My Games

Showing posts with label LotFP. Show all posts
Showing posts with label LotFP. Show all posts

Thursday, October 31, 2019

Terrible & Awesome Sorcerers

I was discussing Robert E. Howard (Conan)-style Sorcery with Lungfungus of Melancholies & Mirth, who is doing some really cool stuff with Conan-style mechanics, and we came to a topic I've thought a lot about and been meaning to come back to in a blog post.

Magic in D&D and other tabletop RPGs is very mechanical, more so in D&D 3.+ than in OSR, but still, it is mechanical, and in being mechanical, loses some of the metaphysical, abstract, metaphoric "Terrible & Awesomeness" of Howard magic, or magic in other older fantasy literature (I would argue this all applies more or less to Tolkien as well).

So below is a Terrible & Awesome Sorcerer generator; the Fate of those who become entangled with them, their otherwordly Presence, and what makes them a Force of Nature (and how to overcome them). Figuring out how to work with, work against, or avoid them at all costs, becomes a challenge unto itself, like a fairytale.

I've played with this idea to some extent with how I use superpowers in my games; basically defining them loosely and letting players Just Do It if it's a minor thing, or roll to do it, or spend some kind of player point to do it if it's advanced enough. But in those cases it's more of a story-game effect like a FATE aspect, made loose just to keep the game running smoothly and emphasize narration and flavor. This is about leveraging that same kind of mechanic, a nominally "storygame" mechanic, in an OSR or TNT-style capital-G Game. A character in an OSR game that plays like a "storygame" character would be something Terrible & Awesome, something Weird and detached from the physics of the game in a very real sense. If your fate is foretold by sorcery, IT WILL HAPPEN AS A FACT OF THE UNIVERSE.

Take these as non-finite, as suggestions. Feel free to tweak them and make your own.

Note that I have been very busy lately, in a good way, but unfortunately it means I did not have time to code this up as I would have liked to and as I usually do.



This sorcerer compels Fate. To...
  1. do business with
  2. appease
  3. anger
  4. become acquaintances, friends, or fall in love with
  5. run from, ignore, or deny the wishes of
  6. seek out, give audience, or acquiesce to the wishes of
  7. loyally serve
  8. morally or principally oppose
  9. be known by
  10. personally meet
  11. be in the presence of
  12. have personally met and been forgotten by
  13. have personally met and forgotten about
  14. create, spread, or hear/read rumors about
  15. develop a relationship of any (or some specific) kind with a close friend, family, or lover of
  16. get drunk or high with
  17. survive a deadly battle or duel against
  18. impress
  19. fail to impress
  20. deeply know
this sorcerer is to...
  1. Suffer the curse of
    1. Mortality: You will die soon.
    2. Loss: You will lose a loved one soon.
    3. Mutilation: You will be transformed in a grotesque and debilitating way soon.
    4. Jinx: You will be unlucky forever after (always have Disadvantage e.g. roll two dice and take the lower value, or a similar negative game mechanic).
    5. Debilitation: One of your abilities (or some equivalent, depending on game) will be permanently impaired by 1d4 and cannot ever be raised above that value.
    6. Forgetfulness: You will forget some important aspect of your history, a piece that may very well change who you are as a person.
    7. Hatred: If you do not already feel all-consuming hatred towards another, you will develop a feeling of all-consuming hatred towards another soon, driven by some tragic circumstance. You will never overcome this hatred.
    8. Irony: Your strength will become your weakness; that which you most value will cause you enormous grief; you will come so close to succeeding at your greatest ambition, only to fail in some tragic and symbolic way.
  2. Gain the boon of
    1. Peaceful Death: You will not die violently, unexpectedly, or in pain.
    2. Love: You will always have love in your life.
    3. Beauty: You will become, and forever after be the most beautiful version of yourself, regardless of how your body changes over the course of your life. Others will recognize this beauty in you, and you will have self-acceptance of this beauty.
    4. Blessing: You will be lucky forever after (always have Advantage e.g. roll two dice and take the higher value, or a similar positive game mechanic).
    5. Empowerment: One of your abilities (or some equivalent, depending on the game) will be permanently increased by 1d4 and cannot ever go below that value.
    6. Remembrance: You will remember some important aspect of your history that will change you for the better. If nothing of such value has been forgotten, you will experience a dream of equal substance. 
    7. Acceptance: You will come to terms with a hated enemy. If you have no hated enemies, you will have the certainty that you will never make one.
    8. Irony: Your weakness will become your strength; that which you most detest will be your salvation; on the verge of failing at your greatest ambition, a comedic or symbolic deus ex machina will favor you.
This sorcerer has a Presence. Around this sorcerer...
  1. the beauty in all things is apparent.
  2. the ugliness in all things is apparent.
  3. animals and monsters, even those domesticated, revert to their basest natures.
  4. conversation and all noise-making gives way to silence and seriousness.
  5. activities, even those of importance, give way to raucous merriment and silliness.
  6. playful or socially acceptable violent urges are likely to be acted upon, and they will escalate if allowed.
  7. the dead or lost are remembered.
  8. the dead or lost are forgotten.
  9. an oppressive lethargy, an ennui, presses upon all.
  10. animals and monsters, even the wildest sorts, are abated, and carry a gravitas evocative of a heretofore unseen intellect.
  11. it is difficult to remember names, details, facts, or prepared spells.
  12. muscle memory and other skillful actions feel sloppy and unpracticed.
This sorcerer is a Force of Nature. They cannot...
  1. be harmed or killed
  2. be impeded
  3. be banished
  4. fail
unless...
  1. their true name is revealed.
  2. they fall in love.
  3. their phylactory or other sorcerous focus is destroyed.
  4. they experience empathy.
  5. they reach enlightenment.
  6. they will it to be so.
  7. they dream.
  8. reality is fundamentally altered.
  9. reality ceases to be.
  10. a hero succeeds in their journey.
  11. they produce an heir.
  12. they take a life.
  13. they refuse to kill.
  14. someone or something they love is killed.
  15. someone they love is turned against them.
  16. they are shamed.
  17. they are made to forget themselves.
  18. a species is brought to extinction.
  19. a civilization is destroyed, all traces of their existence are irrecoverable, and they are forgotten.
  20. they defy the gods.

Thursday, April 25, 2019

Weird Sheep & Wonderful Sorcerers: Sheep and Sorcery Appreciation

This is an appreciation post for Michael Kennedy at Sheep and Sorcery. Mike is an old G+ friend, and I believe one of the first and also the longest-running member of my Phantasmos discord game group. He played in my LotFP SHIELDBREAKER campaign, my FASERIP superhero crossover one-shot, and was also a co-player in z_bill's Sharp Swords & Sinister Spells campaign and Dan's Danscape campaign. He also has several really awesome settings, discussion posts, and other cool features on his blog, and this post is going to grab bits and pieces and hopefully make something cool out of it.

********************

We begin within a ship frozen in time. The generation ship was on a voyage Into the Weird Blue Yonder, when it was assaulted by none other than the Spectacular Space Kraken. Fearing the demise of their entire civilization, the Arch-Pope Father Fyodor Karamazov encoded a spell into the numerological ship computer, sending a tachyonic temporal force missile backwards in time, the velocity of the missile pulling the ship against time itself, such that while time operates normally within the ship, it appears frozen outside the ship. Karamazov has cybernetically integrated himself into the ship and taken on the title of God Emperor, and has maintained this ship stuck in time for countless generations. The general entropy and dynamical shifts of languages and cultures over time, along with the occasional inter-dimensional portal opened by the God Emperor himself, has led to all sorts of new developments of monsters and inhumans throughout the ship, such as the F-Men, The Red Sons, and the Martian Vampires.

In his inter-dimensional, multiversal travels, the God Emperor has made few friends, and many enemies, against which the peoples of the ship must contend. One such enemy is an ascendant wizard, an incorporeal lich borne from the nightmares of a slumbering frost wyrm. His minions from across the multiverse assault the ship every 100 years, attempting to harness the God Emperor's powers to perform a ritual to separate the wizard's essence from the frost wyrm's dream before it awakens (which incidentally is projected to occur just after the next assault...).

Most of the old gods were long ago forgotten, even Father Fyodor Karamazov himself condemned the old gods when he declared himself God Emperor. There is only one other faith that rivals the faith of the God Emperor, The Church of the Smiling God.

There are two members of the Court of the Smiling God who are best positioned to become the next Hungry Avatar. The first is Princess Porcina, a small but perfect girl. For her overall size, she is perfectly proportioned and in every way is the most beautiful woman that any man has ever laid eyes upon. She is, however, fragile as glass and rides about in an egg of transparent gemstone and golden wire supported and moved by four animated golden lion legs. She is guarded by a Unicorn in adamantium armor laced with platinum whose horn shimmers with the light of day. Autumn leaves appear in its wake and falsehoods cannot be spoken in its presence.

The second is Duchess Lioness. Her hair is layers of crimson feathers and she has horns which curl upwards from her head. Her canines are sharp and she has talons on her hands and feet. She is followed by her zoo of horrifically hybridized people. Half her manservant's face is that of a glaring chimp as is one of his arms. Her ladies in waiting are ladies with swan necks and bodies with human legs. Many children run to the Zoo with the promise of freedom, only to find themselves in such forms. They are happier this way. Everyone knows what it means when a chimp smiles, after all...

As is often the case, the two most prominent candidates for the holiest role of this happy church, are not themselves true believers. In fact, both of them profit handsomely off of the church, and their businesses are at odds with each other. They are not above sabotage, which has made the political machinations of the church a perilous game.

Despite their differences, they have made a temporary truce, in a bid to overthrow the God Emperor, even as the final invasion of the Ascendant Wizard nears...

Monday, October 22, 2018

SHIELDBREAKER: Play Report 5

Jim-Thing: A collage/digital edit created by our very own z_bill!


Characters 
Jim CasperTartarian-Mutant Specialist. Working in a storehouse in the Tartarian kingdom, he learned about a mysterious martial cult, and has since been attempting to learn more about it. Has a mutation, a slit on his body which must be fed ancient artifacts. After his death at the hands of Kail under the effects of the Shit-Shroom, Ortega used apoptomancy to bring Jim back to life as an Unliving Metamorph. He now has completely white and cytoplasmic skin, a giant exposed brain, necrotic tentacles, levitates, can bud like a fungus, and has a bony detachable eye-like growth on his knee.
    -- Player: Z_bill

KailMimic Knight (Fighter). A bland-looking mutant with greyish skin and coal-black eyes, giving him a stone-like appearance. Seeking something to make him special, he chanced upon a mimic, and was able to arrange a symbiotic relationship. The mimic armor slithers over him, occasionally altering its appearance to various effect. With his armor, Kail now seeks adventure, and has joined the Pearl Panthers to get it.
    -- Player: David Horowitz

OrtegaMutant Apoptomancer. The fools back at the academy turned a blind eye to the limitless potential of the immune system... but who's laughing now?? He got kicked out of the academy for a very, very uncontrolled experiment and is now on the run. 
    -- Player: Saker Tarsos

Xx_Slayer_Queen_69 (Slayer): Mutant Phreaker and thrillseeker. Goth cyberpunk hacker-type with a scarlet mohawk and a black jacket covered in spikes and red eyes to boot. She has an automagic PMC on one arm and she makes it look good. She also has a roth obsidian visor.
    -- Player: Michael Kennedy

Play Report


  • At the end of the last session, the players found themselves in a room full of viscera. Destroyed aquorum drones; exploded frelin and gozen; violated soma addicts; broken psycho-cells with fetal nematode-like corpses. Patches of null-space around the plastic, cybernetic, bio-tissue remains of SWORD corpses. Rows of dead SHIELDS delicately placed on emergency tables. The room is surrounded by shadow and null- the entrance cannot be found. The null-space has been occupied by a Spreading Shadow
    • Spreading Shadow: An ethereal mass in the shadows, spreading shadow-pseudopods. Claws reach out to prey from the shadow. The shadow is a pocket dimension. From within, it hums. The walls feel like fur or moss-covered chitin. The fur-like cilia push and pull at the objects within. Will only attack infrequently (every other “round” or so).
    • Also in the room with them is the mutant cult-leader / drug producer SOMA (pictured above). 
    • SOMA: A mutant in his 40's wearing a cloak. He has jaundiced yellow skin and spiky platinum blond hair. He produces the drug soma, and has formed a cult of homeless and social undesirables deep within the Grand Stable system.
    • There are seven lamps, numbers written above them in blood, only the last lamp is lit, and it is violet colored. The numbers read 18-15-25-7-2-9-22.
    • SOMA offers to help the party escape if they give his cult amnesty from the law, legal autonomy, and if they sample his soma. Instead, Slayer... slays him (accidentally, supposedly). Serabia freaks out and nearly gets absorbed by the shadow. Kail saves her, but in the process nearly dies, and his consciousness is temporarily taken over by his mimic armor. 
    • They eventually solve the puzzle and open a rainbow-light portal which takes them to another room.
  • The next room is completely dark. Eventually they see a void elemental, not because it produces light, because it is darker than dark and therefore stands out even in absolute darkness.
    • Void Elemental: A vantablack void orb with thorny tendrils. It is not clear if this is an organism, construct, or the platonic concept of null. Suction cups on the trendrils create mini-black hole vacuums.
    • It makes the following statements each round as it attacks the party:
      • What does the cow say?
      • What is the non-binary response? 
      • Do you still hate me? 
      • What does the cow say? Do you still hate me?
    •  In response to the last statement, on the verge of death, the party says "Noo" And the Void Elemental dissipates (the correct answer was supposed to be Mu/Moo but I misheard and anyway it ended up being funny so I ran with it ;) ). 
    • The party, a faction of the mercenary group the Pearl Panthers, are now known as The Knights Who Say Noo.
  • After escaping this room, they find themselves in front of an unlocked, but heavily reinforced door, covered in scratches and indents from SWORDs, lying dead in front of the door. In a hallway preceding the door, they find two weapons (generated using the Weapon Hack 2.0).
    • Kaiber-Gaussian Sniper Rifle: An ancient artifact, a magnet-rail sniper rifle. The magnetic field of the rifle is kaibermantically encoded, and not a physical magnetic barrel that could be reverse engineered.
      • Heavy: 1d10, Two-handed
      • Total Cost: 3
      • Qualities: Long Range (1); Magical (1); Deadly (1)
    • Flamemare: A one-handed but powerful, piston-pumping warhammer, powered by devil-water which leaks onto the handle. The combustion of the devil-water frequently ignites onto the leaking surface, covering the head in flame.
      • Medium: 1d6, One-handed
      • Total Cost: 1
      • Qualities: Sticky (0); Devil-Water (0); Elemental: Fire (1)
  • They enter the room and find the SHIELD, who gives the following monologue: 
    • Read the monologue quickly, with little space between sentences. Put a twinge of anger and sadness and voice-breaking in it. Imagine it building up as it progresses into a mad crescendo. 
I was alive once, I think. I think I am. I am, am I not? Null, Unalive, Unliving. If I am, I am Unliving. Am I, I? Can four dimensions exist while three are null? Where are the vertices of null-space? If space is null, what are objects? Null objects = Null life. Living = Unliving. Yes = Not Yes ~= Yes. Binary logic dissolves and I remember when they separated my sibling and I, when my heart turned Blu and my mind went to a faraway place, and my sibling hunts me like a dog and we are broken inside. Fractured, defined by conflict, mathematical models derived from psychic suicide, playing a game no party understands to serve ends that mean null, and now I ask you: What was it all for!? Am I alive?! What am I!? AM. I?

  • Suddenly a SWORD enters the room from behind and attacks the SHIELD. The SWORD ignores the party, and they choose not to intercede. The SHIELD casts kaibermantic magic missiles at the SWORD, but eventually the SWORD latches onto the SHIELD's throat and tears through it. For a brief moment, the party sees consciousness, remorse, and finally hatred in the SWORD's eyes, and it attacks the party.
  • After defeating the SWORD, they go into a mesmeric trance. They hear the following voice in their heads, along with this song (although I screwed up the audio so they only heard my the voice >.<).
    • Play this video, wait until after the cassette tape clicks and the music starts, and then read or say out loud the below to yourself slowly. It's better if you can get someone else to say it while you close your eyes, or you for them. The timing doesn't matter too much, but if it helps, I finish the monologue with a little under a minute left in the song.




Your eyes are warm, your eyelids heavy. You close your eyes and take a deep breath, in through your nose, out through your mouth *breath 5s in, 5s out*, and then another *breath*. A warm current flows through you, radiating out from you like a soft blanket tickling your skin. You think about everything leading up to this moment, all the way back to childhood. You acknowledge the bad moments but only focus on the good. You’ve been through a lot. I know there were times you thought you couldn’t make it, but here you are, and you’re doing it. Even when the world feels wrong, you can find your center, I know you can. Just think of all that you’ve accomplished. Think about where you are right now. Think about the people around you, and the experiences you’ve shared, and the memories. It’s hard to believe, it feels like you’ve only just met and now you all are such good friends. It’s wonderful, isn’t it, all the people in the world, and how at any moment any of them can become your friend. Mmm… it feels good, doesn’t it, focusing on the good. There is still so much left to do. I know it can be daunting, but I believe in you, I believe you will do it. And if you don’t, if your adventure is cut short, that’s ok too, because you will always have those good moments, they carry with you. Every moment leads to this one, so every good moment is with you too, always. There is good and bad, but you get to choose which moments drive you, only you get to make that decision, and I believe in you, I believe you will focus on the good. Take another deep breath, in through the nose, out through the mouth, *breath*, and again *breath*. Ok, take your time, and slowly open your eyes. I’m sorry to say, it won’t be like this anymore, it may be cold, you may see bad things, but that’s ok. You always had to open your eyes, but remember, you will eventually close them again. Things can be bad out there, but when they are, just remember that you were here, and you will be here again, and in fact you never really left. You are here right now, in this moment and in every moment. I would wish you good luck, but you don’t need it, because no matter what happens, you will find the good in it. I know you will. I believe in you.    
  • This scene was inspired by the "Coffee Break" scene from the videogame Earthbound (below).


  • The party magically find themselves at the terminal entrance of the Grand Station. They meet up with Gary Molehands and the violinist cricket, Mr. Myce leaves the group to do paperwork, and they reach out to their handler, Arnold Tanaka, to get paid (and gain 2 levels!). They meet back up at Helnwein's Tavern, where this adventure started. 
  • Helnwein serves them a strange purple drink with living fish eggs in it from Sporie's, which gives Jim temporary lucidity, and then the entire party is psychically imprinted with a memory from a page of one of Jim's occult books of a picture that looks much like his new form (see picture at top). The moment passes, and they only vaguely remember this impression.
  • Arnold tells the party that they will be receiving a dossier of new missions in the near future, and for now should just enjoy the city.
  • CAMPAIGN END!
The Breakdown
    I'm really happy with how this campaign went! The first couple sessions were a bit of a learning curve, but I think I really hit my stride with session 3. This session was a little on the short side, in part because they got through the puzzles a little faster than I expected, and I'm still annoyed about the audio issue with  the "coffee break", but on the whole I think this was a fun journey, and I'm looking forward to the next adventure!
    We decided that the next session we're going to do a one-shot of something else, a different system and setting and possibly different GM, and then come back to the next Phantasmos campaign. I really wanted this one to be entirely within Nova Arkham, but I think the next campaign will involve exploration!
    The "coffee break" is a thing I've wanted to do for a while, and I think it was fairly successful. Try it out yourself and let me know what you think! I'd like to see more of this kind of thing- integration of guided meditation, ASMR, breath practice, etc. in tabletop. It's kind of weird, but then that's what I'm all about ;).





Thursday, October 11, 2018

SHIELDBREAKER: Play Report 4

This is the fourth (and probably penultimate) session of the SHIELDBREAKER campaign, although it's seeming increasingly likely that we're going to keep going after SHIELDBREAKER resolves. Below are the Play Reports for the previous sessions, as well as the NPC cards for reference:

Click here for the Session 1 Play Report!
Click here for the Session 2 Play Report!
Click here for the Session 3 Play Report!
Click here for the NPC Character Cards!

Additionally, I used this GLOG table of Minor Magic Items to give the party some extra toys to play with :).

I feel like these play reports end up being "this happened, then this happened, then this", and hopefully that's still interesting in itself, but this session was so much crazy fun and I know this post doesn't sufficiently capture the events as we experienced them.

Characters 
Jim Casper: Tartarian-Mutant Specialist. Working in a storehouse in the Tartarian kingdom, he learned about a mysterious martial cult, and has since been attempting to learn more about it. Has a mutation, a slit on his body which must be fed ancient artifacts.
    -- Player: Z_bill

Razlow: Kobold Garlic Knight (Fighter). In the early stages of transforming into a Garlic Berserker. Was a soldier in the Dogu kingdom but deserted when he discovered he was turning into a garlic berserker.
    -- Player: Murdoc

Kail: Mimic Knight (Fighter). A bland-looking mutant with greyish skin and coal-black eyes, giving him a stone-like appearance. Seeking something to make him special, he chanced upon a mimic, and was able to arrange a symbiotic relationship. The mimic armor slithers over him, occasionally altering its appearance to various effect. With his armor, Kail now seeks adventure, and has joined the Pearl Panthers to get it.
    -- Player: David Horowitz

Ortega: Mutant Apoptomancer. The fools back at the academy turned a blind eye to the limitless potential of the immune system... but who's laughing now?? He got kicked out of the academy for a very, very uncontrolled experiment and is now on the run. 
    -- Player: Saker Tarsos

Xx_Slayer_Queen_69 (Slayer): Mutant Phreaker and thrillseeker. Goth cyberpunk hacker-type with a scarlet mohawk and a black jacket covered in spikes and red eyes to boot. She has an automagic PMC on one arm and she makes it look good. She also has a roth obsidian visor.
    -- Player: Michael Kennedy

Play Report
After fully decrypting the location of the SHIELD, the party met with Mr. Myce at an entrance node of the Grand Stable system. From their, a dungeon crawl through the labyrinthine network ensued!


  • The party walks down a hall, nearing a room. A SWORD bowls past them, agitating a bunch of frelin and gozen mounts in the first stable room, and they find themselves trapped between the SWORD and the animals. They use one of their magical meridian gems from the magi-slime cave last session, without knowing what it does, and by an amazing coincidence (I swear!) it happened to be an anti-animal shell spell, so they were able to force the animals back and escape (relatively) unharmed!
    • Frelin: A beast with a hyena-like body and frog-like face, and long, clawed appendages above their shoulder blades.
    • Gozen: Horse-sized, six spindly legs tipped with claw-like hooves that scuttle like a crustacean. Pink, worm-like skin underneath a furry, feathery, mossy layer of purple. Their skulls are like a raven with ox horns, and rest loosely at the end of a long, worm-like neck. If the skull is torn off, a lamprey-like mouth is revealed at the end of the neck.
    • SWORD: An Unliving nematode-like creature in a psionic cell. The psionic energy objectifies a sack of bio-tissue, plastic, and cybernetic parts. If punctured, the abstract concept of null inverts from its object-oriented form to that of a null-space.
  • They find a room full of drifters who were lured into the Grand Stable by someone named SOMA, who incidentally produces a drug from their body called soma. He leads them like a cult, but has recently gone missing. Of all the addicts they meet, the only reasonably coherent one is Serabia (see NPC card above), who accompanies the party to find SOMA.
  • They head down to another room, a storage closet. There are several magical trinkets, but they are being hoarded by an impossible impostor crab. It is immune to physical attacks and it's shell of absolute solid evokes feelings of ennui and anti-love, but the party convinces Mr. Myce to take the brunt of it and lift the crab up so they can snatch the treasure. He reveals his inner feelings in the process, and forces the party into a verbal contract to be his friend and keep in communication with him once a week for a year (I'm so bad at writing these things up but I swear this ended up being hilarious and everyone loved it!). They receive several items listed below, including a psycho-cell.
    • Impossible impostor crab: A hermit crab-like creature, wrapped in the discarded/dead absolute solid shell and claw/gauntlets of an impossible organism. Behaves like an exaggerated hermit crab, full of jealousy and spite. Not an impossible organism but has adapted to absolute solid.
    • Psycho-cell: A cylinder of astrium glass and anti-information, filled with an Unliving axol sibling-type preserved in impossigen of incalculable value. A priceless artifact.
    • A magical electrum coin (could not determine it's magical function, hopefully that's fine...).
    • A handful of sentient (and rebellious) glue.
    • A ring that makes your eyeball pop out.  This is not a problem, and you can continue to see through the eye just fine, like a spy-eye.  Reversible if the ring is removed.
  • They find another storage room, where a strung-out soma addict named Steve is tripping out. They manage to scare Steve off and gather more loot (I think this was just gold, or maybe some of those items above, I've gotten it mixed up now :/...). Serabia steals some soma off of him on his way off.
  • Mr. Myce takes them on a shortcut to the next area of the Grand Stable, but this is still a three-hour journey. Along the way they attempt to identify their new magical items, finally identify some of their old magical items, and do other miscellaneous things.
    • They discover that the potion from the first session temporarily provides +3 strength.
    • The partially digested frog carcass provides temporary ESP (as ESP spell).
    • They identify the other meridian gem as a Conjuration of Animals spell.
    • Ortega the apoptomancer metamorphs his dog-like companion Karchev into a smoke monster with a reflective stinger capable of turning air to water.
  • In the next area, they find a stable room full of mechanical vehicles, primarily the spider-legged clankers commonly found in Nova Arkham. They find two aquorum drones patrolling the vehicles, and if they get in close proximity the drones will attack. The drones are explosive, and if any of the clankers are damaged, it's coming out of the party's pay. They manage to take down the drones while only destroying one clanker, costing them 100 gold.
    • Aquorum: Amorphous blobs. Prokaryote-like impossible organisms, unstable in physical space. Clones sprout on its surface which explode on impact.
  • Ortega, wearing the ring, rolls one of his eyes under another door. Unfortunately, in this room is a hallucinogenic shit-shroom, which has alluring psycho-active properties which transmits from the eye to Ortega himself, drawing him (and then several of the other characters) into the room and confuses them.
    • Shit-Shroom: An unassuming patch of bioluminescent fungi, which is an impossible organism feeding off a pile of excrement of another impossible organism.
  • The shit-shroom makes the party either catatonic, or go berserk, and Kail fatally wounds Jim Casper. As soon as they gather their bearings, they rush out of the room with Jim's body. Ortega uses apoptomancy to turn Jim Casper into an Unliving.
  • In Jim's new form, his skin is albino-white. His brain grows substantially, breaking free of his skull, and contains powerful psionic energy. His skin is semi-translucent, revealing his cytoplasmic internals. His arms have been replaced with necrotic tentacles which spread rot. He levitates, his dead legs dangling inches above the ground. He is capable of producing spores which bud into clones. He has lost much of his intelligence and is in a child-like state. He eats several of the items through his artifact-eating orifice behind his knee (pre-Unliving metamorphosis feature 0.o), making him more powerful (increasing his HP). When he eats the eye-ring, his patella on the knee containing his artifact-eating hole becomes an eye-like organ grown from dentate cells that can detach from his body.
  • After heartfelt apologies, and everyone coming to terms with the horror of what just happened, Ortega sends in Karchev to smoke out the shit-shroom, and then they head to the next room, which contains a pneumatic tube. They send a few messages to the outside world.
  • They enter a room full of viscera. Destroyed aquorum drones; exploded frelin and gozen; violated soma addicts; broken psycho-cells with fetal nematode-like corpses. Patches of null-space around the plastic, cybernetic, bio-tissue remains of SWORD corpses. Rows of dead SHIELDS delicately placed on emergency tables. The room is surrounded by shadow and null- the entrance cannot be found. 
    • This is where we ended the session... *BUM BUM BUUUUUM*

The Breakdown
    I think the last session was where I was finally starting to hit my stride with OSR, but it's nice to see that with a full party and the difficulties of a dungeon crawl, I was able to keep it going. The funny thing is, other than a few minor adjustments given some of the particulars of OSR, I'm realizing that I can basically just run this the same way I run anything else- this session could just as easily have been part of my Numenera/Cypher Phantasmos campaign. 
    From talking with the group, it seems the highlights of the session were Mr. Myce, whom the group loved, and they felt that each encounter was unique and interesting and I avoided the pitfalls of boring dungeons. In terms of things that could have been better, they felt that I could have provided them with a better sense of spatial orientation (e.g. given them cardinal direction cues), and provided more environmental details, particularly when they encountered forking paths and wanted some kind of cue so that choosing a direction wasn't just a coin flip. I've never been a visuo-spatial person so that's always been difficult for me, but their suggestions were helpful and I will be keeping them in mind for the future.

Tuesday, October 9, 2018

LotFP Class: Apoptomancer (1.0)



Image Source

This is my first attempt to create an OSR class. It uses the LotFP magic-user class and spell-list as the base.

Note1: This has only just begun being playtested!

Note2: Given how reliant this class is on the LotFP Summon spell, I would encourage the use of Saker's Summon Hack, which streamlines the Summon spell, increases the chances of rolling fun appendages and powers, and "balances" it a little bit. The original spell, besides being a little cumbersome, is really awesome in its own right, but I think this hack makes a little more sense for the purpose of this class.

Note3: Even if you take nothing else from this class, I would encourage you to check out the Metaphysical Metamorphoses. I think they're pretty cool…

Note4: I would like to thank Saker Tarsos and Lungfungus for proofreading, editing, and providing various other comments and suggestions. Additionally, Saker is playtesting this class in my SHIELDBREAKER campaign which I greatly appreciate!



Description:
Apoptosis: The death of cells that occurs as a normal and controlled part of an organism's growth or development. Apoptomancers hijack the immune system. They tickle the vagus nerve, they aggravate the gut microbiome, they command cells to commit ritual suicide so the organism may be reborn. While the metamorphs they create are often thralled to them for the sake of convenience, the goal of apoptomancy is to create uncanny, beautiful, and thriving new lifeforms, and to protect themselves and others from illness and the mental trauma of the neuro-immune response. Of course, not all doctors follow the Hippocratic Oath, and not all apoptomancers have such noble intentions...

Stat Progression: Use the LotFP magic-user class starting stats and stat progression, but rather than the starting spells and one new spell each level, follow the below class abilities progression.

Class Abilities: For each level, take all that apply (or any ability/spell from a lower tier).

Lvl. 1: Create Metamorph AND (Metamorph Companion OR Trans-Metamorphic)
Description: Everyone gets to temporarily metamorphosize creatures they encounter, but at level 1 you can decide to either have a permanent metamorph companion, or metamorphosize yourself (you can always take the other at a higher level!).

Lvl. 2: Metamorphic Template OR Apoptomancer Spell
Description: Templates allow you to recast metamorph effects you’ve used before. There is a short apoptomancer spell list, but any magic-user spell that can be reinterpreted as apoptomancy can be chosen as well. The spell list is just a set of examples.

Lvl. 3: Super Metamorph
Description: Give your metamorph companion (or yourself, if you’re trans-metamorphic) more mutations (temporarily)!

Lvl. 4: Re-Metamorphosis
Description: If you don’t like your companion’s metamorphosis (or your own, if you’re trans-metamorphic), re-roll!

Lvl. 5+: Any previous tier ability/spell

Lvl. 1 Class Abilities


Create Metamorph (class ability / spell level 1): As the Summon spell, with the following changes.
  • Must be cast on a willing or incapacitated organic creature with an immune system or comparable biological system.
  • HD is equal to creature HD. Cannot metamorph a creature with two times apoptomancer level or greater.
  • Default stats are equal to that of creature.
  • If creature default stats are greater than the Summon spell default stats, consider each increase as a power (e.g. AC 14 instead of 12 would be equivalent to the power AC +2d6). Any creature special abilities are also considered powers.
  • Roll base form, appendages, and powers as normal. 
    • The metamorphosed creature may still resemble its original form in some ways in addition to carried-over powers.
  • If the base form would be one of the abstract forms, roll for a Metaphysical Metamorphosis instead.
  • To customize the metamorph, before domination roll, caster can increase or decrease HD or another stat, add or remove appendages, add or remove powers, or reroll base form, appendages, or powers a number of times equal to apoptomancer level, so long as other spell requirements are still met (e.g. HD still cannot be more than two times greater than apoptomancer level). This can be useful either for personalization, to make the metamorph more powerful (at a higher risk of failing the domination roll), or to make the metamorph less powerful (and therefore less likely to fail the domination roll).
  • Domination Roll difficulty is automatically decreased by apoptomancer level to a minimum of 1 (or for Saker hack, add apoptomancer level to opposed roll).
  • Cast time = 1d6 minutes, or on failed domination roll, 2d6 minutes.
  • Duration = 1d6 hours (barring changes due to degree of success or failure on domination roll).
  • Thaumaturgic circles and sacrifices should be re-flavored as medical/apoptomantic/alchemical procedures, but otherwise may still be applied.
  • This spell cannot be cast on a metamorph (e.g. a creature created using this spell, a metamorph companion, or a trans-metamorphic character).
  • Only one metamorph created using this spell can be active at a time.

Metamorph Companion (class ability): As Create Metamorph, with the following differences.
  • Companion is permanent unless killed.
  • HD = Apoptomancer level or less. Default Summon stats prior to rolling base form, appendages, and powers.
    • Note that Metamorph Companions, although permanent, have a lower HD cap than the temporary metamorphs created using Create Metamorph.
  • Cannot have a Metaphysical Metamorphosis base form.
  • Disadvantageous powers lower the difficulty of the domination roll by 1.
  • Domination roll has a graded effect. On failed domination roll, add the respective Sympathetic Response trait (depending on degree of failure). 
    • At GM discretion, the base form, appendages, and powers can be chosen manually by the player or by the GM, but domination must still be rolled and normal limitations still apply.
  • HD increases by 1 and HP by 1HD for each increase in apoptomancer level after creation.
  • Taking this ability additional times allows rolling for additional powers. If the companion does not already have the Sympathetic Response trait, a new domination roll must be made accounting for current HD and all powers.
  • At GM discretion, taking this ability additional times can allow for additional companions instead, but total HD for companions cannot exceed apoptomancer level (although I would discourage that as it may get cumbersome...).
  • If a metamorph companion is killed, a new one can be created. If this ability was taken multiple times, create the new companion as default, then roll for the additional powers as many separate times as this class ability was taken after the first time.
Trans-Metamorphic (class ability): As Create Metamorph, with the following differences.
  • Base form, appendages, and powers are applied to self.
  • Metamorphosis is permanent unless altered through some other means.
  • Cannot have a Metaphysical Metamorphosis base form.
  • Gain one random power for free. This power does not add to the difficulty of the domination roll. If it is a disadvantageous power, ignore it and roll again.
  • When rolling for powers, if the power is disadvantageous, keep it, and either roll again for free, or lower the difficulty of the domination roll by 1.
  • Domination roll has a graded effect. On failed domination roll, add the respective Sympathetic Response trait.
  • Taking this ability additional times allows for rolling additional powers. Same rules apply for rolling new powers as in the first case.
  • Note that trans-Metamorphic characters keep their class abilities and spells.

Sympathetic Response (trait): Metamorph Companions or Trans-Metamorphic characters who fail their domination roll gain this trait. When bloodied (< Half total HP), depending on how much they failed their roll by, the following effect is activated for 1d6 turns:
  • Fail by 1-5: Sympathetic Response causes flight behavior.
  • Fail by 6-10: Sympathetic Response causes fight behavior (targets nearest creatures).
  • Fail by 11-20: Sympathetic Response immediately triggers upon creation (permanent, control of creature is taken away from player. If trans-metamorphic, roll a new character...).
  • Fail by 20+: METAPHYSICAL METAMORPHOSIS (permanent, control of creature is taken away from player. If trans-metamorphic, roll a new character...)
  • After the sympathetic response subsides (or if it never activated), if the metamorph is still bloodied, each time the metamorph takes additional damage, roll Sympathetic Response again.

Lvl. 2 Class Abilities

Metamorphic Template (class ability): After casting Create Metamorph, if the template is saved, you are always able to create this metamorph effect.
  • Template includes base form, additional appendages, and powers.
  • The decision to save the template must be made during the metamorph's duration.
  • Cannot save metamorph template if the domination roll was failed.
  • Cannot save metamorph template with a Metaphysical Metamorphosis base form. 
  • Must still roll for domination when re-casting a template. 
  • If the creature the template is being applied to is different than the creature the template was saved from, add creature HD minus apoptomancer level to the domination difficulty roll (minimum 1). 
  • Can only use a template when the difference between the template creature HD and the target creature HD is less than or equal to apoptomancer level.
  • Can save half apoptomancer level rounded down templates. If attempting to save a new template while already at capacity, one template must be permanently forgotten.
  • Taking this class ability additional times increases the template capacity by 2 each time.

Lvl. 3 Class Abilities


Super Metamorph (class ability): Create Metamorph can be used to temporarily change the base form of, and add appendages and powers to, creatures that are already metamorphs.
  • Roll for a change in base form, additional appendages, and additional powers. 
  • If the metamorph does not already have the Sympathetic Response trait, re-roll domination, adding pre-existing features and new features to the difficulty. On a failed roll, the Sympathetic Response trait is added to the metamorph, but only for the duration of the spell.

Lvl. 4 Class Abilities


Re-Metamorphosis (class ability): Reroll a Metamorph Companion or Trans-Metamorphic character's metamorphoses. The old metamorphoses are permanently replaced.
  • Cast time is metamorph HD/level minus half apoptomancer level rounding down number of days (minimum 1 day)

Apoptomancy Spells 


  • Apoptomancy spells or class abilities do not need to be prepared
    • However, there must be an available spell slot for that spell level (i.e. at full rest and no spells prepared, they can cast as many apoptomancy spells as they have available slots for each spell level).
  • Apoptomancers cannot write or acquire spells from scrolls or spellbooks 
    • They also cannot create wands or other non-apoptomantic magical devices, although they can still use magical devices as per the magic device saving throw.
  • Apoptomancers can take any spell from the magic-user list 
    • However, the spell must be interpretable as a result of apoptomancy.
    • This re-flavoring of the spell may limit the scope of the spell (e.g. ways or circumstances it can be used), but it cannot enhance the scope of the spell.
    • The apoptomancer spell list below is a mix of actually new spells and spells re-flavored from the magic-user or cleric spell list, as a point of reference.

Apoptomancy Spell List (1d6)


Microbiotic Compatibility: Apoptomancy alternative to the charm series of spells. It can be taken as a lvl. 1 spell (as Charm Person), lvl. 4 spell (as Charm Monster), or as a lvl. 8 spell (as Charm Mass). Alters the microbiome of the creature, inducing a neuroimmune response making them open to suggestion from the apoptomancer.
  • A similar logic could be applied to other manipulation/compulsion magic-user spells.
Super-Inflammation: Apoptomancy alternative to the Cleric Cure spells (e.g. as lvl 1 = Cure Light Wounds, as Lvl. 4 spell = Cure Serious Wounds). The apoptomancer hyper-activates the immune system of the target, leading to rapid healing (i.e. as Cure). However, after 1d6 turns, the target must save against paralyze or become fatigued and depressed as a result of neuro-inflammation. The duration lasts as many minutes as turns it took before feeling the fatigue. During this time, they have -1 to all rolls (as LotFP Sleep Deprivation). 
  • A similar logic could be applied to other buff spells such as haste (an immune-effect of cortisol).
Detect Pathogens: Level 2, 10'/level, 5 rounds/level. The apoptomancer can detect dangerous particles in the environment by consciously focusing on their vagus nerve and immuno-sensory system.

Immuno-Sensory Perception: Level 2, 1 turn, 60'. The apoptomancer enhances their vagus nerve and immuno-sensory system to the point that they can detect and interpret the microbiomes of creatures in range. They can use ISP to read thoughts and emotions, not unlike ESP. While less precise than ESP, it is more useful for detecting tonic states and unconscious motivations than ESP.

Inflammasome: Level 4, 0 range, 1 round/level. The apoptomancer secretes symbiotic fungal and bacterial organisms and other cells and particles from their microbiome in a 10' diameter sphere around themself. Within the inflammasome, both pathogens and physical threats can be detected, and immuno-sensory signals are cascaded back to the apoptomancer, pre-activating a defensive inflammatory response. All pathogens are ignored, and damage activates super-inflammation (as Cure Light Wounds). However, after 1d6 turns, the target must save against paralyze or become fatigued and depressed as a result of neuro-inflammation. The duration lasts as many minutes as turns it took before feeling the fatigue. During this time, they have -1 to all rolls (as LotFP Sleep Deprivation).

Pyroptosis: Level 2, 20', 1 round/level. Same effects as ray of enfeeblement, in addition to the following. For the duration, the target receives +2 AC of natural super-inflammation armor and damage reduction 2. However, at the end of the duration, the target must save against paralyze or become fatigued and depressed as a result of neuro-inflammation. The duration lasts as many minutes as turns it took before feeling the fatigue. During this time, they have -1 to all rolls (as LotFP Sleep Deprivation).

Metaphysical Metamorphoses (1d4)


Anti-Cancer: The metamorphosis sets off an apoptotic genetic cascade of anti-cancer. Over 1d4 days, the metamorph undergoes teleological anti-mutation, transforming into an harbinger of the anti-mutants. The harbinger finds a suitable location full of life, and begins terraforming it with noxium fumes and prasium. Over 1d4 weeks, as the atmosphere and geological composition of the region is transformed, the harbinger will build structures resembling those found on the Green Moon. At the end of the terraforming project, as many hordes of anti-mutants as the duration of weeks it took to terraform the region will arrive from a noxium-tear in the paraverse and colonize the region. They will continue to spread until they have terraformed the entire world. If they succeed at terraforming the entire world, they will spread into every moment of the world in the paraverse. If they do so, the world will become like an egg, birthing the anti-mutant teleological end-state (essentially the anti-mutant god), and will continue to spread across the rest of the paraverse, and then the multiverse, and then the omniverse, and then...

The Gate: A dormant psilosymbiote germ, something like a fungal, bacterial, or viral pathogen from another universe, is apoptotically activated. Over 1d4 days, the metamorph undergoes psilosymbiosis. The apoptotically-enhanced super-strain provides it +2 HD and one new beneficial mutation/power each day for the duration of the transformation, and on a successful attack it has a 1 in 6 chance of spreading the infection. If it is still alive 1d4 weeks after full psilosymbiosis and has created as many super-psilosymbiotes as it has HD in that time (or any of its spawn have done so), all of the super-psilosymbiotes merge into a spire beaming impossible light into the sky, a beacon which opens The Gate to another universe: Yog-Sothoth. Impossible light orbs fill the skies, and all sorts of eldritch, impossible creatures and a-logical principles seep into the universe.

The Fourth Wall: The metamorphosis activates a neural pattern, a mental representation, like a meme, connecting it to the Real World (the world of the players). The consciousness is merged with that of the real-world person (player/GM), and they can bring any meta-game knowledge with them. The real-world person should stay in contact with the rest of the party even when they are not in a game session, informing them of what the metamorph is doing in the game world. Real world emotions, cognitions, sickness, etc., should apply to the metamorph. If the real-world person fudges a roll or secretly changes their or an NPC's character sheet, it is now Truth within the game universe. Most other characters in the game world, even paraterrestrials, are fundamentally incapable of or unwilling to acknowledge this, and will engage in whatever cognitive dissonance necessary to deny the obvious truth.

Narra-ativistic Organism: The apoptotic cascade has atavistically activated a metaphysical state in the organism from a time when the rules of the universe were narrativistic rather than mathematical, like fey wood. Decide on a narrative arc for this metamorph, and choose any story-game system and character build to best facilitate this arc. OSR or not, the metamorph is now playing by a different set of rules.

Sunday, September 30, 2018

Danscape (Partial) Play Report 9/28/18

Finally my schedule allowed that I could play again in Dan's Danscape Campaign! I don't need to provide a full account because I'm sure Dan will at some point, I'll just say a few pieces from my perspective.


  1. As per usual, Dan was awesome! I also got to play with some people I've never been able to play with before so that was a lot of fun!
  2. I was not feeling too great and wasn't able to get into the right head space. I had some moments where I felt like I was really in Rob's head but on the whole I don't think I was RPing to the standard I hold myself to, which was super frustrating. It doesn't help that my connection was shit and I would occasionally just not hear anything for like 60 seconds. At least I was rolling like a boss, which was a ton of fun!
  3. Here is a choice quote that we didn't actually do (although what we actually did ended up being just as or more exciting) but might give you a sense of what can happen in a Danscape game.
What if lantern boy just sits in the 'weird' chair? Just sits and stairs at him. Knowingly. Just sits there, as time passes. Each moment, Osric wonders, why? He contemplates the meaning of life. Why are we fighting? Why is she sitting in the chair? Why is the chair so weird? Why is chair? Is chair life? Is there anything besides chair? Chair is all. Chair is life.
 *********************************************************************************

On an unrelated note, if you have not done so already (and given how little data I have, I suspect you have not >.>), please take my Weird & Wonderful Survey! It should only take a minute, it will really help me, and also I want to show people how much fun it can be to play with data, but I can't do it if I don't have any!

Likewise, please participate in my GNS study! There was a lot of controversy around this study, which is understandable but still frustrating. I wish people would participate, even if they fundamentally disagree with GNS or think I don't know what I'm doing (which quite frankly is super insulting as someone who does this stuff professionally and coming from people who seem intelligent enough but clearly don't have a background in research design or statistics, even if the comments are not intentionally malicious, but that's neither here nor there). The survey only takes a minute, it's anonymous so no one will judge you based on your responses if you think the survey doesn't effectively capture your unique and nuanced view, if I'm wrong I'm wrong and no harm is done, or even if I do find interesting effects or trends in the data, it's not the end all be all on the topic and likewise no harm is done, so why not just try it so we can see what happens!? It actually legitimately makes me existentially sad that data science does not seem to be practiced or appreciated in our community, so why not participate just to make me less sad :), even if you don't believe anything I have to say about it?

Tuesday, September 25, 2018

SHIELDBREAKER: Play Report 3

This is the third session in what I'm calling the SHIELDBREAKER campaign, set in my Phantasmos campaign setting.



Characters

·       Jim CasperTartarian-Mutant Specialist. Working in a storehouse in the tartarian kingdom, he learned about a mysterious martial cult, and has since been attempting to learn more about it. Has a mutation, a slit on his body which must be fed ancient artifacts.
          -- Player: z_bill

Kail: Mimic Knight (Fighter). Kail is a humanoid mutant, almost painfully bland with his stone-grey skin and coal black eyes. He actually sought out the shoglite parasite in order to feel special, and the change produced a sense of wanderlust in him. Now a mimic knight, he acts like a young astral Jack Kerouac, hitching his way around the cosmos/setting. He seeks out different ways to express himself to new people in new situations.
    -- Player: David Horowitz

Play Report

  • After defeating Asimov Dengo last session, the party headed towards Occulon's industrial complex. As one might expect from that crazy bastard, he overworks his employees, who cannot stop for even a second to talk. They needed to talk to Occulon, but he was locked away in his office and could not be bothered. Zeffre contacted them from the mesmerist network, asking them to retrieve a secret document, which glowed faintly in only their vision. The glow was coming from Occulon's office.
  • They created a Rube Goldbergian-level disaster on the assembly line and not-so-subtly blamed it on the nearby worker Toddward, who went into a panic. Security (Occulon's mafia thugs) and an aquorum security drone came to take him away.
  • The players used this as an opportunity to incite a riot, prompting Occulon to come out. In the panic, Occulon decided to kill indiscriminately, using his hard-light projections to mow down unruly workers. 
  • They investigated the office, finding both the document for Occulon (encrypted) and the second partial decryption of the SHIELD's location.
  • As the Doomsday Clock ticked closer to midnight, they learned from Arnold Tanaka that Terry and Barry were attacking The Forum and that they would be compensated by the overworked police if they took care of it.

  • They headed there, and found that while Terry was Punisher-ing the Forum, Barry was in his blue-phase, crying in the corner. Barry is not the brightest, and after conversing with him, they reminded him of childhood trauma, having no friends in school, and convinced him that Terry was just using him. He transformed into his red-phase and brutally pummeled Terry to death, tearing off his foldy flaps, then turned himself in to the police.
  • The document that Terry was trying to steal showed that both Barry and Terry were former patients of Doctor Hyborea, prior to release, and after committing further crimes, were then taken to prison.
  • Terry had also attempted to steal a corkscrew-shaped astrium looking glass. With this glass, the party would be able to enter the asylum on the astral plane while maintaining their "object" forms, which would be useful against the insane Doctor Hyborea.
  • Before heading back to Doctor Hyborea's mansion, they decided to check out the Grand Stable, based on information from the partial decryptions. Mr. Myce, the head of the Grand Stable network, was not available, but they conversed with the attendants at the nearby station. One attendant was a red-skinned naked mole-rat with hands like the nose of a star-nosed mole, and the other was a tiny grasshopper able to rub his appendages together to produce muzak. 
  • Through a pneumatic tube system across the Grand Stable network, they received a message from Mr. Myce that he was in communication with Arnold, and that they should come back when they have the full decryption. In the mean time, he provided them with tunneling gauntlets and two mirrors which reflect the light of each other.

  • They also took a detour to Zeffre's secret base. She informed them that the document they stole for her from Occulon was for a planned coup against her father, the Grim General. After some discussion, she convinced the party that her intentions were (reasonably) noble, and she now "owes them a favor".

  • On the way to Doctor Hyborea's mansion, they encountered a magi-SLIME with a wall of ice spell. After defeating it, they tracked it back to a cave containing several dead magi-SLIME and were able to recover two unidentified spells from their meridian cores.
  • They broke into Doctor Hyborea's mansion, and once in his proximity, used the astrium looking glass to transport to the asylum on the astral plane. 
  • Doctor Hyborea murdered the inmates, their “dead spaces” and his fractured mind filled the asylum with broken edges, gore, and various psychopathic entities. 
  • "Psychopathic" both in the sense of being psychic entities and being insane...
  • They encountered three entities. The descriptions were pulled from this table by u/semiurge on reddit, and I would encourage people to check out his work!
  • Arrogance: A toad standing on its hind legs, wearing fine raiments. It is haughty, abhors contractions, and enunciates with infuriating precision.
  • Misanthrope: A crawling tide of vermin, constantly devouring each other and rapidly breeding more. Speaks in a shrieking chorus.
  • Self-Loathing: A worm made of rusted and bloody weapons. Speaks with grinding steel.
  • Over a series of awkward, creepy, and Wonderland-esque conversations that I really wish I had recorded, the party made each of these three psychopathic entities confront their personal flaws and kill themselves.
  • In doing so, they returned Doctor Hyborea to sanity. Before leaving the asylum, they met two new psychopathic entities:
  • Honesty: Like a kind, fat old grandma; ugly on the outside, but warm and sweet on the inside.
  • Responsibility: Like a frazzled single-mom working three jobs to take care of her kids. Doesn't take crap, off-putting at first, but only because she is working so hard to do what needs to be done.
  • After leaving the asylum, the now (mostly) sane Doctor Hyborea gave the party the last partial decryption of the SHIELD's location, which seems to be somewhere deep in the labyrinthine Grand Stable network. 


And that's where we're leaving off, with what will hopefully be a fun dungeon crawl leading up to the conclusion of the SHIELDBREAKER campaign! I don't even need to do a "Breakdown", this was an awesome session and has me super excited for next time! I only wish I had recorded it because I think there was some really good stuff and I have a terrible memory for details, so I think I'm washing over some of the best parts :/.


Tuesday, September 4, 2018

SHIELDBREAKER: Play Report 2

This is the second session in what I'm calling the SHIELDBREAKER campaign. On the whole I think things went more smoothly this time, although I forgot to prep those NPC cards / setting cheat sheets which I will definitely do before next time. Still, I'm glad to see things are coming together! Also, I still cannot figure out formatting in blogger for some reason, so this post is a bit messier than I'd like :/.




Characters

·       Cynope: Quenduin Amazon. She works for the Pearl Panthers to afford care for her sick sister, but has grown fond of the thrill, bringing a professional wrestling persona to her work.
          -- Player: Dan D

·       Jim Casper: Tartarian-Mutant Specialist. Working in a storehouse in the tartarian kingdom, he learned about a mysterious martial cult, and has since been attempting to learn more about it. Has a mutation, a slit on his body which must be fed ancient artifacts.
          -- Player: z_bill

·       Razlow: Kobold Garlic Knight (Fighter). In the early stages of transforming into a Garlic Berserker. Was a soldier in the dogu kingdom but deserted when he discovered he was turning into a garlic berserker.
    -- Player: Murdoc

Play Report
  • ·       Since unfortunately Michael Kennedy couldn't make it this session, I retconned it so that Slayer was incapacitated by the SWORD at the end of last session, explaining why she is not present this session and providing an excuse for Arnold Tanaka to send the new party members as backup. 
  •       The party went to The Forum. Occulon was giving a talk, and in addition to his goons were a table of union representatives, dogu (who may or may not have been associated with the mafia), and a table with the Grim General's daughter Zeffre and Nova Arkham soldiers. 
  •       Cynope wrestled with Zeffre WWE-style as a way of taking attention away from / annoying Occulon. Zeffre was into it, they had fun, she gave her a note with a set of coordinates.
  •       They follow Occulon and some of his goons down an alley and hear them mention something about the dogu and the SHIELD, but are found snooping.
  •       They head to the upper floor of the Forum to get a map or some other information. After bribing a bureaucrat, they get a map which adapts in real-time to the changes being made to the city, including those changes made by the SHIELD.
  •       They head to Zeffre’s coordinates. On the way they fight a DNEa, a double-helix shaped snake-like creature. The DNEa dropped 30 gold worth of its weird blood, and a partially-digested frog-like creature that seemed like it could be valuable or have special properties, but could not be properly identified.
  •       They talk with Zeffre and choose to ally with her, agreeing to work with her behind the Grim General’s back in exchange for assistance tracking down the SHIELD. She does not disapprove of her father per se, but wants some kind of independence from him and leverage against her brother and the savant Edward Nzimbe. Her mesmerist alters their mesmeric network to sync her into it. Arnold Tanaka, the party's handler, seems to have some kind of acquaintanceship with Zeffre. 
  •       They head to Dengo Sensorium, as they know Asimov Dengo is the head of the dogu mafia, and the dogu mafia are somehow tied up in a gang war with Occulon, who seems to be involved with the SHIELD. They try to find Dengo but are routed to a manager, a handsome dogu male with blue hair who goes by Noma but is actually Tezura Niko working undercover, and his female blue-haired assistant (who is actually his golemite companion Aleph). He gives them Dengo’s passcode to the private bath on the top floor.
  •       They begin a negotiation with Dengo, but he takes a hostile stance. After they convince him to give up some information (that Occulon is working with the SHIELD), Tezura and Aleph attack Dengo. The party chose to fight Dengo with them. They nearly kill him, and then get him to give his partial decryption of the SHIELD’s location, somewhere connected to either the Forum, Occulon’s factories, or the Grand Stable system. Tezura says Dengo will be taken to jail and possibly extradited. 

The Breakdown
      I'm happy to say I think I'm starting to get a better feel for OSR, and I think this session went really well! I regret forgetting to put together the NPC cards and cheat sheets that I had intended to, but will definitely do so before next time! In retrospect, having the first arc be such an elaborate intrigue in a setting the players are not familiar with may not have been the best plan 0.o; I'm used to my home group who have been playing in this setting long enough to be more comfortable with that sort of thing. That being said, the feedback I'm getting is that the group had fun and are ok with being a little overwhelmed with all the moving parts.


Thursday, August 23, 2018

SHIELDBREAKER: Play Report 1

Last night I GMed my first LotFP game! The game was set in my Phantasmos campaign setting. On the whole I think it went pretty well, but I'll discuss it all in detail below. Also I don't know what the hell happened with the formatting on this post, it's clearly a mess but I can't figure out how to fix it so it's just gonna be what it's gonna be >.<.

The Premise
    The players are part of the Pearl Panthers, a mercenary group hired by the Grim General in Blue to resolve issues that Nova Arkham can't or does not want to directly involve itself with. The kingdom utilizes a program known as SWORD & SHIELD. Through unknown (and implicitly shady) means, the kingdom has acquired a large quantity of deceased axols, humanoid axolotl-like mutants born in pairs, where one sibling is a powerful psionic nematode-like creature. They reanimated the axols as Unliving, programming the humanoids into SHIELDs and the psionic siblings into SWORDS. 
    
    The SHIELDs are like tactical idiot savants, they have little to no ability to communicate rationally and little to no individual will, but are geniuses at urban tactics, manipulating the workings of the capitol in their favor. The SWORDs are like super-wolves, programmed to be the ultimate hunters. The SWORDs are programmed to hunt the SHIELDs, and the SHIELDs are programmed to divert the SWORDs. As the SWORDs learns the SHIELDs' tricks, the SHIELDs must improve their tactics to survive. The intel gathered from the SWORD & SHIELD program is utilized by the Grim General to better predict crime, re-organize the capitol for maximum efficiency, and tighten his grip on Nova Arkham. 

    One of the SHIELDs has gone rogue, manipulating the SWORDs and the capitol city of Nova Arkham itself. It is not known how, or why, but it is wreaking havoc in its wake.

The Characters
    Unfortunately only two players were able to make it to this first session, but fortunately they were both great!

    Cynope (played by Dan D): A quenduin amazon. She works for the Pearl Panthers to make money to take care of her sick sister.
    
    Xx_Slayer_Queen_69 (played by Michael Kennedy): Also known as X or Slayer. A mutant phreaker and thrillseeker. She's a goth cyberpunk hacker-type with a scarlet mohawk, spiky black jacket, automagic PMC strapped to one arm, and a roth obsidian visor covering her red eyes.

Play Report
          The party started at Helnwein's Tavern, celebrating their first successful mission, having busted a Dogu mafia electrocoil gun deal. They discussed the course of events to their handler, Arnold Tanaka. X charmed the entire gang and Cynope literally punched through their faces. Some embellishment may have occurred, but forever after that's how it will be remembered.

          Arnold planted a mesmeric suggestion into the party, effectively allowing them to maintain mental communication with him and each other. The communication is actually a neural network-like model estimate; the longer they go between mesmerism sessions, the more communication errors will occur.

          He gives the party the following intel
  1.           The SHIELD was seeing the psychiatrist Doctor Hyboria before going rogue.
  2.           A SWORD manipulated by the SHIELD intercepted the Phantom Sheriff during an arrest, releasing two dangerous outlaw mutants. Their victims are being treated at Quickie-Cut Barbershop and Feldshery.
  3.           The Oracle owes Arnold a favor, as a last resort they can seek consultation.
  4.           Arnold's mesmerist network predicts the danger of the rogue SHIELD with a doomsday clock. As they travel from place to place, the doomsday clock moves closer to midnight.
    The party traveled to Doctor Hyborea's mansion. They got lost along the way, but the constantly developing urban sprawl of the capitol is confusing, and the mansion is a bit off the meridian system... Anyway, they fail to find any major lead on the SHIELD, except that Doctor Hyborea does seem to know something, but also seems to be going dangerously insane.

    They travel to the Sheriff's office. The Phantom Sheriff gives them zir's intel. Most of it is redacted, but they learn that the outlaws were involved in some gang war, and their names are Barry and Terry. Barry is a barracuda-like bioluminscent mutant. When blue, he's docile, when red, he's psychopathically violent. Terry is a large humanoid mutant with super strength and loose skin which he calls his "foldy flaps". By stretching and scrunching the foldy flaps, he can tell fortunes and make predictions, making him not just strong, but also smart.

    They travel to the barbershop to interrogate The Feldsher and the victims of the fight with the outlaws. They learn that the outlaws were working with professional-looking goons associated with Occulon, and that the conflict involved a fight with electrocoil gun-wielding Dogu mafioso. Occulon is a powerful businessman who spends much of his time at the Forum, and has been gunning for the Grim General's job. While ostensibly above-board, everyone knows he's a crook.

    They travel to the Forum to investigate Occulon. Along the way, they get lost again. The Forum is located in the entertainment district and the party definitely knows how to get there. They realize that the SHIELD must be manipulating the city against them. X is ambushed by a SWORD, nearly killing her, before stalling momentarily and then running off. The party chooses not to track the SWORD, instead sticking to their original plan of investigating Occulon. Investigating the urban sprawl they were attacked in, they find a dead goon whose head was missing, as if entirely nullified. On the goon they find 30 gold and a potion that they could not identify.

    ... and that's where we left things off, with the Doomsday Clock at 4 and the party just outside the forum. Looking forward to seeing what they do next!

The Breakdown
    On the whole I think we had a good time and I'm reasonably happy with how this first game went. I generally prefer to have 3 or more players, but Dan and Mike were both awesome and made it work. I struggled a bit with the mechanics, not because LotFP is difficult, but because the sensibilities of OSR are so different from what I'm used to. I definitely over-relied on rolls when I should have made certain situations more streamlined. I also made some other mistakes that I'm kicking myself for because I know that I know better, and I think between being a bit rusty (my home group hasn't met in a while) and trying to get the feel for OSR, I stumbled a bit more than I would have liked. I also think I may have over-prepped a bit, to my disadvantage, and over-relied on exposition. I'm going to try to work on these things before the next game. That being said, Dan and Mike seemed to appreciate the mystery, the world, and the NPCs, so I think if I can clean up my GMing things will come together well for next play session. I anticipate this adventure taking 1-2 more play sessions, and from there we'll see where things go!