My Games

Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Tuesday, January 10, 2023

GLOG Two-Player Class: Ogre

An old and unfinished draft from 2019. Bad Whiskey Games beat me to the punch and my heart wasn't really in it anyway, but this is technically playable albeit incomplete, not a terrible writeup, so here it is for all.

The fearsome two-headed ogres cometh! For creatures so large and formidable, one may wonder why they aren't more ubiquitous. As it turns out, the two-headed ogre has a proclivity for getting in its own way; the perfect counterfactual to two heads being better than one. It's not that they aren't bright, contrary to popular belief, ogres are naturally quite gifted, and many an ogre head has trained in the finer arts of wizardry. However, the ogre bickers with itself so frequently, so tactlessly, so shamelessly, as to give the impression of being an adolescent dimwit. That said, an ogre whose two heads have learned to work in unison is a threat of both brain and brawn, not to be trifled with.



Unique Mechanics:

  • The Ogre is played by two players! It has two heads but one body, so while they share physical stats, they have separate mental stats.

  • The Ogre is a large creature, so adjust dice accordingly.

  • The two heads may add abilities from the templates below, or take separate classes. If they take separate classes, only the head that took that class gains the benefit (if this would not make sense for some reason, consult your GM and come up with a reasonable solution).

  • The two players choose their actions simultaneously in combat. They should write down roughly what they intend to do and hand it to the GM (or blurt it out simultaneously). The Ogre can attack twice, or attack and cast a spell, or attack and move, but only if moving towards the target. if one head moves away from the target that the other head attempted to attack, treat as a critical fail. Basically, magic resolves first, then movement, then physical attack.

  • Outside of combat, the Ogre is assumed to function normally, unless the players disagree on a course of action. They can argue it out (in character, of course) until the GM gets bored, then the GM can make them roll to Punch it Out.

  • Punch it Out: A coin flip or high-low on a die. The two heads punch, kick, and wrestle each-other / themselves in a cartoon dust-pile fight for a moment, and then take whatever action the winner of the roll decided. 

Starting Gear:

Template:
A
B
C
D

Thursday, August 13, 2020

Maximum Recursion Depth, or Sometimes the Only Way to Win is to Stop Playing: The Karmapunk RPG (Ashcan Edition) Release (and appendix-N)!

I just released Maximum Recursion Depth, or Sometimes the Only Way to Win is to Stop Playing: The Karmapunk RPG (Ashcan Edition) on itch.io for the Eclectic Bastionjam. It's a game based on the Into the Odd / Electric Bastionland ruleset, but with a unique setting about the Numberless Courts of Hell and superpowered people rescuing Poltergeists from a broken bureaucracy.

It's hard to do the setting and game concept full justice, or at least I've struggled to do so, in this "ashcan" edition lacks some of the context that I would ultimately like to provide.

I really really badly want to do something bigger with this, so please, if you would have any interest in seeing this as a fully fleshed-out product, please let me know! Any constructive criticism or general support would be greatly appreciated!

To help provide some of that context, I'm going to include an appendix-N here. It is by no means exhaustive, and is in no particular order. I will almost certainly edit this post a million times as more things come to me. But hopefully, this will give people a general idea.

For more on Maximum Recursion Depth, follow that link to see previous posts.





  • Grant Morrison: Doom Patrol, Invisibles, basically everything else he's done
  • Neil Gaiman's Sandman and DC Vertigo more broadly
  • The Matrix
  • Journey to the West
  • Chinese mythology (Buddhism, Taoism, Confucianism, indigenous beliefs)
  • Tenra Bansho Zero
  • Bojack Horseman
  • The Good Place
  • Persona 3-5
  • New York City

Monday, June 1, 2020

The Specialist

I've never played with Hirelings. That's just not the kind of game I play, with resource management and discrete mapping of treasure to XP and high lethality. I respect that style of play, but it's just not for me. That being said, I think there's a place for NPC companions besides Hirelings and GMPCs. In the past, I've mainly used NPCs which I'll call Handlers, like Arnold Tanaka for the SHIELDBREAKER scenario of my Phantasmos setting, or Patrick Russo for the Howlston Boom Town scenario of my Aquarian Dawn setting. They usually don't accompany the party directly but provide context for the setting and scenario (especially at the beginning), and can give the party information, associates, or outright "quests" if they need it, and I try to make them interesting or funny in their own right.

I like the Handlers, and I like the label as a framing device, and it makes me think about what other framing devices I can use for NPCs who are more than NPCs but less than GMPCs. Part of it is about making them easier to create or use or make interesting, part of it is to make it more obvious to the party what their value is, so that they are actually useful, but don't take away agency from the party.

I've decided to call this category of NPCs Specialists, the idea being that they have some highly specialized skillset or knowledge, or are in a unique situation, which would make them useful beyond what any party would likely be able to do on their own (at least from the start), but are otherwise not well-rounded enough to be adventurers themselves (or are, due to their circumstances, otherwise indisposed). You might think in some cases that they're taking away from challenges the party could face for themselves, but I would argue it's just changing the nature of the challenge. I don't like the minutia of mapping a dungeon, but finding the best Cartographer for this dungeon and keeping them satisfied is much more appealing. Cartographer A is more experienced, but hates spiders. Cartographer C is the best, but they won't accept any job unless they can 100% map the dungeon. Cartographer E is as good as the others and cheaper, but he's really, really gross and annoying. These are more suggestions than hard-rules, have fun with it!

This post was loosely inspired by a comedy special that just came out on Netflix from Bob Rubin. It was a bonus episode attached to Patton Oswalt's new special. Bob is... interesting. I enjoyed it, but I don't know if I'd recommend it to everybody. I don't know if I'd call it "good" comedy, but there were moments of brilliance. Anyway, he has a whole bit about how when you own a house and need housework done, you get a contractor, but when the contractor needs to get something specific done, they get a sub-contractor. And these sub-contractors are all crazy unreal cartoon people who can barely function in the world, but are singularly masters at what they do. It was one of the funnier bits, and you could take his sub-contractors wholesale as Specialists.


The Handler

The Handler is wealthier, better connected, or more experienced than the party. They are employers or managers, or agents or consultants. They aren't necessarily adventurers themselves; maybe they used to be but retired from the job, or worked their way up the hierarchy, or got injured on the job. They might come along in a pinch and are quite skilled, although a bit rusty or past their prime. Or maybe they were never adventurers but have a knack for management. Or maybe they're bad at their job and got it through luck or nepotism but the party is stuck with them.


The Scholar

Wizards and alchemists are smart, but adventurers necessarily require a breadth of knowledge. A Scholar may spend as much of their life studying the mechanics of a single spell as an adventurer wizard spends across all their studies in their entire career. If circumstances require hyper-specific knowledge of a common topic, or knowledge at all of an obscure topic, you'll need a Scholar. However, one does not become a Scholar unscathed. They are often eccentric and asocial. Or they're so obsessive about this one thing that they're boring and intolerable to deal with. Or, despite their intelligence, are shockingly ignorant of basic things. Or they're actually really charming, likable people who happen to be brilliant and interested in this specific thing.


The Builder

You want to build a castle? You want to fortify a settlement? You just want to be comfortable? You call The Builder. Probably you call a specific Builder for a specific task; the architect is not the carpenter is not the interior decorator. The Builder may build secrets into your project that won't be discovered for a hundred years; they might do weird sex things in your soon-to-be-home when you're not keeping an eye on them. But they're the only ones who can get the job done.


The Cartographer

Did you know that adventurers used to draw their own maps? Can you imagine some dumb oaf fighter, or aloof day-dreaming wizard, trying to draw their own map? And the rogue is just gonna make it up and "commit it to memory" so they can take all the treasure for themselves (or more likely get blackout drunk and forget anyway). No wonder they kept getting themselves killed! No, if you want to get the job done right, you bring the Cartographer. Sure, you've gotta keep them alive, and keep them moving when they want to draw every little detail (although you might want to give those details a look now and then...), but if you want to get out alive (or ever come back), do yourself a favor and bring a Cartographer.


The Movers

If you're bringing a lot of stuff, or expecting to take a lot of stuff out, get the Movers. Sometimes it's just one big person, but usually they come in pairs. Some stuff is just too unwieldy for one big to move themselves. Sometimes the Movers are scrawny teens way out of their element who just desperately need the money. Those ones don't last long on adventures. The thing with Movers, is they tend to be the sorts who have absolutely no time for your shit and will be completely unhelpful beyond the scope of their job even if all they have to do is swat off a measly goblin, or worse, they think because they're big and strong that they're adventurers too. They're not, but still, it's impressive just how much they can haul.


(Wolf Pack and) The Cub

This child, alien, small mythical creature, other naive and relatively unskilled person is important. They are the key to the magic McGuffin, or an important royal, or a witness to a crime, or the argument for or against some larger cause. They must survive, at all costs, even as they seem desperate to get themselves killed. They may be helpless but loving, or capable but an arrogant, immature pain in the ass. But you're stuck with them.


The Glass Cannon

They are incredibly powerful. They are the only memorizer of the Magic Mega-Missile. The only operator of the hyperbeam quantum pluscannon. The only one who can pull Excalibur from the stone or lift Mjolnir. But they only get one shot, and they aren't much good for anything else. Some Glass Cannons are absolute cowards and need to be coaxed along every step of the way. Others don't know they're Glass Cannons. I don't know which is worse!


The Negotiator

Not all problems are solved by swinging swords and casting spells. Sometimes a little more delicacy is required, and adventurers aren't exactly known for their delicacy. So when boring politicking is on the line, just chauffer the Negotiator, keep them happy and keep them alive, and let them do their job while you have fun at the Fancy Tavern. But keep in mind, for as charismatic as they are, or genuine and lofty in their ideals, they are prima donnas. For them to do their job, they need you to follow the contract to the letter. No brown-colored sugar-coated chocolate candies in their candy bag, or the deal is off! Or so they say. But they look pretty genuinely distraught about it...

Friday, May 1, 2020

Another Not-Review: Magical Industrial Revolution

My first not-review of Super Blood Harvest was well-received, so I figured I'd do another one. I call them not-reviews because they're brief and impressionistic and not intended as a holistic review.

Skerples' Coins and Scrolls blog is a well known and popular blog, and Magical Industrial Revolution is an electrum best seller on drivethrurpg, so it's hardly a "hidden gem", but nonetheless I find it surprising that it is not treated as an even bigger deal than it already is. It has far and away the best civilization-sim (for lack of a better term) implementation I've ever seen in any tabletop RPG. I've talked before about my interest in Settlement Building, but this is just so, so much better than anything I've ever seen before or conceived of myself. My feelings towards MIR for settlement building is not unlike my feelings for Batteries Not Included for Mechs.



It's also just masterclass writing. It is so efficient and to the point, yet evocative. I truly believe this is the most important skill for RPG writing, which requires one to express game rules, setting, and ephemeral stuff like tone, often all simultaneously, and in a way the reader can comprehend. I'm yet to wrap my head around this skill, much to my own RPG writing detriment, so when I see it done well I deeply appreciate it.

The setting doesn't take itself too seriously and is genuinely funny, but not at the expense of feeling like something that can be played in any campaign. It's also clearly very well researched and demonstrates a deep understanding of the industrial revolution and all of its social, economic, technological, scientific, etc. implications, making for an intellectually and creatively inspiring setting. MIR accomplishes what I think many Victorian/Steampunk/Early Industrial-esque settings try and utterly fail to accomplish, or accomplish only superficially at best.

I'm generally not a fan of "traditional fantasy", but I do believe there's something to be said for the juxtaposition of the "traditional" with a small number of very well realized twists. While you could adapt the general framework of MRI to a more full-gonzo Weird setting like the types I tend to prefer, I think it really shines in its precise context that Skerples intended, and would have been perfect for my Aquarian Dawn campaign (seeing as that's basically died, I really need to do a writeup of how it all played out eventually). I had modeled my settlement-building elements off of a very stripped down version of Numenera Destiny, but I think MIR captures that essence in a much superior way.

The main schtick of MIR are the Innovations; taking a basic spell / fantasy trope, and extrapolating how it could be industrialized (and then catastrophized). It develops over Seasons, based on the actions of the players, in a very rules-light, intuitive, flexible, organic way. It would be very easy to add new Innovations (if you are clever enough), and there are some fairly simple rules for how players could invent magical industrial devices that could themselves become magical industrial Innovations. I've already got a few ideas I'm sitting on that I'd like to write up at some point, if I thought I could half-meet Skerples' quality.

This not-review doesn't get into all the intricacies and doesn't do the book justice. Just do yourself a favor and check it out.


Unrelated note, one of my oldest blogosphere friends has revived his blog, Tarsos Theorem. He was the originator of the Periodic Table of Elementals, and is a strong proponent for javascript and other coding innovations in the tabletop RPG space, something which I have ironically been slack on ever since becoming a software engineer so I hope he picks up my slack! Or whatever he decides to do, I look forward to seeing it! After drafting this but before posting, he posted his Digital UVG DM Screen and seems to still be pretty gung-ho about digital tools, so that's exciting!

Another unrelated note I'm sitting on a 95% complete draft for the next post for Maximum Recursion Depth, which will hopefully make more clear what the setting is actually about and how to play in it. I just wish I could write as effectively and evocatively as Skerples!

Wednesday, April 15, 2020

Super Blood Harvest is awesome!

A "real" post should be coming soon, just haven't had the time or energy but I'm sitting on a million ideas and they keep coming so hopefully some day soon I'll have some good stuff incoming.

Anyway, here's a not-review for Super Blood Harvest, which I just read in its entirety just now.

I don't really have anything particularly insightful to say about this game, except that it is awesome, and I don't understand why more people aren't talking about it. I'm pretty sure I had heard of it, but there are certain games that get brought up all the time and I don't understand why this isn't up there as one of those.

It's by Dirk Leichty who was also the artist on Silent Titans, and like Silent Titans it's doing a very unique brand of Weird Science Fantasy using a system derived from Into the Odd. The first two issues are in a setting vaguely reminiscent of Vampire Hunter D set on a Space Hulk with all sorts of weird science, vampires, eldritch things, and I'm not doing it justice with that explanation but its very cool. Dirk's art is amazing, and he infuses a retro video-gamey style that makes it feel as much like Castlevania or Doom as Vampire Hunter D.

The third issue is set in the far future of the first two issues (I think) and really takes things to a whole other level. At first glance it's a Barsoom meets Terminator pastiche, kind of, but that really does not at all do justice to how disturbing, Cronenbergian, Orwellian, generally dystopian, and Weird this setting is. It's kind of like the Matrix too, or at least Zion, except not shitty. It would not be possible for me to describe it in a way that does it justice, but it is unlike anything else and also I'm reasonably confident there is much more going on there than I had the mental bandwidth to fully comprehend as I was reading it.

I realize I don't have a whole lot of professional RPG work to my name aside from this blog, but Dirk, if you're reading this, I'd love to work with you some time!



Monday, February 17, 2020

River Speciation Table


I'm a bit late to this, but I really enjoyed the concept of Le Chaudron Chromatique's Island and Random Encounters Speciation Table, so I finally got around to doing one myself. This is rather time consuming, it would be nice to come up with a faster way to do this (maybe one day I'll do a javascript version if I ever get back to doing that kind of stuff). I chose to use the Old-School Essentials (OSE) Wilderness Encounter Tables, specifically the Lake, River section. It was surprisingly robust for this purpose. I do think that bestiary is very basic, but for the purposes of something like this it works well. I might want to do another one some day though with a weirder bestiary, like Numenera or Gamma World. That being said, I think if it were too weird, the speciations might seem too arbitrary to be interesting. But I would like to find a way to inject a little bit more Weird into this. But for now, I'm happy with this.

I would also potentially like to flesh these species and this setting out further, but alas, just writing this up took a while, so I'm just going to roll with it as is. I think it's pretty cool, but with a little bit of Weird & Wonderful personal touch it could be even cooler.


Initial Environment:
  1. Lizard Person
  2. Water Termite
  3. Giant Shrew
  4. Nixie
  5. Killer Bee
  6. Sturgeon
  7. Large Crocodile
  8. Hobgoblin
  9. Driver Ant
  10. Fire Beetle
  11. Panther
  12. Giant Scorpion
  13. Crab Spider
  14. Gold Dragon
  15. Boar
  16. Thoul
  17. Giant Leech
  18. Black Widow Spider
  19. Human
  20. Basilisk

Adaptation and Speciation:

  1. Lizard Person (Hyper HD)
  2. Water Termite (Saves)
  3. Giant Shrew (Nixie)
  4. Nixie (Dwarf)
  5. Killer Bee (Hyper Morale)
  6. Sturgeon (Black Widow Spider)
  7. Large Crocodile (Hoarder)
  8. Hobgoblin (Giant)
  9. Driver Ant (Large Crocodile)
  10. Fire Beetle (Nixie)
  11. Panther (Basilisk)
  12. Giant Scorpion (Lizard Person)
  13. Crab Spider (Nixie)
  14. Gold Dragon (Dwarf)
  15. Boar (Stunted Hoarder)
  16. Thoul (Basilisk)
  17. Giant Leech (Hobgoblin)
  18. Black Widow Spider (Attack Type)
  19. Human (Large Crocodile)
  20. Basilisk (Giant)

Final Table:

It seems like Nixies and Crocodiles were perhaps the two biggest winners in this evolutionary history. The nixies in particular I'm happy about since they bring a bit of magic and weirdness to this setting, but the idea of crocodile ants is also intriguing. If I were to put my Weird & Wonderful touch to this I'd probably collapse the basilisks, dragons, crocodiles, and maybe even lizard people into a shared origin. Some of the species seem a bit redundant, like the Lizard People and the Basilisk People, and to a lesser extent the giant hobgoblins, although they arguably take on more of a troll-like niche. We'll see, hopefully I'll come back to this.


Warhammer Kroxigor. Not quite what I have in mind for the Sapient Crocodiles but they're cool.

  1. Dire Lizard Person (++HD)
  2. Fortitudinous Water Termite (+Poison Save)
  3. Giant Burrowing Nixie (Tanuki-like Nixies that shapeshift into a Giant Shrew form)
  4. Misty Nixie (microscopic Nixies that cluster into gas-like mist; more like fungus or bacteria than animal)
  5. Dire Killer Bee (++Morale, known for being hyper-aggressive)
  6. Black Widow Fish (Sturgeon-shaped, chitinous, swimming black widow spiders, look kind of like horseshoe crabs. Poisonous)
  7. Large Dracodile (Large Crocodile that has evolved pseudo-dragon characteristics as a form of intimidation, including hoarding behaviors)
  8. Giant Hobgoblin
  9. Crocodile Ant (Hive-minded micro-crocodiles)
  10. Burrowing Nixie (Like Giant Burrowing Nixies but regular-Nixie sized, and bio-luminescent)
  11. Climbing Basilisk (Smaller and softer-skinned than regular basilisks, but faster, more agile, capable of climbing, more willing to fight up close. Weaker / less reliable stare powers)
  12. Spitting Lizard Person (Feral lizard people with hardened skin and venemous close-range spit)
  13. Weaver Nixies (Climb, produce mucous-like "silk" from river water, decomposition, and magic)
  14. Dwarf Gold Dragons (They lost the position of Apex Predator from the Basilisks, as they were too big and caloric to be sustainable in this ecosystem. Why didn't they leave?)
  15. Ravished Boar (Creepy skinny bony boars with odd and counterproductive behaviors; barely eat or make any effort to sustain themselves. Some weird genetic mutation; probably on the way to extinction)
  16. Basilisk Person (Humanoid basilisks with sub-human cognition but powerful basilisk strength and abilities. May eventually become the army of a Dark Lord)
  17. Vampire Hobgoblins (Mer-Hobgoblins with leech-like mouths)
  18. Black Widow-Maker Spider (Black Widow Spiders with venom that is explosive rather than neurotoxic)
  19. Sapient Crocodile (Large crocodiles that have evolved human-level intelligence and have developed a civilization equivalent to late stone age or early bronze age humanity. They utilize tools and weapons with prehensile hands and their mouths. They trade with other intelligent species from beyond their local ecosystem.)
  20. Giant Basilisk (They won over the Apex Predator position from the Gold Dragons, who were too big and caloric to be sustainable in this ecosystem)

Sunday, February 9, 2020

It's Okay To Be A Monster: RPG Rough Concept

Sadly I have not had much time to do or think about RPG stuff lately, but I had kind of a rough week and so naturally I am now feeling creative. This is an idea I've been sitting on in various forms for a while, but it recently mutated (pun intended even though it's not obvious why it's a pun yet) and I like where the idea is heading so I'm just going to write this poorly conceived stream of consciousness version of it now and we'll see what happens.

In some ways on-face it seems maybe more like a PbtA or storygame in that it has a very central theme. That being said, I'm conceiving of it with OSR or that style in mind and I think for reasons I can't totally articulate that it's better that way but there's no reason why someone else couldn't do it a different way.

The core idea is that characters do not die per se; everything is fail forward, for better or worse. Everything is mutilation and mutation and metamorphosis and mind-shattering (maybe Mutations & Mutilations is a better name for the RPG? I'm open to suggestions). There would be lot's of random roll tables for all of these. If you would die, you are reincarnated, or become a ghost, or transcend to some other plane of existence that is perpendicular to the rest of the party. If you would go insane, you enter an alternate state of consciousness, or are consumed by an eldritch being and become the eldritch being, or something like that.

The idea is for the game to be recursive. If you would be critically mutilated, mutated, mind-altered, metamorphosed, etc., you can still be part of the party and progress, just differently. If one player dies or goes insane, they may gain awareness of or access to other realms and dimensions that they can share with the rest of the party that they wouldn't have been able to get to otherwise. It's not just that these things are fail-forward as a fail-safe, but they're the primary means of progression and digression (again, recursive; it is the gameplay loop, not just a way to keep the loop going).

The storygame "theme" of it is that rather than being about body horror or psychological horror or existential cosmic horror, it's about acknowledging these disturbing and sometimes awful changes and accepting them. You could go Adventure Time with it or Always Sunny (the latter being more so why I think it would work better for OSR-style play, if you're following me), or somewhere in the middle.

It's about making mistakes and doing things you regret and accepting them and growing from them and moving forward and then probably doing it again even after you thought you learned better, but in a goofy, ridiculous, tabletop RPG sort of way.

I don't really have the juice right now to write up or consolidate pre-existing tables, but I think the core aspects would be to have these tables, and to have the connective tissue, probably another set of tables, so that once a mutation, mutilation, massacre, etc. occurs, it generates some sort of plot event as well (access to / awareness of a new dimension, a new NPC, a new mcguffin, etc.).

Monday, January 6, 2020

Ghostbusting, Fire Fighting, Kart Racing, and Cooking Combat!

A followup to my meandering post about combat. Despite what I said, these so far haven't involved hacking FATE into OSR or TNT, and are just modifications of regular combat. I tried to design these with OSR and TNT in mind. Many of these involve a blend of Saving Throws (STs) for OSR or Saving Rolls (SRs) for TNT with regular combat actions. In many cases where I refer to Saving Throws for OSR, it might make more sense to just do a roll under attribute, depending on your preferred system.



Fire Fighting / Ghost Hunting: Inspired by the anime Fire Force (loosely), Mario Sunshine, Ghostbusters, and Luigi's Mansion. It seems strange to put these together but they work similarly. You have to be able to get within a certain range, and maintain your hold, either dousing the fire, or sucking up the ghost.

  • A successful SR / ST gets you in range. 
  • You may occasionally need to re-roll to stay in range. Other environmental obstacles or enemies may get in the way. The fire / ghost regenerates HP if you're throw out of range.
  • An "attack" is dousing the fire / sucking up the ghost. A successful hit against you is fire/heat damage or an attack from the ghost (in TNT, just an opposed roll).
  • Depleting enemy HP means dousing the fire or sucking up the ghost.
This should be more like a "boss-fight" game, where there are fewer enemies; one stronger one, and maybe a few weaker ones, or only obstacles. The key is to not only get in range, but be able to stay in range, so there's tactics in understanding your environment, or positioning yourself for the unexpected. The fire / ghosts should be less mobile and more reactive than active, at least until it's too late to turn back...



Kart Racing: Inspired by Mario Kart and other "Kart" Racers, Road Rage, Fast & Furious, and other action racing games, movies, etc. The players can still work as a team, where victory depends on one or more players ranking in the top three.
  • Fixed number of turns (laps).
  • Initiative determines starting position (if applicable). Otherwise SR / ST. There are as many positions as racers+2, and racers can hold the same position.
  • First is the attack round, where all racers make their attacks. Most attacks can only target enemies at the same position or one position ahead or behind ("neck and neck"), and generally cause the target to decelerate and take damage. Running out of HP means the kart is destroyed or blown off the track. Deceleration means moving one position behind.
  • Then comes the move round, where all racers make their move actions. SR / ST at full success (accelerate), partial success (hold position), or failure (decelerate). A racer may choose to hold position or decelerate without the need for a roll. Accelerating means moving up one position, decelerating means moving down one position. Cannot go past max/min position.
  • Environmental obstacles or certain items may also trigger SR / STs.
  • At the end of the last lap, the person in the first position wins. Rewards at first, second, and third place.
While enemies can still be KOed, this is more about positioning in a race. I do think some additional work needs to be done for this for it to feel fully fleshed out, like a list of items with varying effects, including AoE attack options or attacks outside of normal range. Tentatively, my thought would be that you get an item when you decelerate on the move turn, giving struggling racers a potential advantage, or allowing racers that are far ahead to tactically hold or decelerate. The racers+2 positions is to pad out room for the leader to be far ahead or loser to be far behind. There could also be rules for collateral from spinning out.



Food Wars: Inspired by Iron Chef and other food competition shows, and the anime Food Wars and Yakitate Japan. Here I'm assuming the party is cooking as a team but you can adjust accordingly.
  • The theme ingredient(s) or chosen main ingredient(s) of the dish are the "enemies". There should probably be 1-3 main ingredients with the highest stats and 1-5 other notable ingredients with lower stats. Alternatively, you can have fewer ingredients, but refresh their HP at each stage of preparation.
  • "Attacks" reflect progress towards preparing the ingredient using a given technique, such as slicing, cubing, garnishing, etc. Tally successful "damage" in addition to subtracting from the ingredient. If an ingredient runs out of HP, it is done being prepared or done with that stage of preparation.
  • Hits against a cook reflect making a critical mistake, or injuring oneself (e.g. cut or burn). Subtract damage taken from the total tally in addition to subtracting from HP. If the cook runs out of HP, they've been injured so badly that they can no longer proceed, or have ruined the dish beyond recovery.
  • The ingredients or techniques may elicit additional SR / STs or have other special conditions. Kitchen "mishaps" or sabotage may also come into play.
  • The total tally reflects the score of the dish, meaning the maximum score would be the total HP of all ingredients / stages of ingredients. This should be compared against some fixed acceptable score or an opposed team's pre-determined score. In addition, you may want to throw in some variability at the end for dramatic effect, like an SR / ST, or two flat die rolls like 2d10 or 2d6, where the first die adds a percent of the maximum possible score to the party or opposition's score and the second subtracts a percent of the maximum to the respective scores. These could also be flat values rather than percentages of the total if that's easier, but should be enough to sway the outcome, without being so large as to make the entire cooking challenge totally random.
I think this one might need some work. It may be a bit tricky to crunch the numbers since the scoring system is tied to the maximum HP of the ingredients. Maybe it should just be standardized in some other way. Also, I do think adding some randomness at the end is a good way to keep the outcome from being totally pre-determined, but I could see it being really dissatisfying for the party to lose because of it. Also, the fact that the outcome is so dependent on the total score, while true to a cooking competition, may not be satisfying in tabletop.

Monday, December 30, 2019

Meandering Thoughts About Combat

I mentioned recently how I was feeling creatively empty, which gave me a bit of a creative burst, but I appear to have run out of steam and can't seem to finish my Martians setting even though I have a bestiary post already 75% drafted and would like to make some Martian Mechs for TNT by way of Mechs & Monstrosities and Gamma Knights. But that probably won't happen unless I will it to happen by mentioning it here.

On a theory level, I've been thinking about combat in tabletop RPGs, and how to handle it. While I actually do find character builds and tactical combat in games like D&D 3.+ compelling when I've done a sufficient amount of research into them, I prefer that style of play in videogames, not tabletop. I've come to respect that style of game design a bit more again. By integrating all of the mechanics together, a relatively crunchy game can be made much more streamlined (as opposed to many of the overly complex bolt-on mechanics of D&D 2e and other games from that era, see Star Frontiers Advanced which I should but probably won't write a review of bc tbh I was a little disappointed that my Gamma Knights review didn't make it on the thought eater humpday blogarama). However, it also becomes much less modular, so unless you want to redesign the whole game any time you want to hack something, you're pretty much stuck with what you've got. Which is great if you lack the time, creativity, or general inclination to make stuff yourself. But at that point, I'd rather just play a videogame.

Anyway, that was an unintended tangent, this is a bit stream of consciousness. I've been thinking about this stuff because of games like TNT and Gamma Knights. I don't necessarily prefer opposed rolls to hit vs. armor type combat systems, but I do find them interesting, and I wish more OSR people would look to TNT for inspiration even if they aren't interested in switching systems. I like how in TNT ranged weapons have fewer damage dice but can bypass the opposed roll, or how rolling a six on any damage die gives 1 spite damage that also bypasses opposed rolls, such that a sufficient number of weak monsters can still make a mark on player characters, without necessarily being an hyper-deadly game. Likewise, while I generally don't like character builds and tactical crunch in tabletop, I do like the idea of that being a differentiation between regular PCs and mechs or power armored PCs. If I were playing a whole mech game I wouldn't bother, I'd just reskin any other game, but there is something kind of appealing to me that I can't fully articulate about the different sensors and power management and force fields and computerized systems in Gamma Knights (or maybe it's more generally related to the point I will be making below, which is supposed to be the main point of this meandering post).

That being said, in practice, I almost always prefer to minimize combat, or add saving rolls or other non-combat mechanics into combat scenarios. I don't find GMing combat fun, I only kind of find being a PC in combat fun, if the GM did a good job setting up the encounter, and anecdotally, I find that a lot of the fun leaves the table when things get too solely combat-driven. It could just be that I'm not a good combat GM. Or it could be that good combat encounters should include non-combat actions, and I'm doing it correctly after all.

While I haven't played it, I find the Pyrrhic Weaselry, Or At What Cost? system so intriguing because it's willing to defy the norm of combat systems in an otherwise D&D-style game space, and is really conscientious of fictional positioning and how to leverage that to create interesting encounters. I think the term fictional positioning gets thrown around a lot by storygame people, but frankly I've found that many of the people who sling that term around don't really understand what it means, or haven't thought it through all the way, just making common sense needlessly pretentious (this statement is not intended as an attack on all storygamers or all storygames! I'm not one of those obnoxious anti-storygame people! In fact there are many things I like about FATE and PbtA!). Anyway, If you really want to understand what fictional positioning means, read Pyrrhic Weaselry (we've had some good conversations about it on the underutilized SWORDDREAM_unofficial subreddit). I do genuinely think FATE and PbtA do good fictional positioning as well, and also deserve credit for abstracting away combat as not fundamentally different from other mechanics; it's more that I think other people sometimes reduce it to something less meaningful.

Despite all of what I just said, the idea of a combat-less system just seems... wrong. I want a combat system! I don't care that I generally don't like it, or that my players generally don't like it, or that I usually try to minimize its use as much as possible, I still want it there! In small doses it's nice. Just knowing it's there adds to the experience. Maybe that's crazy, but such is life.

That got me thinking though, while there are certain things I don't like about FATE, one thing I really do like about FATE is how it re-constructs tactical combat in a way that doesn't remove combat mechanics altogether, but abstracts them into different kinds of actions that play into the fictional positioning system (aspects). Skills can be designed flexibly for any setting, and can be used as either an attack, defense, to overcome an obstacle, or one other thing that I'm forgetting off-hand because I haven't played it in a while and also I may be getting some of this terminology wrong. That in tandem with the two kinds of stress tracks (one more physical, one more mental, I think called Will) and the ease with which one could hack in more stress tracks, allows you to have your cake and eat it to when it comes to tactical combat vs. fictional positioning. I actually think it's a shame how FATE has to some extent become a victim of its own success, because personally I think FATE is much more interesting, flexible, and DIY than PbtA, which I think has become (or by its nature is) really just the D&D of storygames (for better and worse), but that's also post for another day (I should really be keeping track of these tangents...).

So I don't have a concrete idea at the moment, but I'd like to think about how to, rather than remove combat altogether in games like TNT and OSR, abstract it across other mechanics or situations in ways that are both tactically and fictionally interesting. How could one bend combat to social conflict, or fire fighting, or ghost hunting with a proton pack, or to cooking a dish / line cooking as a team during the dinner rush? I suspect creating a FATE bolt-on to TNT or OSR, or a TNT or OSR-inspired hack of FATE, will play a part in this, but I don't want to commit to anything yet.

I've created TNT character types such as the War Dogs or Warlord that add more fictional-positioning Saving Rolls to combat, but I'd like to maybe try coming up with some character types or general mechanics that go the other way, adding combat-like mechanics to scenarios that are not combat per se. The idea isn't so much to increase the overall amount of combat, but to smooth out the delineation between combat encounters and everything else.

Fitting for this post, I'm going to end on yet another tangent that is dubiously related to the intended point of this post. I've also been thinking about a Poker combat-type mechanic for TNT, inspired partially by the poker mechanics in Deadlands. Because of how TNT uses D6s, I think TNT lends itself better to this kind of mechanic than OSR, but there's no reason why it couldn't also be bolted on to OSR. But again, that's a post for another day...

Wednesday, December 4, 2019

Gamma Knights Review

I am terrible at writing reviews, but even so, I think I'm going to try. This is my review for Gamma Knights, a supplement for Gamma World 4e. Gamma Knights includes new content for Power Armors in Gamma World 4e, in addition to being its own wargame. Below are a few caveats for the review (in addition to me being terrible at writing it).

  • This review is just for the RPG supplement content, not the wargame content. It seems like it might be a fine wargame, that just doesn't interest me personally at the moment and I didn't read it thoroughly. 
  • This review is of the pdf, purchased on drivethrurpg during the 2019 black friday / cyber monday sale.
  • I have not read Gamma World 4e in a while, which I also purchased as a pdf on drivethrurpg at some point, but from what I vaguely remember it is more or less compatible with D&D 2e and by extension most OSR. 
  • I have not played this supplement nor any version of Gamma World, although I have incorporated some elements of Gamma World into my campaigns at various points, most notably in my first Phantasmos campaign. In other words, this review is not from in-use experience, just of the book and my impressions of how it might play.





What is Gamma World?


For those of you who don't know what Gamma World is, it's a post-apocalyptic (arguably post-post-apocalyptic) science fantasy setting, arguably THE post-apocalyptic science fantasy setting. It's usually tongue in cheek, with plenty of references to the real world. You have mutants of all kinds, uplifted animals and plants, robots, and high-tech humanoids. It's Weird & Wonderful and it's a shame that it's never come close to the same level of popularity as it's sibling D&D (it was originally created by TSR and is currently owned by Wizards of the Coast). It's inspirations can be felt all over the OSR though, and even videogames like Fallout or Borderlands.


Visuals, layout, and pdf quality


Sometimes the pdfs of these older games are really low quality scans. Granted I read it on my brand new microsoft surface pro 7 which I also bought for black friday because I'm that guy, but it ran well and looked good. The text has been parsed from the page and can be searched and copied, not sure about bookmarks and stuff since I don't really bother with that anyway (I have a onenote file where I keep all my bookmarks anyway).

The layout is nice. It's simple and a little dense, but that's pretty typical of books of its era, or so it seems to me. I was pleasantly impressed by the art. It's black and white and has that old school cartoony charm, but it's well done and the designs were more interesting than I expected. Even though Gamma World is in many ways the archetypal post-apocalyptic science fantasy, I do think it has a certain unique identity of its own, and it comes through in the Gamma Knights art.


Writing and Clarity


It's a bit dense and overwritten, sometimes obfuscating important information with needless detail or getting deep into minutia or blending discussion of mechanics and setting in ways that I personally dislike. That being said, I generally found it to be well written and relatively clear. Despite the mechanics being a bit more fiddly than I'd like, they do a good job of explaining how it all works and making it make intuitive sense. All of the parts of the power armors are explained, with light mechanical explanation, before really getting into the meat of things, which I think was smart. That being said, I would have preferred if they had included an even higher-level overview, very briefly explaining all the parts and how the power armors work in one concise section, maybe a few paragraphs at most.


Mechanics


The mechanics of the power armors are a little more fiddly than I'd like, but I'm intrigued. A lot of the faux-realism fiddlyness can be easily ignored, and most of the mechanical fiddlyness that is there seems logical and fun. While I generally prefer rules-light games that stay out of my way and don't pack all that my character can do in a tight build, I do like to "build" a mech, and it's a nice way to differentiate mechs / power armors from regular play.

They provide a reasonable number of pre-made power armors (Standard Armor Suits) which can be used as a good point of reference. They don't explicitly have a section for different power armor chassis which seems weird, but one can simple take the chassis of the pre-made power armors and re-spec the slots.

The power armors have a base AC and a number of slots, for head, left arm, right arm, front plate, back plate, left leg, and right leg. Certain mods (I don't think they ever provide a specific terminology for all gear so I'm calling them mods, but I could be misremembering) can only be placed in certain locations, and also any given mod must be able to fit within the entirety of that location (e.g. a mod that requires three slots can't be placed on the back plate if there are only two slots left). In addition, most mods require power, so the power armor must have quantum processing units (QPCs) to power those parts. A power armor doesn't need to have enough QPCs to power all their mods at once, they can switch them on and off. The slots system is exactly what I want from a mech supplement, and the power part at first seemed like the kind of thing I'd find annoying, but actually the impracticality of having all mods powered at once, and having to think about when to switch them on and off, actually seems like it could be fun and not just fiddlyness for the sake of fiddlyness.


Tables


While there are some useful tables in the back, and also for the mods for each section, there is annoyingly not a section where all the mods tables are collected together. Also, while the pre-made power armors include the location and power demand of each mod, they don't include the number of slots for each mod. Maybe it was a formatting thing that they couldn't fit it, but it's very annoying that it's not there. This issue with the tables is probably my single biggest issue with the book, but even so it's not too bad, it just could be better. Note that the tables at the front of the book are for the wargame, not the RPG (or at least, so I can tell...).


The "Mods"


The mods are broken into sensors, which generally provide sensory and attack bonuses, defensive options which provide defensive bonuses and healing/repair, weapons (melee, ranged, missile, grenade), locomative assist options which give movement bonuses, and strength enhancements which provide unarmed damage bonuses and increased carrying capacity.

The mods are all surprisingly interesting, both in terms of flavor and mechanics. The autosurgeon defensive option seems to predict research in neuroimmunology that I don't think existed yet when this book was written. There are multiple kinds of force fields and they have various benefits and flaws and counterbalances that all seem tactically interesting and evoke a sense of being in a power armor. As do the mechanics for computer systems and computer-assisted actions. The weapons are also surprisingly interesting; the flavor text for the Mark XII Blaster elevates it to something more than just a generic scifi gun.

All of that being said, this all seems like the kind of thing that could just... not work. Like, it reads well on the page and sounds interesting, but in practice I could see it being really difficult to plan for as a GM, difficult to keep track of as a player, and slow down combat or any tactical maneuvering to a boring crawl, like the grating of rusting metal plates against each other. I don't think I can say for sure without trying. If nothing else, it's all inspiring.





So What Do I Think About Gamma Knights?


If nothing else, it was an entertaining and inspiring read, and I would recommend it to anyone interested in incorporating power armors into their OSR game. They suggest that power armors should be rare and limited within the Gamma World setting, but this begs to be at the center of a campaign. Given how powerful the power armors are, one could easily scale up these power armors into mechs, without even necessarily touching the mechanics, besides maybe just units of measurement for movements.

I am skeptical about whether or not some of the mechanics like the force fields or computers would actually be fun, but they're also some of the more interesting ideas. However, if nothing else, this book makes me want to play / run a Gamma Knights game, or at least make a power armor / mech OSR or TNT hack inspired by this, but stripped down. If you've played this or have read it and have thoughts of your own, please let me know! I hope this review inspires others to check it out and give it a shot, or make something like it.




Saturday, November 16, 2019

Throne of Salt Mothership Play Report (and The Microbiome)

I recently (as of when I drafted this post, it's actually been quite a while) played in Dan D's Mothership game (I'm tagging this Danscape since that's what I used for Dan's other game I played in, but it's a different setting), and it was awesome! I also tagged this post as play report even though it's not much of a PR because I'm terrible at them, but I'll say that it was effectively a very creepy, modern Lovecraftian game- not in the sense of encountering Cthulhu, but in the sense of their being a low-key disquieting, ominous factor throughout the session.

We investigated a radio tower on behalf of our Handler named Friend, who communicates to us through an old-school CRT monitor as a smiley face which is burned into the screen (I jumped into the game without proper context for the setting so it's possible I'm making some incorrect assumptions). We encountered an android that wore human skin which I named Leatherdroid, which had gone insane and was attempting to find the Blessed Interface, a means of reaching singularity with some sort of Machine God. Then we wound up in a small town under the thumb of space fascists that served amazing Goan food and drink. Dan's going to write a better play report later but that's the gist of it, and my explanation is not doing it justice but it was great.

Anyway, this is about an idea I had for the setting. Dan has said that every player can contribute one thing to the setting, and I have a hard time turning down an opportunity to do some worldbuilding! A big theme of the setting seems to be the idea of trans-species-ism; the androids trying to find the Blessed Interface, various post-human species, uplifted animals, etc., and additionally there is the aforementioned theme of ominous weirdness, so this idea is intended to combine those two things. I don't know if he's actually going to use it, but I liked the idea so I'm posting it here.

*NOTE: It was brought to my attention that this idea may come off as offensive. To be clear, the choice to make the human antecedents of the Microbiome Hasidic Jews was only because I wanted to tie in a real-world religious / cultural element, and I wanted Kabbalah iconography (specifically the spheres of qlippoth / sephiroth, which seemed like a cool symbolic representation of the Microbiome). It was in no way intended as any kind of statement about Hasidic Jews. For what it's worth, I am ethnically Jewish (although not Hasidic), which may be why it didn't even occur to me that it could be interpreted as offensive. I wanted to leave this idea in its original form, but there's certainly no reason why you couldn't just take that part out, it's certainly not critical to the idea. Anyway, this caveat is partially why I delayed posting this for so long, but I'm running out of pre-drafted posts and haven't had much time or creative energy lately, so I'm taking my chances and hoping people understand and can take from it what they will.*



Uplifted Microbiome
The bacteria, yeast, and single-cell organisms that comprise the microbiome of a community of humans became uplifted. It is unclear whether this was by design, or an emergent phenomenon, as the community has managed to keep its nature a secret from the wider world. One could theoretically conceive of a means to scientifically test for the existence of the microbiome, but they have not yet incited a need for the world to do so.

The human hosts of the original microbiome mostly maintained their independent intelligence and autonomy, not even conscious of the intelligence lifeforms within them, but over generations of neuro-immune, genetic, epigenetic, and selective meddling, the human hosts have been reduced to little more than biological machine vehicles for the microbiome, and would not be able to survive without the microbiome except with extreme medical intervention.

The original human hosts were Hasidim, and the microbiome religion uses iconography of Kabbalah, seeing the Tree of Life, and the spheres of the Sefirot and Qlippoth, as God communicating the concept of the microbiome to humans, who failed to heed God's wisdom. The fruit of knowledge for humans was a poison to the microbiome, dulling it for the sake of the human hosts. Eden was not outside humanity, it was within.

The microbiome have no social taboos around excrement and other bodily expulsions, and in fact have many religious rituals around it. Poop is to be revered, but it is also sensual and sexual. It is not wasted, instead it is laid throughout the town, a constantly fed, living network, connecting the microbiome.

The human hosts provide little in the way of intellectual identity, existing as little more than a "lizard brain". They have simple urges, mostly relating to pain and pleasure. The microbiome are thrillseekers; they play with knives, they touch hot things until their skin burns. Mutilation is a lifestyle choice. Sometimes they forget to restrain themselves around humans.

They try to be respectful of humans, but to them, humans are like zombies or morlocks; they look into human eyes and see little more than a dumb animal, a primitive microbiome trapped in meat, a creature living its entire life in sensory deprivation.

While the microbiome expresses itself uniquely within each host, and undergoes rapid change moment-to-moment, there is a large degree of continuity in its being. It is difficult to quantify how many microbiome individuals exist, or if it is meaningful to quantify them as such. While their hosts have gender, the microbiome do not. They communicate verbally as humans, or through the expulsion of bodily functions, burping and farting and pooping, and these pheromone signatures are not just artifacts of communication, but part of the microbiome itself.

Their human bodies are not tied to their identity or intelligence, and because they can transfer between bodies, and at least temporarily exist outside the body in excrement, the body has very little psychosocial value to them. They wear clothing only for protection, as needed, or to make humans comfortable, and they put very little effort into physical appearances. They are not sexually attracted to human bodies but to human microbiomes (but only the most exceptional).

Their lack of hygiene, due to lack of care of the body, and the practical and ritualistic use of excrement and other bodily expulsions, disgusts most humans- at first. The microbiome is smarter than human gut flora, and soon humans no longer notice the smell, and find that the microbiotic "humans" have a je ne sais quoi about them, a subtle underlying attractiveness. The symbiosis between human host and microbiome is so deeply selected that baseline humans are not at immediate risk of infection. It would take months or even years before the microbiome could even survive the hostile wilds of a human gut forest. However, it is theoretically possible, and would be exacerbated by sexual transmission or the insertion of microbiome excrement into a human.

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.

Tuesday, October 8, 2019

Cantrippers: Novelty Superpowers

A list of Novelty "Superpowers". These mutants are no X-Men, but if you're clever, you might be able to put these powers to some use. This idea is loosely inspired by the Valiant Comic series Secret Weapons, about "Psiots" (basically Marvel Mutants) with unremarkable powers who have been brought together as a superhero team. So you could use the official Valiant Universe RPG / Cue System, or you could implement these powers into pretty much any other system or setting, since they're intentionally supposed to be minimally useful.

I thought "Cantripper" would be a fun name for them, since these are kind of like Vancian-magic Cantrip-level superpowers, and I'm always a fan of adding superpowers to an otherwise traditional fantasy setting.

These could just be a background element of the game, but I think it would be fun to build a whole adventure around them. You could go the narrative game route, which might be easier, but it might be fun to implement these powers in an already underpowered system like OSR, where the players will have to come up with really clever uses of their powers in order to survive.


  1. No reflection.

  2. Can see one second into the future.

  3. Can levitate while running off a cliff so long as they are unaware that they are not on the ground (cartoon-style).

  4. Invulnerable except for an Achille's head and heart.

  5. Can speak to the recently dead (within six minutes of their death). The dead are exactly as coherent as they were at the moment of their death, and generally panicking over the existential and metaphysical dread of their situation.

  6. Can turn invisible but only when no one is looking.

  7. No body odor (entirely scentless).

  8. Can eat anything (like a goat). Only derive sustenance if the ingested item has nutritional value.

  9. Can turn any static image on any surface into a gif-like animation loop for up to one minute.

  10. Can produce spider-sized spider webbing.

  11. Can speak to cats. They are exactly as communicative and cooperative as you would expect.

  12. Abnormally long tongue that is prehensile, retractable, detachable, re-attachable, regenerative, and operates independently with its own nerve cluster, like an octopus tentacle (and is maybe telepathically linked to its person).

  13. Swaps dreams with any random person each night.

  14. Has somehow acquired expert-level knowledge of a seemingly non-existent topic, like the biology of an unknown species or geography of an undiscovered land.

  15. Can produce a flame equivalent to a match from their own metabolism, or extract excess clean fresh or salt water from their body.

  16. Bone structure, height, weight, and other physical features are constantly shifting. Changes are noticeable day-over-day; clothes they wore at the beginning of the week no longer fit by the end of the week.

  17. Can create a room-sized devastating explosion, only once.

  18. Can alter their own brain chemistry to induce any kind of inebriated / psychoactive state.

  19. Can prepare a supernaturally delicious meal from any ingredients. The meal appears as the best version of itself but nothing more, and the nutritional value is unchanged.

  20. Receives an unintelligible signal (telepathic, electromagnetic, magical, etc.) from an advanced lifeform that may (or may not) be a deity, or the epicenter of all reality.

  21. Eyelids are one-way screens through which they can see even when closed.

  22. When they close their eyes they see through any random person's eyes.

  23. Can adjust their perception of different acoustic signals as if they had volume control over all sounds in their environment. This ability does not alter the loudness of the sounds, just their perception of it.

  24. Long or thick tail that may or may not be prehensile.

  25. Do not appear to age, but still experience the effects of aging / mortality.

  26. Can adjust their height between 5'1'' and 6'6'' within the span of half a minute.

  27. Can vocalize a loud, air horn-like sound.

  28. Can levitate six inches off the ground for six seconds at a time.

  29. Is immune to the psychoactive effects of any substances, but is still vulnerable to other physiological effects (e.g. won't get drunk, but can die of alcohol poisoning).

  30. Can summon an ineffectual, cartoon-ish, teddy bear-like pet / companion. It can't talk, but makes cute noises. It is lovable, but mostly useless. It will try to follow simple commands to the best of its ability, but often fumbles even the simplest tasks in astonishing and humorous ways. If destroyed, it can be re-summoned within a day (or you can remove this regenerative ability if you want to get really sad with it...).

  31. Has the proportional speed and metabolism of a sloth.

  32. For any possible occurrence, they can increase or decrease the probability by 1% in their favor (e.g. the probability of winning the lottery goes from ~0.0000000715% chance to ~0.0000000722% chance).

  33. Sour foods taste sweet to them, as if they are always under the effects of miracle fruit.

  34. Immune to boredom.

  35. Experiences one or more unique or inexplicable emotions, such as an emotion vaguely like "manic annoyance" triggered by dogs that are slightly less cute than they should be, or "meditative aggro" triggered by a good workout towards the end of the day. Brain scans would suggest these emotions have unique neural activation patterns or even unique neurobiological circuits, not unlike fear and arousal.

  36. Can change their eye and hair color at will, including exotic coloration.

  37. Can turn gold to lead.

  38. Has a supernatural "presence". Not a literal aura of light, but they always stand out in a crowd.

  39. Lays eggs, independent of gender. The appearance and taste of the eggs is best compared to that of a platypus or echidna. The eggs cost as many calories to produce as they provide. They feel a pressure to lay an egg usually once or twice a day, and can suppress the feeling for a while, but as with bowel movements, will eventually need to go.

  40. Muscle flexion produces flashes or sparkles around them. Sometimes it also produces a BAM noise.

  41. Eidetic-like memory, except the memories are always incorrect in some critical way.

  42. Quantum-entangled with a self-aware machine or golem on a distant, empty celestial body. They perceive its contemplations about life and the vastness of spacetime and the meaning or meaninglessness of the universe, like a running monologue.

  43. No shadow.

  44. Can change the color of non-living things by touch.

  45. Supernaturally broad vocal range.

  46. They are extremely fragrant, but can control the scent of their body odor, such as to smell like chocolate or roses.

  47. Can draw a mathematically perfect circle, down to the sub-atomic level, that maintains its perfect state across time, regardless of the movement of particles. Has absolutely no conscious awareness of how they can do this.

  48. Has a mostly cosmetic supernatural phenotype, like a beak, scales, unnatural skin or hair color, tentacles for arms that are effectively only as functional as regular arms and hands, cyclops eye (may or may not affect depth perception), etc.

  49. Tough soles on their feet that provide equivalent protection as hiking boots.

  50. Their brain is a literal black box. They seem to have normal consciousness for their species, the black box is as vulnerable as a regular human brain, and seems to respond to stimuli and chemicals in the same way as a regular brain, and yet its exact mechanics are completely inexplicable.

  51. Colorful shadows.

  52. Their reflection is of a different person.

  53. Can alter the way things taste (no nutritional / health changes).

  54. Their shadows act independently, and can stretch or compress to roughly twice or half size, change shape, and rotate around them.

  55. Once a day a random piece of factual trivia that they did not already know springs to mind. This may be something they have insufficient context to understand, or something they could not have otherwise ever learned.

  56. Supernaturally boring.

  57. Always warm to the touch. This has no effect on their biology and does not protect them or others from freezing.

  58. Always cold to the touch. This has no effect on their biology and does not protect them or others from overheating.

  59. Is a were-carp. Can transform at will, but is compelled into transformation in the presence of waterfalls. They will ignore everything in the presence of waterfalls and attempt to swim up the waterfall until they bring themselves to exhaustion. They have the proportional strength, intelligence, and other abilities of a carp.

  60. While they are alone, a pocket dimension opens 10'x10' around them. There is a 5 in 10 chance it is indistinguishable from the space it is replacing, 4 in 10 chance to be weird but harmless (or maybe even pleasant), and a 1 in 10 chance to be their personal hell. When the pocket dimension closes, any positive or negative effects of the space are reversed as if they never happened.

  61. Can transform into an animal for 1d6 minutes. During their transformation, they have the intelligence and behaviors of that animal. They may or may not have the ability to control what kind of animal they turn into.

  62. Every day, a random single moment (no more than 1 minute in duration) is eidetically encoded into their memory.

  63. Once per day at a random time they experience divine bliss and cosmic awareness for 1d6 minutes. They have little ability to interact with the material world during that time, and their memories of the experience are hazy and dreamlike, and difficult to derive meaning from.

  64. Super-speed, but susceptible to the shearing force of that speed on their body, the force of colliding with another object at that speed, and the force of inertia if they attempt to stop abruptly. Even with practice, utilizing the super-speed is extremely dangerous.

  65. A healing factor that makes them susceptible to ugly scars, broken bones healing incorrectly, rapid cancer metastasization, rapid over-development of muscle tissue, and similar negative consequences, in addition to the obvious positive benefits.

  66. Emits perpetual low-grade EMPs within a 6" radius around them; all electronics shut down, and magnets lose their attractiveness.

  67. Can transmit energy equivalent to a potato lightbulb.

  68. Automatically knows the curse words of any language they encounter. This does not transmit any magical properties of those words if they are literal curse words!

  69. Non-magical, non-intelligent cats will respond to their commands equivalently to a moderately well-trained dog.

  70. Supernaturally talented at something highly specific and mostly useless, like playing a single videogame that nobody cared about even when it came out 15 years ago let alone today, or making savory jello salad, or something else like that.

  71. Slugs, snails, and related creatures of a non-magical and non-intelligent nature are attracted to them. It is not uncommon for them to find a cluster of slimy things waiting for them when they exit a building.

  72. Can perform simple prestidigitation. If they are a magic user in a setting where magic users already can use prestidigitation at no cost, they can do prestidigitation of twice the magnitude than would normally be possible, or two separate instances simultaneously.

  73. If they carry no currency, they gain the equivalent of $1 once per day.

  74. Can make non-living things shiny by touching them.

  75. Can make non-living things sticky by touching them. They are not especially adhesive, just kind of gross and uncomfortable to the touch. Clammy.

  76. When they go to sleep, they pop out of existence. When they wake up, they return exactly where they were, as they were. Anything that would trigger wakefulness, such as a knock on the door or an alarm, also returns them.

  77. Once per day at a random time, they pop out of existence for 1d6 minutes, after which they return exactly where they were, as they were.

  78. Can instantly kill any mundane creature with a single finger strike, but the finger falls off shortly thereafter. They have a sixth finger on each hand, so they can use this ability 12 times in their life. If they have extra fingers, extra hands, or no hands, it still works 12 times by some other identifiable means.

  79. Despite appearances, they are actually of a different kingdom than their origin species, e.g. if they were birthed from animals, they are actually a fungus, or if they grew from a fungal spore, they are actually a bacteria. This affects what kinds of diseases they may contract, genetic disorders they may have, and certain other biological functions, but they are mostly functional and passable as their origin species. Magic operates on them as if they were their origin species (it's like how tomatoes are considered vegetables in a culinary sense even though they're fruits in a biological sense).

  80. When they must wait in a line the line moves supernaturally fast and smooth and/or they somehow get to cut through some or all of the line. This also applies, to a lesser extent, to traffic and other bureaucratic "lines" like customer service or dealing with paperwork.

  81. Maintains moderate physical fitness even with poor diet and exercise. If they want to actually be or appear athletic or muscular, they'll still have to do some exercise and have some consideration for their diet, but less so than other people.

  82. Zeitgeist; without consciously understanding what, how, or why, they can design logos, catch-phrases, and jingles that capture the zeitgeist. The things they create are not magical or supernatural, they're just really on-point.

  83. Both conscious and unconscious ability to control their circadian rhythm. Will always get the best possible night of sleep. Can make themselves practically unwakeable, or quickly readied at the slightest interruption. Seamlessly switch between different sleep modes such as micro-sleep. Will always dream or lucid dream, if they want to.

  84. Is cold blooded (or if their species is already cold blooded, then is warm blooded).

  85. Color vision is as acute in low-light as it is in normal light.

  86. True multitasking; can effortlessly maintain two separate trains of thought, or more with penalty (as normal multitasking).

  87. Once per day, can reverse time by up to 6 seconds.

  88. Has a fully functional extra appendage.

  89. If they are hungry, carrying no food, and have no currency or no other access to food, they can summon a food item with the equivalent nutritional value of a deli sandwich once per day.

  90. Produces excessive amounts of earwax which can be used as wax (e.g. for candle making).

  91. Produces excessive saliva of varying viscosity.

  92. Has relatively brittle, nubby little horns (if their species already has horns, they now have more horns, but of a relatively brittle and nubby kind). Getting poked by them would kind of hurt. They grow like nails but only up to a short length.

  93. Can alter probabilities, but only when using randomization devices such as cards or dice, and only when the results have not been made deterministic (such as somebody effectively counting cards, or using loaded dice). The magnitude of their ability is more like a "nudge" than it is like loading the dice or fixing the deck.

  94. Can produce beams of colorful lights and sparkles from their hands. They have no effects besides being bright.

  95. Can convert non-living things made of mundane stone (e.g. non-magical, non-psionic, etc.) into other kinds of mundane stone of a comparable mass, hardness, economic value, and other quantitative and qualitative differences.

  96. They can integrate clothing, armor, weapons, and tools into their own biology, like their skin, muscles, and nerves intertwining with a suit of armor. It takes roughly a day to fully integrate the item or to separate from it (somewhat varying by the size and complexity of the item). This provides little to no additional advantage, besides it becoming a natural and comfortable part of their body, and is not removable except by intentional or violent means.

  97. Have the very niche psionic ability to press buttons or dials, turn knobs, or make other simple mechanical gestures, by blinking.

  98. Their body is completely hollow. In every way their body operates as normal (normal weight, nutritional demands, ability to consume foods, be poisoned, choke on food, etc.), but they can also open themselves up from a number of latches on their body only visible and operable by themselves, and store up to their body size of stuff. Those things do not affect their weight and are effectively in stasis until they reopen themselves.

  99. Has a potato-like body and the ability to swap out their body features with spare parts. This technically makes them more resilient to mutilation and injury than a normal person, but they can still feel pain and be killed.

  100. Can expel a substance like vanilla pudding from their hands in short spurts, with just about enough force to knock over an average-sized human child. The pudding is bland and not especially tasty, nor does it have any nutritional value or provide a sensation of satiety. It evaporates into nothing in less than a minute. They can build up more pudding for slightly greater effect by not using their power for a while. The process of expulsion is weirdly pleasurable to them, and not using their power for some time can be uncomfortable.