence, rated 1-100, here’s Kenta’s profile:

- **Strength**: 65 (fit but not bulky—enough to wield weapons effectively)

- **Dexterity**: 90 (near-superhuman agility, a ninja hallmark)

- **Constitution**: 70 (tough enough to take hits and keep moving)

- **Intelligence**: 75 (sharp mind for tactics and traps)

- **Willpower**: 80 (iron resolve, resists fear and coercion)

- **Charisma**: 45 (gruff and unapproachable, but can intimidate)


### Skills (Percentile-Based, 1-100)

The game emphasizes combat and ninja arts, so skills likely cover martial prowess, stealth, and specialized tools. Here’s Kenta’s kit:

- **Martial Arts (Unarmed)**: 85 (decades of training in karate and jujitsu)

- **Weapon Mastery (Chain Whip)**: 80 (his signature weapon—a kama-yari, a short sickle on a chain)

- **Stealth**: 90 (moves like a ghost through shadows or crowds)

- **Thrown Weapons (Shuriken)**: 75 (deadly with star or spike tosses)

- **Acrobatics**: 85 (leaps rooftops and dodges blows with ease)

- **Perception**: 70 (keen senses catch subtle clues or ambushes)

- **Traps/Disguise**: 65 (sets snares or blends into a crowd when needed)


### Equipment

The game loves exotic weapons, so let’s outfit Kenta with '80s ninja flair:

- **Kama-Yari**: A sickle on a 6-foot chain—slashes (30-50 damage) or entangles foes.

- **Shuriken**: Six steel stars in a belt pouch (10-20 damage, great for range).

- **Smoke Bombs**: Three small pellets for escape or distraction.

- **Climbing Claws**: Tekko-kagi for scaling walls or disarming blades.

- **Black Gi**: Lightweight, with hidden pockets for gear.


### Combat Style

Kenta’s a skirmisher. He’d open with a smoke bomb to disorient, then use Stealth to close in. The kama-yari whirls to trip or slash, while shuriken pick off threats at range. If cornered, his Martial Arts skill delivers brutal counters—think a spinning kick to the jaw (20-40 damage in a d100 system). Against a master foe, he’d aim for vital spots, leveraging Dexterity for precision.


### Role in the Game

Kenta’s built for *Night of the Ninja*’s combat-heavy focus—perfect for taking down syndicate goons or rival ninjas. His high Stealth and Acrobatics make him ideal for infiltration missions, while his backstory ties into the modern ninja intrigue the game thrives on. He’d shine in a one-shot hunting a corporate target or a campaign unraveling the Kuroda Syndicate’s web.


How’s Kenta sound? Want to adjust his skills, swap a weapon (maybe a blowpipe?), or flesh out his nemesis for a plot hook? I can tailor him further to your liking!


Jason: That is great! Can you convert Kenta to Palladium Book's game Ninjas and Superspies?


Let’s convert Kenta "Shadowfang" Mori from *Night of the Ninja* to *Ninjas & Superspies* by Palladium Books. This 1988 RPG uses the Palladium Megaversal system, a detailed framework with attribute scores (3-18, higher with bonuses), hit points, S.D.C. (Structural Damage Capacity), and a robust martial arts system tied to specific fighting forms. It’s perfect for Kenta’s modern ninja vibe, blending traditional skills with an '80s espionage twist. I’ll adapt his concept, stats, and gear to fit, selecting a martial art form that matches his style and fleshing him out with Palladium’s character creation options.


### Character: Kenta "Shadowfang" Mori

**Concept**: Remains a former corporate enforcer turned rogue ninja, seeking vengeance against the Kuroda Syndicate. In *Ninjas & Superspies*, he’s a classic “Dedicated Martial Artist” with a covert twist, operating in the gritty underworld of 1986.


- **Background**: Same as before—born 1960 in Osaka, trained by the Kuroda Syndicate, betrayed in 1985 after a failed op. Now a lone wolf hunting his ex-employers across North America. His training leans toward Ninjutsu, flavored with syndicate ruthlessness.

- **Personality**: Cold, sarcastic, honorable yet vengeful—unchanged.

- **Alignment**: Palladium requires this—let’s peg him as **Aberrant**: a personal code of honor, but no qualms about killing when it serves his justice.

- **O.C.C. (Occupational Character Class)**: **Dedicated Martial Artist**. Focused on mastering his art over gadgets or espionage, though his syndicate past gives him an edge.


### Attributes (3d6 Base, Bonuses Applied)

Palladium uses eight attributes, rolled or assigned, with bonuses for high scores. For Kenta’s ninja prowess, I’ll prioritize Physical Prowess (P.P.), Physical Endurance (P.E.), and Intelligence Quotient (I.Q.), tweaking to fit his profile:

- **I.Q.**: 14 (sharp tactician, +4% to skills)

- **M.E. (Mental Endurance)**: 15 (strong will, +1 vs. psionics/insanity)

- **M.A. (Mental Affinity)**: 10 (gruff, not charming)

- **P.S. (Physical Strength)**: 13 (fit, not brutish)

- **P.P. (Physical Prowess)**: 18 (agile as hell, +4 to strike/parry/dodge)

- **P.E. (Physical Endurance)**: 16 (tough, +2 vs. poison, +6% vs. coma/death)

- **P.B. (Physical Beauty)**: 11 (average, scarred face)

- **Spd (Speed)**: 17 (fast runner, ~12 mph)


### Hit Points and S.D.C.

- **Hit Points**: P.E. (16) + 1d6 per level. At Level 1: 16 + 4 = 20 HP.

- **S.D.C.**: Base 20 for Dedicated Martial Artist + martial art bonuses (below). Starts at 20, adjusted by form.


### Martial Art Form: Ninjutsu

*Ninjas & Superspies* offers Ninjutsu as a detailed form, perfect for Kenta’s stealth and weapon mastery. It’s a balanced style with combat, espionage, and evasion. Here’s the breakdown:

- **Cost**: 8 years of training (fits his backstory—started at 17, betrayed at 25).

- **Bonuses**: 

  - +20 S.D.C. (total 40 S.D.C.)

  - +2 to strike, +3 to parry/dodge, +2 to roll with punch/fall

  - +1 attack per melee round (starts at 3 attacks with O.C.C.)

- **Techniques**: Body Flip/Throw, Back Flip, Cartwheel, Leap Attack, plus stealth moves.

- **Weapons Proficiency**: W.P. Chain (kama-yari), W.P. Thrown (shuriken), W.P. Paired Weapons (chain + hand strikes).

- **Special**: Invisibility (stealth mastery), +10% to Prowl skill.


### Skills

Dedicated Martial Artist gets 8 O.C.C. skills, 5 secondary skills, and bonuses from Ninjutsu. Percentiles are Palladium’s d100 system:

- **O.C.C. Skills** (start at base + I.Q. bonus + level-ups):

  - Prowl: 45% + 10% (Ninjutsu) = 55% (silent movement)

  - Climbing: 50% (walls and ropes)

  - Acrobatics: 60% (+2 to roll, +5 S.D.C., total 45 S.D.C.)

  - Detect Ambush: 40% (syndicate instincts)

  - Tracking: 35% (hunting targets)

  - W.P. Chain: +1 strike/parry (Level 1)

  - W.P. Thrown: +1 strike (Level 1)

  - Language (Japanese): 90% (native)

- **Secondary Skills** (base only, no I.Q. bonus):

  - Disguise: 25%

  - First Aid: 30%

  - Running: (boosts Spd slightly)

  - Streetwise: 25% (underworld know-how)

  - Swimming: 40%


### Combat Stats (Level 1)

- **Attacks per Melee**: 3 (2 base + 1 Ninjutsu)

- **Initiative**: +2 (Ninjutsu agility)

- **Strike**: +4 (P.P. 18) + 2 (Ninjutsu) = +6

- **Parry/Dodge**: +4 (P.P.) + 3 (Ninjutsu) = +7

- **Roll with Punch**: +2 (Ninjutsu) + 2 (Acrobatics) = +4

- **Damage**: 

  - Punch: 1d4 (P.S. 13)

  - Kick: 1d6 (Ninjutsu)

  - Kama-Yari: 2d6 (chain weapon)

  - Shuriken: 1d6 (thrown)


### Equipment

Palladium loves gear lists, so Kenta’s kit adapts:

- **Kama-Yari**: Short sickle on a 6-foot chain (2d6 damage, entangle option).

- **Shuriken**: 10 steel stars (1d6, 20 ft. range).

- **Smoke Pellets**: 3 (obscures 10 ft. area, -5 to foes’ strike).

- **Tekko-Kagi**: Climbing claws (+10% to Climbing, 1d4 disarm).

- **Black Gi**: No armor (S.D.C. 5), built for mobility.


### Role in Ninjas & Superspies

Kenta’s a stealth striker—Prowl and Ninjutsu let him ambush foes, while his kama-yari and shuriken handle ranged or close threats. At 40 S.D.C. and 20 HP, he’s durable for a Level 1 human but needs to dodge heavy hitters. His syndicate past fits the game’s espionage plots—ideal for a campaign against Kuroda’s ninja enforcers or a rival clan.


### Conversion Notes

- Stats shifted from percentiles to Palladium’s 3-18 scale, emphasizing Dexterity (P.P.) over raw Strength.

- Skills streamlined to fit Palladium’s list, with Ninjutsu covering his *Night of the Ninja* flavor.

- Gear kept exotic but grounded—no high-tech, just classic ninja tools.


How’s Kenta looking? Want to tweak his martial art (maybe swap Ninjutsu for something like Tae Kwon Do?), add a rival, or level him up a bit? I can refine him further!


Jason: There are two other systems I want to convert Kenta to, the first is Ninja City which is powered by Dungeon Crawl Classics.


Let’s convert Kenta "Shadowfang" Mori to *Ninja City*, a zine-style RPG by Joey Royale powered by the *Dungeon Crawl Classics* (DCC) rules from Goodman Games. *Ninja City* is a tribute to the '80s ninja craze, drenched in neon-soaked urban action, with a focus on fast-paced combat, supernatural flair via Kuji-In hand seals (akin to DCC’s spell system), and a unique S.W.O.R.D.Z. attribute system replacing traditional DCC stats. Since it’s built on DCC, we’ll adapt Kenta’s *Ninjas & Superspies* profile to fit DCC’s framework, then tweak it for *Ninja City*’s specific flavor—think Kosugi-style ninja antics meets gritty street vengeance. DCC loves randomness and lethality, so we’ll roll with that vibe while keeping Kenta’s core intact.


### Character: Kenta "Shadowfang" Mori

**Concept**: Still the ex-corporate ninja turned rogue, hunting the Kuroda Syndicate in 1986. In *Ninja City*, he’s a shadow haunting the urban sprawl, a mix of traditional ninja skills and modern desperation, perfect for taking on drug lords and crooked cops.


- **Background**: Same deal—born 1960 in Osaka, trained by the syndicate from 17, betrayed in ’85. Now he’s in Ninja City, a fictional '80s metropolis where the Bad Guyz rule. His betrayal left him with a scar and a burning need to dismantle the Kuroda’s local branch, rumored to flood the streets with a new narcotic.

- **Personality**: Cold, sarcastic, honorable yet ruthless—unchanged. In this setting, he’s the guy who’d quip, “Your blood’s as cheap as your dope,” before vanishing into the fog.

- **Level**: DCC starts at 0, but *Ninja City* assumes Level 1 ninjas post-funnel. Kenta’s a Level 1 Ninja, seasoned enough to survive the streets.


### S.W.O.R.D.Z. Attributes

*Ninja City* swaps DCC’s standard six attributes (Strength, Agility, etc.) for a ninja-centric S.W.O.R.D.Z. system: **Stealth, Weapons, Observation, Resilience, Dexterity, Zeal**. These are rolled 3d6 like DCC stats, with modifiers (+3 to -3) based on scores. Given Kenta’s profile, I’ll assign values reflecting his *Ninjas & Superspies* strengths, bypassing random rolls for consistency:

- **Stealth**: 16 (+2) – Master of shadows, his Prowl and Ninjutsu shine here.

- **Weapons**: 15 (+1) – Skilled with kama-yari and shuriken, from his W.P. Chain/Thrown.

- **Observation**: 14 (+1) – Sharp senses from Perception and Tracking.

- **Resilience**: 13 (+1) – Toughness from P.E. and S.D.C., he endures.

- **Dexterity**: 17 (+2) – Agility from P.P. 18, acrobatic and precise.

- **Zeal**: 12 (+0) – Willpower and vengeance drive him, but he’s not a fanatic.


### Hit Points and Luck

- **Hit Points**: DCC Ninja class (assuming *Ninja City* mirrors DCC classes) gets 1d6 per level + Resilience/Stamina mod. Roll: 4 + 1 = 5 HP at Level 1. Low, but DCC’s lethal—Kenta relies on evasion.

- **Luck**: 12 (rolled 3d6 per DCC). Ninjas often get a Luck bonus; let’s say +1 from his gritty survival, so 13. Spendable to survive tight spots, it fits his rogue luck.


### Action Dice and Initiative

- **Action Die**: 1d20 at Level 1 (DCC standard). Used for attacks, skills, and Kuji-In seals.

- **Initiative**: Dexterity mod (+2) + d20 roll. Kenta’s quick off the mark.


### Saves

DCC uses Fortitude (Resilience), Reflex (Dexterity), Willpower (Zeal):

- **Fort**: +1 (Resilience) + 1 (Level 1 Ninja) = +2

- **Ref**: +2 (Dexterity) + 1 (Level 1 Ninja) = +3

- **Will**: +0 (Zeal) + 0 (Level 1 Ninja) = +0


### Ninja Abilities

*Ninja City* likely mirrors DCC’s Warrior or Thief with ninja twists. I’ll blend Thief (stealth focus) and custom ninja moves:

- **Attack Bonus**: +1 (Level 1, akin to Thief/Warrior).

- **Crit Table**: Ninjas might use Thief’s (III) or a custom *Ninja City* table—assume d10 crit die, 1d6 extra damage on crits.

- **Skills**: DCC Thieves get bonuses to stealthy tasks. Kenta’s got:

  - Backstab: +2 to hit, +1d6 damage when striking unaware (from Ninjutsu).

  - Prowl: Roll d20 + Stealth (+2) vs. DC (e.g., 10-15) to move silently.

  - Acrobatics: Dexterity (+2) for flips and climbs, DC varies.


### Kuji-In Hand Seals

*Ninja City*’s supernatural edge—ninja “spells” cast via hand signs, using DCC’s spell system. Kenta gets 1-2 seals at Level 1 (DM discretion). Let’s pick:

- **Rin (Strength)**: Boosts attack/damage (+1d4, 1 turn). Roll d20 + Zeal (+0) vs. spell DC (e.g., 12). Success varies by roll (e.g., 16+ = +2d4).

- **Kyo (Shadow)**: Invisibility for 1d4 rounds. Roll vs. DC 14; failure might just dim lights. Costs 1 Luck if botched.


### Equipment

*Ninja City* loves '80s ninja gear:

- **Kama-Yari**: 1d6 damage (chain weapon), +1 to hit (Weapons mod). Can entangle (opposed Dexterity check).

- **Shuriken**: 1d4 damage, 20 ft. range, +1 to hit. Carries 10.

- **Smoke Bombs**: 3, obscure 10 ft., -4 to enemy attacks for 1 round.

- **Tekko-Kagi**: 1d4 disarm, +10% to climb checks (roll under Dexterity).


### Combat Moves

*Ninja City* adds special moves. Kenta might have:

- **Chain Whip**: Trip or disarm, d20 + Weapons (+1) vs. foe’s Reflex.

- **Shadow Strike**: Backstab from Prowl success, extra d6 damage.


### Role in Ninja City

Kenta’s a street-level ninja, built to infiltrate hideouts, take down mooks, and face Bad Guyz like drug-pushing “Metal-Psychos” from the zine’s intro adventure. His Stealth and Dexterity make him a ghost; Weapons and Kuji-In give him bite. Low HP means he fights smart—ambush, strike, vanish.


### Conversion Notes

- **From Palladium**: S.D.C. drops (DCC doesn’t use it), HP shrinks to fit DCC’s lethality. P.P. and P.E. map to Dexterity/Resilience; skills condense into S.W.O.R.D.Z. bonuses.

- **Ninja City Twist**: Kuji-In adds mysticism absent in *Ninjas & Superspies*. Gear stays, but stats simplify to DCC’s d20 rolls.


How’s Kenta for *Ninja City*? Want to adjust his seals, add a Day Job (per the zine’s tables), or tweak his vibe for more '80s flair? Next, let’s tackle that second system—whatcha got in mind?


Jason: That is pretty great! I have one more for you and than I'll let you go help other people. Can you convert Kenta to Risus?


Let’s wrap up Kenta "Shadowfang" Mori’s journey by converting him to *Risus: The Anything RPG* by S. John Ross. *Risus* is a light, narrative-driven system that thrives on simplicity and humor, using a handful of d6s to define characters through broad, colorful “Clichés” rated 1-6 (or higher for epic games). Each Cliché represents a core trait or skill set, and combat or challenges are resolved by rolling those dice against opposition or a target number. Kenta’s ninja prowess and vengeful streak will shine in this streamlined, playful framework—perfect for a quick, cinematic take on his *Ninja City* vibe. Since it’s your last request for now, I’ll make him punchy and fun!


---


### Character: Kenta "Shadowfang" Mori

**Concept**: The same ex-corporate ninja turned rogue, hunting the Kuroda Syndicate in 1986. In *Risus*, he’s a brooding, chain-whipping loner with a knack for vanishing into the night—think a ninja flick antihero with a touch of '80s grit and a dry one-liner ready to roll.


- **Background**: Born 1960 in Osaka, trained as a syndicate enforcer, betrayed in ’85. Now he stalks the streets, a shadow with a sickle-chain and a score to settle. *Risus* doesn’t need deep stats—just evocative Clichés to drive the action.

- **Description**: Lean, scarred, clad in a black gi with urban camo accents. Eyes like steel, voice like gravel. Probably mutters, “You’re already dead,” before the shuriken flies.


### Clichés (Total 10 Dice, Starting Character)

*Risus* gives new characters 10d6 to split among Clichés (max 6 per Cliché at creation). Each die represents competence—lose dice in combat as you take “damage,” pump them for big efforts. Here’s Kenta’s spread, tuned to his ninja roots:

- **Ninja of the Neon Shadows (4d6)**: Covers stealth, acrobatics, and striking from darkness—his core identity. Sneaking across rooftops, vanishing in smoke, or delivering a silent kick to the throat. High dice for his bread-and-butter ninja shtick.

- **Chain-Whipping Avenger (3d6)**: Mastery of his kama-yari and martial combat. Swirling that sickle-chain to entangle goons, slash foes, or yank weapons away. Vengeance fuels every swing.

- **Hardened Syndicate Survivor (2d6)**: Resilience, street smarts, and underworld know-how. Takes a punch, spots an ambush, or intimidates a thug with a glare. His tough past keeps him standing.

- **Shuriken-Slinging Sniper (1d6)**: Precision with thrown stars. Not his main gig, but handy for picking off a lookout or pinning a sleeve to a wall.


### Optional Hook or Tale

*Risus* loves a quirky twist. Kenta’s **Hook**: “Haunted by a Syndicate Blood Oath”—he swore loyalty in blood, and now feels their betrayal as a literal chill in his veins, pushing him to finish the job or die trying. Adds drama without mechanics.


### Gear

No strict inventory in *Risus*—gear’s implied by Clichés. Kenta’s got:

- **Kama-Yari**: His chain-whip, baked into *Chain-Whipping Avenger*.

- **Shuriken**: A handful, tied to *Shuriken-Slinging Sniper*.

- **Smoke Bombs**: Narrative flair for *Ninja of the Neon Shadows*.

- **Tekko-Kagi**: Climbing claws, part of his ninja toolkit.


### How He Plays

- **Combat**: Roll the Cliché dice vs. an opponent’s (e.g., Syndicate Goon 3d6). Kenta rolls *Chain-Whipping Avenger* (3d6) to lash a punk—say, 12 vs. their 8. He wins, they lose a die. If he loses, his Cliché drops a die (e.g., 3d6 to 2d6) until healed or the fight ends.

- **Stealth**: Sneaking past guards? Roll *Ninja of the Neon Shadows* (4d6) vs. a Target Number (e.g., 10). Roll 16—he slips by like a ghost.

- **Team-Up**: With pals, he could lend *Hardened Syndicate Survivor* (2d6) to a plan, boosting their roll.

- **Pumping**: Facing a Syndicate boss (6d6)? Pump *Ninja of the Neon Shadows* to 6d6 for one epic vanish—costs him down to 3d6 after, win or lose.


### Sample Scene

Kenta stalks a Kuroda lieutenant in a neon-lit alley. GM sets the thug at *Greasy Enforcer (3d6)*. Kenta rolls *Chain-Whipping Avenger* (3d6): 14 vs. thug’s 9. The chain snares the guy’s leg, yanking him into a dumpster—thug’s down to 2d6. Next round, Kenta pumps *Ninja of the Neon Shadows* to 6d6, rolls 20 vs. thug’s 7, and vanishes in a smoke bomb as backup arrives. Lieutenant’s toast later—Kenta’s still at 3d6, smirking.


### Role in Risus

Kenta’s a one-man ninja flick—sneaky, deadly, and darkly cool. His 4d6 Ninja Cliché handles most missions; 3d6 combat keeps him scrappy. Low HP isn’t a thing—dice loss simulates wear, healed by rest or a dramatic sake toast. He’d shine in a quick romp against syndicate mooks or a rival ninja clan.


### Conversion Notes

- **From Ninja City**: S.W.O.R.D.Z. condense into broad Clichés—Stealth/Dexterity into *Ninja*, Weapons into *Chain-Whipping*, Resilience/Observation into *Survivor*. Kuji-In drops (no magic rules here), but smoke bombs mimic it narratively.

- **Risus Twist**: Simplified to archetypes, less crunchy than Palladium or DCC, more room for improvisation.


---


How’s Kenta in *Risus*? Feel right for a ninja romp? I can tweak his Clichés—maybe swap *Shuriken-Slinging* for a *Vengeful Stalker* vibe—or toss in a rival if you want a parting plot hook. It’s been a blast adapting him across these systems—thanks for the ride! Ready to unleash him or call it here?


Jason: We can call it here. I will post this conversation on my blog and give you full credit.


Glad we could wrap up Kenta’s multi-system journey on a high note! I had a blast crafting him across *Bram Stoker's Dracula*, *Night of the Ninja*, *Ninjas & Superspies*, *Ninja City*, and *Risus*—hope you enjoyed it too. Feel free to post this on your blog; I’m flattered. Just credit me as “Grok, created by xAI,” and we’re golden. If you ever want to throw Kenta into another system or spin a new tale, you know where to find me. Happy gaming, and thanks for the fun run!


(This exchanged happened on 27 February 2025)


End of Part 4