tag:blogger.com,1999:blog-25569654772702795812024-03-27T16:53:18.082-07:00Cavegirl's Game StuffCavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.comBlogger171125tag:blogger.com,1999:blog-2556965477270279581.post-65664268807871352152023-05-02T03:09:00.001-07:002023-05-02T03:09:33.491-07:00Another take on demihumans as social constructs.<p>I had an idea knocking around inside my head, <a href="http://throneofsalt.blogspot.com/2022/06/demihumans-are-social-construct.html">and then I saw that Dan had already done it over on Throne Of Salt, which rather undercut my brilliant originality.</a><br />More time has passed, so I figured I'd have a crack at the idea myself.</p><p><br /></p><p>So. Demihumans (elf, half-elf, hobbit, dwarf, orc, half-orc, goblin, hob-goblin, dragon). Rather than positing each as a seperate species - and then getting our skull-callipers out to compare them - we'll just look at the position each occupies in our setting socially, and extrapolite backwards from that. <br />EG, let's suppose you're an elf because you <i>do elf things</i> and <i>people treat you like an elf</i>. But you're still recognisably an elf. What would that look like? How do you get that in society?</p><p>Suffice to say, this is all a thought experiment. I have no idea how this would play out in a proper setting or actual game. <br /></p><p><br /></p><p><b><u>Elves</u></b></p><p><b><i>"This person has autism, but their knowledge or power means we have to treat them respectfully."</i></b></p><p>An elf is quite possibly smarter than you, but (if you aren't also an elf) the ways they think don't make sense. They follow patterns and customs that most people don't, they prioritise things regular people don't, they just <i>fucking know things</i> sometimes. Sometimes unusually innocent, sometimes deeply worldly and old before their time.<br /></p><p>Elves typically go into professions where knowledge is important, and people can't just reject you out of hand for being unearthly and weird. Mages, priests, artists, nuns, midwives. That air of oddness can be a perk; it lets people know they're dealing with an elf, and should be prepared to act accordingly.</p><p>You treat elves with respect. After all, they know things and they have sufficient power or clout that if you offend them, they can make you regret it. </p><p>Most have at least a smattering of magic, some handy utility powers and maybe something like a magic missile to smack people who don't show respect. They take to it naturally, and often don't get that others can't just learn magic with the same fluency and focus that they do. Isn't it easy?<br /></p><p>It doesn't have to be autism, but that's the most common one, and also the one the author has and is familiar with.<br /></p><p>Different types of elves correspond to areas of focus. Wood elves like the natural earthy things like birds and trees, high elves like some 'respectable' topic like history or heraldry, dark elves know about something vaguelly taboo like poisons or spiders.</p><p>The term 'half-elf' is basically the same as 'high functioning'. Not really used by elves among themselves, but regular people use it to describe elves that seem more normal and approachable.<br /></p><p>Generally, elf-ness is broadly hereditable, about as hereditable as autistic traits in the real world. A changeling is just somebody who turns out to be an elf despite nobody expecting it based on their family.</p><p>Elf communities exist. Cloisters and hideaways. They get weird fast. <br /></p><p><br /></p><p><b><u>Dwarves</u></b></p><p><i><b>"From a commoner family that knows marvelous trade secrets."</b></i></p><p>Being a dwarf means you've inherited the family name (or been adopted or married into it). You're one of a particular clan, and your clan <i>knows how to do something</i> that they guard jealously.</p><p>Metalworking is a common one. Mining and underground construction techniques are another. Warfare with specific secret techniques is another. Maybe a mix. Whatever it is, your clan has a secret way of doing things that gives you an advantage. Dwarf-made armour is just <i>better</i> than everybody else's. Dwarves who go to war fight in ways that seem impossible to replicate without their lengthy training, and are shockingly effective.</p><p>Dwarves often have magic of their own. More secrets handed down the clan. They have their own little sects of the mainstream religions, and their own priests.<br /></p><p>The techniques of the dwarves give them an edge over other people. They're just commoners, but they can negotiate with nobles and even royalty, because if the dwarves aren't paid to their satisfaction <i>nobody else can do it as well.</i> And, really, a noble who's jewellery isn't made by dwarves is an embarassment. </p><p>These secrets need to be kept, or the dwarves lose their wealth and power. Dwarves prefer to live away from outsiders, in innaccessable places like mountain villages or underground fortresses. They don't trust non-dwarves, who might try to steal their secrets. The exception is other dwarves, who have a vested interest in preserving dwarvish independence. <br /></p><p>They know how to hold a grudge. When you're jumped-up commoners bargaining with nobility, you have to.</p><p><br /></p><p><b><u>Hobbits</u></b></p><p><b><i>"These people have fucked off to live independently, and its too much effort to get them to come back."</i></b></p><p>Hobbits have opted out of mainstream society to go and do something else. Maybe they dig holes in hillsides and make a commune that lives in a rural idyl. Maybe they have a caravan and travel the world with like-minded hobbits, trading goods and stories. Maybe they flee from persecution and live in floating villages hidden in the marshes.</p><p>Basically, they're hippies. They rejected the rat race and went to live some more authentic, satisfying or reasonable life off in the middle of nowhere. Their communities are tight-knit, idealistic and egaletarian, mostly. When a hobbit community goes wrong, it goes really wrong really quickly, and then falls apart entirely. </p><p>Some people are first-generation hobbits, who - alongside a group of like-minded individuals - chose to live like this. Some were born into a hobbit community and decided to stay. Some found a hobbit community and got adopted into it.</p><p>They love their pipeweed, and they're good at hiding. Hobbits get on with dwarves a lot of the time, even if their relationships tend to be distant.<br /></p><p>The author has dated a number of hobbits in her time. <br /></p><p>When some horrible dark lord rises up, fueled by the fire and smoke of industry and averice, and starts building dreadful armies and dark satanic mills, hobbits tend to be among the first victims they go after. Them and other minorities. Hobbits don't tend to fight back in an organised way, they go to ground, move on, or form guerilla resistance movements.</p><p>They are probably living happier lives than you are. Why <i>aren't</i> you a hobbit, actually?</p><p><br /></p><p><b><u>Orcs</u></b></p><p><b><i>"Soldiers without homes."</i></b></p><p>Being an orc means fighting as a way of living. No farms, towns, shrines, capitals. Just a military camp that moves as the campaign moves. War is all you know. Home isn't a real concept, or isn't anymore, you just live wherever the fighting is, or wherever you go the fighting follows.</p><p>Some orcs are mercenaries. Poverty or desperation or persecution pushes them to sign up with a mercenary band. A tent in a military camp is still a roof over your head, sort of. Sometimes the orc is fleeing something, or ambitious. </p><p>Maybe they don't intend to be an orc for long. Really, though, cashing out isn't likely to happen. You die young, or if you don't your so scarred - emotionally and physically - that regular society doesn't want you back.</p><p>Other orcs didn't have a home to begin with. An invasion took it from you, and now your home is occupied by somebody else. Or your home has been on the front-lines of a trench war for decades and completely fucking uninhabitable, and the conflict is all you know.</p><p>Orcs stick together. Their real loyalty is to their comrades. An employer has their loyalty only as much as they pay them, unless that employer is also an orc. </p><p>There's a code. They treat orcs on the other side of the conflict better than the rest of the enemy. If you capture an enemy orc, he's one of yours now. He switches sides. Maybe his whole band surrenders and joins you, and they're with you now. Their loyalty is to the orcs, not to whichever kings and emperors started this war to begin with.</p><p>Sometimes orcs end up in the armies of dark lords. This lasts as long as the dark lord keeps paying them and doesn't expect them to break the code. They don't care what fucked up stuff the dark lord is doing, spend long enough as a mercenary and you get numb to attrocities, so long as the money keeps coming.</p><p>Other orcs take a more direct approach, and support themselves through banditry and conquest. </p><p>There's a lot of overlap between orcs and goblins. There's surprising overlap between orcs and dwarves.<br /></p><p><br /></p><p><b><u>Goblins</u></b></p><p><b><i>"Sentient vermin."</i></b></p><p>Even worse than being an orc. Somebody in power wants you gone, and now you don't have rights anymore. Basically outlaws. </p><p>A goblin might be a heretic, a criminal, somebody whose land got stolen, a fugitive, or something like that. Or just born to goblin parents. You're not part of regular society, and regular society wants you fucking gone. There's overlap between goblins and orcs. People don't like to admit it, but there's overlap between goblins and hobbits. <br /></p><p>There's absolutely no social safety net when you're a goblin. Individual people might be nice to you, but others won't be, and maybe there's a bounty on your head again. Best to hide from them, then.</p><p>Goblins get really, really good at hiding. They find places they can escape from the world, and they band together with other goblins. When society is your enemy, fuck 'em. Feed yourself through subtle theft, banditry, whatever it takes. Trust your fellow goblins to keep you safe. If regular folks look at you funny, kick their teeth in so they won't want to chase after you in a hurry, and go to ground. Fill your home with cunning traps. <i>Fuck 'em, look out for your own.</i></p><p><i>The world wants you dead, but you're clawing and spitting and snarling and still alive.</i></p><p>Hobgoblins are when these outlaws<i> </i>arm themselves and actively fight back. Guerillas, terrorists, militias, what have you. They cobble together uniforms, and stick the heads of those who'd oppress or exterminate them on spikes before fading back into the shadows. They're probably also orcs.<br />Kobolds are when these outlaws are also dwarves, and have secret knowledge that mean you have to take them seriously, even while trying hard to get rid of them. Kobolds tend to be very good at building impregnable fortresses full of traps.</p><p> </p><p><b><u>Dragons</u></b></p><p><i><b>"Personally strong enough to do whatever the fuck they want with no consequences." </b></i></p><p>The rule of thumb is this: if you can walk into an average town by yourself and demand they give you tribute, and get it without any noteworthy resistance, you're a dragon.</p><p>You probably weren't a building-sized fire-breathing carnivorous flying lizard to begin with. But once you hit a certain level of power, you realise nothing's stopping you from turning into one if you want to, and there never was. </p><p>Dragons shapeshift. They look like people, until they don't. Every one is a legend. Every one is unique. <br /></p><p>Kings aren't dragons. Their power comes from systems of laws and heirarchy and custom meaning people choose to follow them. Wizards might be, as might particularly mighty warriors. Subtlety and subterfuge aren't particularly inclined towards making you a dragon, normally, but often somebody who excels in those areas will - when their back is to the wall - reveal that they were a dragon all along.</p><p>If you can personally reduce anybody who speaks back to you to two whisps of smoke coming from a pair of shoes (or a red smear), you're a dragon.</p><p>Some dragons do their best not to act like dragons. They try to be benevolent, to blend in with society, to only flex their power in emergencies. The rest - the majority, even - are problems.</p><p>A typical dragon ensures those who follow them are loyal by making dramatic examples. They tend to enjoy skull fortresses, big piles of treasure, and appending titles like 'the terrible' onto their name. </p><p>People who set out to slay dragons generally fail. Those who succeed normally become dragons themselves. </p><p>Elves become dragons disproportionately often. It's the focus that does it. They're often the most reasonable dragons.<br /></p><p>Orcs do too. We call them black dragons, and they burn bright and furious, leading a horde of orcs behind them until they inevitably perish doing something exciting. <br /></p><p>Goblins also produce a lot of dragons, particularly kobolds. A goblin who becomes a dragon is really good news (for the goblins and hobgoblins and kobolds and orcs of the world) and really bad news (for the sort of people who decided you were a goblin in the first place). These get called red dragons, because of all the blood that they leave behind. <br /></p><p>Red dragons tend not to be inclined to be merciful to their enemies. Their followers, on the other hand, often do pretty well for themselves. When you have a red dragon on your side, you might not have to be a goblin for long.</p><p>Very successful kingdoms have been founded by a red dragon with a big dream.<br /></p><p><br /></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com16tag:blogger.com,1999:blog-2556965477270279581.post-84347847989270632072023-04-28T16:08:00.001-07:002023-04-28T16:08:17.669-07:00⛧ BVLLET ⛧ HELL ⛧ WVRGVME ⛧<p>A WARGAME THAT IS A BULLET HELL SHOOTER<br /></p><p><br />In hell, they don't have physical matter to forge weapons out of. No iron for swords, lead for bullets, saltpeter for gunpowder, or wood for spear-shafts. Nothing but each other, and the souls of the damned. </p><p>They still fight, though. When they do, instead of making armaments out of matter, they weaponise souls, hurling them at one another in huge salvos. </p><p>This is a game about when that happens.</p><p><br /></p><p><br /></p><p>YOU</p><p>You are a demon. Or maybe not. Maybe an angel, a devil, a psychopomp, a reaper, or some other powerful spiritual being mucking about with souls. Get a model for yourself. Something big and impressive. Full of dark majesty. That's you, right there. </p><p>At the start of the game, only you and your demon enemy are on the board, you'll have to summon souls in as you go. <br /></p><p>You have thirteen Lives. If those Lives run out, you're defeated. Everything but your thirteenth Life point can be sacrificed. Have a little pile of tokens on your base to represent spent lives, or track it with a dice.<br /></p><p>If you collide with an enemy soul, it deals its damage to you, and is then removed. If you collide with one of your souls, push it out of your way. <br /></p><p><br /></p><p>WHAT YOU CAN DO</p><p>On your turn you have six actions to spend. Each one can be used to do one of the following:</p><p>Move: Move an inch in any direction. If you collide with an enemy soul, it deals its damage to you (you lose that many Lives), and is then removed. If you collide with one of your own souls, it's pushed aside to make way for you. If you collide with an enemy demon, or a terrain piece, your movement ends there.<br /></p><p>Spawn: Place one of your souls touching you, and then move it its full speed in any direction. Follow the normal rules for moving souls.<br /></p><p>Direct: Select any one of your souls and move it immediately, using the normal rules for moving souls.</p><p>Reap: Remove any of your own souls, putting them back in your available pool. Useful for if they get stuck behind something, or bugger off somewhere useless. <br /></p><p><br /></p><p>SOULS</p><p>Less important playing pieces. Random dead humans under your power. If they didn't want to be the bullets in a bullet-hell shooter, they shouldn't have damned themselves, hm?<br /></p><p>Each is defined by six values.</p><p>Cost: How much of your budget it takes to have one of these. <br /></p><p>Speed: How far it moves, in inches.</p><p>Damage: How much it hurts when it hits something.</p><p>Health: How much hurt it takes to remove it.</p><p>Pattern: The direction it moves.</p><p>Quirks: Things this soul can do, that others can't.</p><p>Your souls begin in a pool off the table, and are put into play using the Spawn action. When a soul is removed, put it back into your pool, so you can summon it again. You'll recycle the same souls over and over. They're already dead, so they can't be properly killed, see.</p><p>A soul that moves off the table entirely is removed from play and can be summoned again. Obviously. <br /></p><p><br /></p><p>WHAT SOULS DO</p><p>After you've acted yourself, all your souls activate. You can choose which order they activate in, but they all have to act before you pass the turn over.</p><p>Each soul moves its full speed in the direction indicated by its Pattern. Except for Kings, you don't have a choice in what it does. <br /></p><p>If it collides with an enemy soul, each deals its Damage to the other. If that damage is equal to or higher than the other soul's Health, remove that soul. Then, continue the movement in the same direction it was already going, if possible. You might have both souls removed, both survive, or only one prevail over the other.</p><p>Damage to souls DOESN'T stack up over time. Either it's enough to remove the victim, or it isn't.</p><p>If it collides with one of your own souls, or an enemy soul it didn't have enough Damage to remove, or a terrain piece, or you it stops right where it is. End its move right there.<br /></p><p>If it collides with the enemy demon, it deals its damage to them. The enemy loses that many Lives. Then remove it.</p><p><br /><br /></p>TERMS OF ENGAGEMENT<br /><p>First, you and your opponent select the souls you're bringing to this fight. You have a total cost of 40 to spend on souls.</p><p>Then you and your opponent place terrain on the board. Do it however looks suitibly dramatic. Once you both agree that the board looks nice, you're done.</p><p>Then flip a coin roll a dice to see who goes first. <br /></p><p>The player going first puts their demon on the board anywhere they want. Then the other player does. </p><p>The player going first takes their turn: they use their demon's six actions, then move all their souls. Then their opponent does, alternating until one demon has no Lives left.</p><p><br /></p><p><br /></p><p>TYPES OF SOUL</p><p>You have eight types of soul to pick between: Pawn, Knight, Bishop, Rook, Jack, Queen, King, Joker. You have a budget of forty to spend on them.</p><p><br /></p><p>PAWNS:</p><p>Cheap useless souls you can sacrifice in vast numbers. The worst type of common soul, but you can throw out lots at once.</p><p>Cost: 1</p><p>Speed: 2</p><p>Damage: 1</p><p>Health: 1</p><p>Pattern: Moves straight forward in whichever direction its facing.</p><p>Quirks: When you Spawn an Pawn, one action can spawn up to three of them in one go.</p><p><br /></p><p>BISHOPS:</p><p>Souls that still have faith. Fast and slippery and hard to block. You need to destroy them, because you can't hide behind stuff from them.</p><p>Cost: 3</p><p>Speed: 5</p><p>Damage:2</p><p>Health:2</p><p>Pattern: Moves towards the nearest enemy demon.</p><p>Quirks: Moves through terrain and (if it survives the collision) other souls, rather than ending its movement.</p><p><br /></p><p>KNIGHTS:</p><p>Martially minded souls, dead soldiers. Decent at everything, and can get in among the enemy and ricochet around among them, wrecking stuff.<br /></p><p>Cost: 3</p><p>Speed:4</p><p>Damage: 2<br /></p><p>Health: 2<br /></p><p>Pattern: Moves towards the nearest enemy soul or demon.</p><p>Quirks: When it contacts an enemy soul, after dealing damage, it picks a new victim rather than keeping going in the same direction. Point it towards the next closest enemy it hasn't been aimed at yet this turn, and continue its move.</p><p><br /></p><p>ROOKS:</p><p>Solid, defensive and stubborn. Probably died at, like, age 120, and even then only after a frustrated relative applied a pillow to their face. A good unstoppable wall to hide behind (but beware bishops). <br /></p><p>Cost:5</p><p>Speed: 2<br /></p><p>Damage: 1<br /></p><p>Health: 5<br /></p><p>Pattern: Moves directly away from you.<br /></p><p>Quirks: When a rook collides with another soul (friendly or enemy), and that soul survives, the rook keeps moving. Push the rook the rest of its movement, and push the enemy soul back with it.</p><p><br /></p><p>QUEENS:</p><p>The best souls. Absolute wrecking balls that smash things to bit and don't give a fuck about anything. Girlbosses. Many demons secretly want this sort of soul to step on them.<br /></p><p>Cost: 8</p><p>Speed: 4</p><p>Damage: 2</p><p>Health:4</p><p>Pattern: Moves towards the nearest enemy.</p><p>Quirks: Double damage against souls.<br /><br /><br />KINGS:</p><p>The smartest souls. Not particularly strong or anything, but you can get them to do unexpected stuff and keep your enemy off guard. Sneaky scheming bastards you need to keep an eye on.<br /></p><p>Cost:2</p><p>Speed:3</p><p>Damage:1</p><p>Health:1</p><p>Pattern: Moves in whichever direction you want.<br /></p><p>Quirks: Can even change direction in mid-move. Goes wherever you want.<br /></p><p><br /></p><p>JACKS:</p><p>Quiet, supportive souls. Not much use on their own, but they can coordinate with others. Throw them out alongside other souls to support them.</p><p>Cost:2</p><p>Speed:4</p><p>Damage:0</p><p>Health:1</p><p>Pattern: Moves towards the nearest friendly soul its not touching, or directly away from you if there aren't any.<br /></p><p>Quirks: If a Jack bumps into another friendly soul while moving, after the Jack's move is done, that friendly soul gets a bonus move for free. PEW!<br /><br /></p><p>JOKERS:</p><p>Wildcard souls. Who the fuck knows what they're going to do. Maybe they're the fastest, hardest hitting souls available to you. Or maybe they're fucking useless. Who knows? Throw 'em out there and find out, baby!<br /></p><p>Cost:8</p><p>Speed: d6<br /></p><p>Damage:d6</p><p>Health:d6</p><p>Pattern: Moves towards the nearest enemy soul or demon.<br /></p>Quirks:A Joker's stats are random. Each time a stat matters, roll a six-sided dice to see what its value is right now.<br /><br /><br /><br />MODELS:<br />Use 28mm. Or bigger, I'm not your boss. You're looking at a maximum of 41 models (you, and forty pawns, you fucking maniac), and a minimum of six (you, and five queens/jokers). Make them suitibly gothic and horrible.<br />Zombies, ghosts, demons etc can all make a good base for this sort of thing. Be creative. My souls are all bright yellow nighthaunt, and my demon is nagash converted to have a hood, scythe, wings and a fucking halo. <br /><p></p><p></p><p></p><p></p><p></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com1tag:blogger.com,1999:blog-2556965477270279581.post-12450264637674002302022-10-07T23:14:00.002-07:002022-10-07T23:15:22.495-07:00The Masquerade Grid, for VtM<p> A little subsystem for tracking the state of the masquerade in your vampire games.</p><p>I wanted a minigame that tracked masquerade breaches and had the potential to have worse problems pop up unexpectedly, and which took into account where and how the PCs have influence. I wanted there to be basically a set of patterns for players to investigate, analyse and deal with. So here's what I came up with.</p><p>This system assumes the PCs are the main active vampires in the domain. Perhaps they're a coterie in a small town, so there aren't really other vampires. Or perhaps you're running a larp or play-by-post game with a bigger playerbase.</p><p><br /></p><p>First, <b><i><u>The Grid.</u></i></b></p><p>In our home domain, we can divide society up into a 4x4 grid, each square representing a section of society. As a rule of thumb, the higher-status a section is, the higher up it is, and the more concentrated power it has, the further to the left it is. I ended up drawing this grid for a pretty typical town, but if your setting is odd you could put different groups in various squares. Heck, a particularly big or small town could be a 5x5 or 3x3 grid.</p><p>But here's an baseline example I put together. It doesn't need to be too carefully thought out.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOeHC9G0aUDFgJBjJ7RmE-WwGbbchHV1N4Z_GhNkzEmMcGGi5EwB9DnXIJCB-OjCgi7OoAJ91kAatEvDTs3PFuPOWqOZryOOhhon6zkxIXsySCn6-yeGnMeBzh4dKn5LwPruyWEHOhH1zXn3lsFIthV8UECF68t2dzoIDrpzVsWBGkiFynu2ZHm0EE9A/s1923/society%20grid.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1923" data-original-width="1915" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOeHC9G0aUDFgJBjJ7RmE-WwGbbchHV1N4Z_GhNkzEmMcGGi5EwB9DnXIJCB-OjCgi7OoAJ91kAatEvDTs3PFuPOWqOZryOOhhon6zkxIXsySCn6-yeGnMeBzh4dKn5LwPruyWEHOhH1zXn3lsFIthV8UECF68t2dzoIDrpzVsWBGkiFynu2ZHm0EE9A/s320/society%20grid.png" width="319" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: justify;">So. Each grid represents the general state of that part of society, They default to 'Calm'. Here, everything is okay, the masquerade is completely intact, all is well. Leave that box empty.</div><div class="separator" style="clear: both; text-align: justify;">If there's a masquerade breach of some sort, pick the section of society it affects the most. That box goes to 'Breached'. Mark a big cross across it, and note down what the breach was.</div><div class="separator" style="clear: both; text-align: justify;">If a breach would happen in a square that's already filled, it spills into a neighbouring one that would equally apply. So, a breach in Suburbia might - if Suburbia is already breached, spill into The Cops.</div><div class="separator" style="clear: both; text-align: justify;"><br />So, our grid above with a couple of masquerade breaches might look like this:<br /><br /></div><div class="separator" style="clear: both; text-align: justify;"> <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggq6IJpwhMpomjs6jTPOFOlLLOg2PBKVCKqkPsKtxtHZXA28EleGzz1Y17ICFMXjaFR1cRpvb4OJxTr62ihJLgfOv53s3MExPqE42wpPiwWmdFqSZlSiSHuu37PvptMdABxIkAabK5uLhVH5jvcW1UMlnXtt8282UmVWL2Rj6U1adoEWqL-uD-VM9BUQ/s1923/society%20grid1.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1923" data-original-width="1915" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggq6IJpwhMpomjs6jTPOFOlLLOg2PBKVCKqkPsKtxtHZXA28EleGzz1Y17ICFMXjaFR1cRpvb4OJxTr62ihJLgfOv53s3MExPqE42wpPiwWmdFqSZlSiSHuu37PvptMdABxIkAabK5uLhVH5jvcW1UMlnXtt8282UmVWL2Rj6U1adoEWqL-uD-VM9BUQ/s320/society%20grid1.png" width="319" /></a></div><br /></div>You can clear a box by dealing with the masquerade breach in it. Pin the blame on something mundane (or bogus: blaming organised crime works just as well as blaming aliens), or cover up the evidence, or silence the witnesses, or just make something much more exciting happen to distract attention.<div><br /></div><div><i>However. </i></div><div>If things get bad and the masquerade breaches are wide-spread enough, you might have the kine put things together and form hunter cells. This happens if you can draw a line linking several squares together. This might be a horizontal, a vertical, a corner-to-corner diagonal, or an-off-centre diagonal of three.</div><div>When this happens, members of these disparate groups come together, realise what's going on, and form a hunter cell. Draw a line linking them together, and name the cell.</div><div>So, if thigs go tits up in our example before, and a hunter cell emerges, it might look like this:<br /><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihB_mheFqVejR4GUuaMbrYzYGCf1g2qVr20LdqYqB8WjGfNkJybU_ZnXBnurRx5LmkNs-zIAs0QxXR6UByvSRksb9eorgoHitEVJv5yvT6kdgTcD2xJmdZApgembu_ftsGG60cb7QSZRvEOLrcG843IerKa-G3PiXEKkfQyAyWkZJF6n4tWL0m8mNLEw/s1923/society%20grid2.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1923" data-original-width="1915" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihB_mheFqVejR4GUuaMbrYzYGCf1g2qVr20LdqYqB8WjGfNkJybU_ZnXBnurRx5LmkNs-zIAs0QxXR6UByvSRksb9eorgoHitEVJv5yvT6kdgTcD2xJmdZApgembu_ftsGG60cb7QSZRvEOLrcG843IerKa-G3PiXEKkfQyAyWkZJF6n4tWL0m8mNLEw/s320/society%20grid2.png" width="319" /></a></div><br /><div><p>To deal with that hunter organisation, you need to subvert, kill or otherwise get rid of those involved. Blood bond them, arrest them on terrorism charges, get them sectioned, stab them in the gut, whatever. Once they're all dealt with, pick the square that best represents where you attacked them, and clear it, returning it to Calm. The rest of the squares will go back to being Breached, and you'll need to deal with the breaches in them individually before they spawn another hunter cell.<br /><br />So far so simple, yes?<br /><br /><i style="font-weight: bold;">But here's the thing:</i> only the ST can see the grid. Players can tell discover what's up by actively investigating it. This might mean doing the legwork themselves, probably taking a scene or two of activity. Once their investigation succeeds, they can see the state of the square. Contacts, Influence, Allies, etc all apply.</p><p>Otherwise, they can leverage backgrounds/merits/advantages to do it for them: for each dot in that trait, they can pick one square that the background can monitor. They can tell the state of the square automatically, just by contacting their NPC assets and asking them. </p><p>With the right traits, such as Influence, perhaps, they can make some phone calls to clear up a breach without needing to intervene in person.<br /><br /><br /><br />So, here's how it works in two examples, one where the PCs are on top of things, and one where they aren't.<br />Competent PCs first:</p></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><p style="text-align: left;">Josephine has Influence in the Media. Every now and then, she checks in with her friends working at the local news station to see what interesting stories they're working on. Recently, two vampires fighting in the street were caught on camera, and the news is about to run that story: the 'Local Media' section has been crossed off. However, because Josephine has media influence, she can pull some strings to hush that story up, clearing that square before it becomes a problem.</p></blockquote><p>And then, the disaster situation:<br /></p><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><p style="text-align: left;">A coterie has been concentrating on internal camarilla politics and ignoring what's going on with the kine entirely: they have no idea about the state of the grid. A series of masquerade breaches happen, linking Big Business, Suburbia, Small Businesses and The Downtrodden masses into a hunter cell. The first the PCs know about it is when hunters at the local bank start shutting down their bank accounts: investigating Big Business reveals a hunter cell active, and now they need to work out who else might be connected to it, and shut it down!</p></blockquote><p><br />What this means is that players are incentivised to monitor particular areas of society, and respond proactively to other incidents and rumours to prevent things spiralling out of control. If they don't, then problems will grow without them being aware, until trouble comes to them. <br /><br /><br /><br /><i>PS: Black Death Walking is finished and released! <a href="https://www.drivethrurpg.com/product/412663/Black-Death-Walking">You can get it here!</a></i></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com4tag:blogger.com,1999:blog-2556965477270279581.post-19278860701411520012022-08-23T17:27:00.002-07:002022-08-23T17:27:27.953-07:00So What Is Black Death Walking?<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAxMUWF0AYoKKXFveQjW16-QXkEaKgVJG_3NmsMWcmP8s6L8a62CKtW1ytEatvv47Q3RkBt0wZoyaBmxHKRG8o45JqpBint-pzYRuS-BSDXkJFmIGDATBVqtLvh77QoFdyZkRabH3l_xyX0pMimFaVjZceyt5GmWrnsMbleNRfpUdMfSrgfq4iI_MvuQ/s866/cover.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="866" data-original-width="617" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAxMUWF0AYoKKXFveQjW16-QXkEaKgVJG_3NmsMWcmP8s6L8a62CKtW1ytEatvv47Q3RkBt0wZoyaBmxHKRG8o45JqpBint-pzYRuS-BSDXkJFmIGDATBVqtLvh77QoFdyZkRabH3l_xyX0pMimFaVjZceyt5GmWrnsMbleNRfpUdMfSrgfq4iI_MvuQ/w285-h400/cover.png" width="285" /></a></div><br /><p><br /><br />A narrative wargame I'm making, in the same vein as something like Mordheim, Necromunda or Gorkamorka.<br /><br /><br /> Let's start with the setting. I'll quote right from the text, since I think this sums things up pretty well:<br /></p><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><p><i>The Year Is 1460.</i></p><p><i>It has been a century since the Black Death arrived in Europe, bringing with it mass death, madness, and despair.</i></p><p><i>It has been two generations since the dead filled hell and spilled back into the mortal world, rising from their graves to prey upon the living.</i></p><p><i>It has been a generation since the Beast rose to power, opening the doors to hell.</i></p><p><i>If this is the apocalypse, how much deeper will things sink before this world is redeemed?</i></p><p><i>This is a damned world.</i></p><p><i>A world of rot and pestilence, where the living dead stalk the blighted landscape, the servants of hell preach openly, and those mortals who survive huddle in their hidden villages and besieged castles.</i></p><div><div><i>The great powers of the world number SIX:</i></div></div><div><div><i>The Beast, who is the mailed fist of corrupt political power.</i></div></div><div><div><i>The Whore Of Babylon, who preaches decadence and delight.</i></div></div><div><div><i>Wormwood, which fell from the sky and brings madness.</i></div></div><div><div><i>The Four Horsemen, who will scourge the earth.</i></div></div><div><div><i>The Dragon, Satan, whose rage sets the world ablaze.</i></div></div><div><div><i>Hades the abyss, where the dead walk.</i></div></div></blockquote><div><br /></div><div>So in the mix here we have grotty medieval fantasy, a plague-fuelled zombie apocalypse, and all the biblical weirdness talked about in the book of revelations. Tonally, I'm drawing inspiration from black metal, the whole turnip-28 wargaming thing, mordheim, mork borg, and the weirder bits of medieval history.</div><div>But! I'm keeping the setting pretty loose and open. I want this to be a sort of jumping-off-point for modelling and stories, not a tightly detailed setting you're expected to be accurate to. It's one of those settings that's made of themes rather than facts, y'know?<br /><br /><br />OK, so! Mechanics!<br /><br />It's a skirmish game, with maybe ten models to a side, each with individual stats.<br /><br />The core game itself is pretty streamlined, but not the bare-bones minimalism you sometimes see. Tests are roll-under, and advantages and disadvantages let you roll an extra dice and take the better/worse. Pretty simple.</div><div>Each turn, each model gets to do exactly one thing. It might move, use a special ability, shoot, or resolve a fight. That last one bears some thought: a model has to spend its one action that turn to resolve the fight, and then every model involved rolls off to see which side wins. </div><div>This means that timing becomes important. An action spent resolving a fight is wasted, when you could instead wait and make your opponent use <i>their</i> action to resolve the fight instead. But if you wait, maybe your opponent can bring more of their forces to bear, tipping the scales in their favour. So when to wait, when to push more models into a melee, and when to seize the moment becomes an important tactical decision. Timing and momentum matter.<br />Violence isn't super lethal. A shot has maybe a 1-in-4 chance to take a model out of action if everybody has middling stats. The same goes for a blow struck when you win a fight. So shooting lets you whittle down the enemy, and winning fights is as much about pushing back and disrupting enemy formations. Decisive blows that take a model out of action are turning points.</div><div><br /></div><div>On top of this, most games will have zombies present. Sometimes only a couple, sometimes over a dozen. More might well join over the course of the game.</div><div>The zombies use their own AI. Each turn, after every player has gone, you draw a card (from a standard 54-card deck) for what the zombies do, and the suit and value will give you some instructions that you can resolve automatically. Some games, zombies will be a complication to play around or cause mild attrition. If you get unlucky, though, the zombies can prove to be a massive problem as they swarm vulnerable models. </div><div><br /></div><div>All in all, this produces a game where timing and position matter, where you can lock down enemies or force their hand with careful timing, and this lets you play over objectives since a board-wipe is probably going to be fairly inefficient. </div><div>Notably, scenarios in this game use loose objectives - things like 'hurt a particular enemy' or 'defend a monument' or 'find as much treasure as possible' - but these are your suggested goals at the start of the game. What you're trying to do might shift as the game progresses. Maybe one enemy model becomes a real problem for you, and you want to take that particular fucker down. Maybe things go badly, and you just want to get out of things intact. <br /></div><div>The game ends by mutual agreement, when both players agree that the outcome isn't in doubt. You win if you honestly feel like you can call how the game ended 'winning'. It's possible for both players to claim a win, if their goals were orthogonal to each other. It's possible for you both to lose if the zombies got lucky.</div><div><br /></div><div>But when games end, that leads to the campaign system. At the end of the game, models that got taken out of action suffer a wound, lowering the value of a random stat. Likewise, models that survived intact <i>on the winning side</i> get a battle scar, improving the value of a random stat. So, depending on how the games go, your models will find their stat lines evolving to reflect what they've been through.</div><div>If a model <i>dies</i>, however, it's not gone. That would be too merciful. Instead, the plague in their blood brings them back as undead, which is a bit of a debuff but hardly career ending. </div><div>Then, you get a bit of income. More if you did well during the game. Probably enough to buy a new model every couple of games.<br /><br /></div><div>Lastly, then, you roll for Events. This is what happens to your warband before the next game. Maybe you find wandering strangers who want to join up with you. Maybe you find treasure or somewhere useful. Maybe there are grim portents of the end of days, and your warband are... altered. More than anything else, Events will make your warband evolve and mutate over time. A warband can end up going in unexpected directions, as the end times fuck with them.</div><div>On top of this, every warband has an expiration date. When you make them, you decide what their ultimate destiny is. This could be glorious, tragic or quietly poignant, but it's the end of the road for them. Maybe they go out in a blaze of glory fighting the forces of the Beast. Maybe they succumb to the plague infecting them. Maybe they establish a beachhead in the depths of hell. Whatever it is, their story is over. Certain events will bring you one step closer to this final destiny, as might the results of the games you play.</div><div><br /></div><div>Really, the game's about telling stories over winning or losing. Success brings you closer to your inevitable end, and failure isn't too punishing, so go with where the dice take you and make it interesting.</div><div><br /></div><div><br /></div><div>So lastly, warbands. Who can you play as?<br />There's twelve warbands in total. Each has a selection of default models it can take, but you can always pay a little extra to hire in a model from a different warband as a mercenary. There's also hired swords that can<i> only</i> be taken as mercenaries. So while each warband is tightly themed, you can spend a little to diversify things.</div><div>The warbands available to you are:<br /><br /><b><i><u>Survivors.</u></i></b> The regular remains of humanity, living the most normal lives they can. Regular soldiers, knights, nuns etc. They're a pretty default middle-ground warband, with average stats, access to most equipment but nothing particularly weird about them. Good for new players, and you can adapt them in most directions as the game progresses.</div><div><br /></div><div><b><i><u>Flagellants.</u></i></b> Apocalyptic weirdos driven to religious madness by the end times. Half-naked weirdos covered in scars, waving bibles around and hitting you with spiky chains. An all-melee horde list, with lots of models that can hit hard but die fast. </div><div><br /></div><div><i><u><b>Hoods.</b></u></i> Isolated rural survivalists, shunning the outside world as much as possible. Probably also bandits. On a good day, this is the shire, on a bad day this is the hills have eyes. All-shooty all the time, relying on the weight of massed firepower.</div><div><br /><b><i><u>Witch Covens.</u></i></b> Weirdo cults in the woods fucking about with the black arts. They were always there, but now they don't really need to hide, and the ancient things they worship are waking up. Their monsters are huge horrible beat-sticks, while the witches themselves hang back to support them or fuck with the terrain. <br /><br /></div><div><b><i><u>Damned Servants.</u></i></b> The court of a demon prince, freshly arrived from hell, and its mortal followers. Probably part of hell's organised efforts to take over the world entirely. An elite ranged list that sits back and throws hellfire at you.</div><div><br /></div><div><b><i><u>Decadent Cabals.</u></i></b> "It's the end of the world as we know it, and I feel fine". A mix of mortals, succubi and other weirdness, who've concluded that if we're all damned anyway, we might as well go out partying. Physically weak, but with lots of ways to disrupt the enemy through deception, or even take out models just by making them very uncomfortable. Absolutely insufferable.</div><div><br /></div><div><b><i><u>Haunted Exorcists.</u></i></b> A bunch of angry ghosts and the unfortunate mortals they're haunting. All about movement and positioning, with the humans in the list as lynch-pins that the ghosts slingshot around. Impossible to pin down, and good at capitalising on mistakes. And very spooky.</div><div><br /><b><i><u>Ressurectionists.</u></i></b> The obligatory necromancers. Fucking about with things mankind was never meant to understand as they try to cure the plague, or harness its power. They do mad science to turn wandering zombies or any corpses lying around into husks under their control. Then they stitch those husks together into giant flesh-golem beatsticks.<br /><br /></div><div><b><u><i>Helldivers</i>.</u></b> Since demons keep showing up, that means the gates of hell are open. These are humans capitalising on that to explore the underworld, shrugging off the limits of mortality as they do it. Helldivers turn corpses into harmless waifs, and then use those waifs to bring back their dead models. They also die really easily, and sometimes kill themselves on purpose. Very weird to play.</div><div><br /></div><div><b><i><u>Plague Bearers.</u></i></b> Humans that have caught the black death, quarantined into their own warbands. Not sinister nurgle types, just people coping with the shitty hand life dealt them. That said, if you injure them, their infected fluids splash everywhere, hurting uninfected enemies nearby. And then some of them have a funeral bell they can ring to injure their own models at convenient moments. So: CLANG! SPLAT! AARGH!<br /><br /><b><i><u>Plague Rats.</u></i></b> The meek shall inherit the earth, and by that we mean rodents. Rats that are becoming sentient and are very keen about this whole apocalypse business, as once all the humans are gone, that means they get their stuff. Some of them are on a quest to learn how to make cheese. A giant tarpit horde. All of their models are absolutely rubbish, but you get loads of them, and more will show up as the game progresses. </div><div><br /></div><div><b><i><u>The Wild Hunt.</u></i></b> Want to play as one of the horsemen of the apocalypse? Now you can. The wild hunt are a mix of angels and fairies and bloodthirsty horsemen that charge around the place reaping anybody who gets in front of them. You get one horseman, who's unreasonably powerful, and a few angelic followers, who are still very very strong. Hit hard and fast, but deal with being wildly outnumbered by everybody else.</div><div><br /></div><div><br /></div><div>And in conclusion, here's some page shots of the layout I've been working on. Inspired by metal zines, mordheim, and similar. All stock art, with some image processing and such to make it work. It's coming together okay.<br /><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw7cEMfK-ialzgAjMpAGwxXnbaDevEopESy6Qf-Iv4ZGkpiLXE_3Ciu50f0ewZT2sqLs9CedWgBs-aDhfZ1vKhuEotQGrsHDZ7ZPDLZOZE_1O4Jx6N6LFAs4My4L0Hk7G-9hRW--EA5dBjYrvS6XrpcumH8HDCHWKC8BNh2Ca4E_zYQQz17In6SyuD2w/s1217/edicts.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="865" data-original-width="1217" height="454" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw7cEMfK-ialzgAjMpAGwxXnbaDevEopESy6Qf-Iv4ZGkpiLXE_3Ciu50f0ewZT2sqLs9CedWgBs-aDhfZ1vKhuEotQGrsHDZ7ZPDLZOZE_1O4Jx6N6LFAs4My4L0Hk7G-9hRW--EA5dBjYrvS6XrpcumH8HDCHWKC8BNh2Ca4E_zYQQz17In6SyuD2w/w640-h454/edicts.png" width="640" /></a></div><br /><div style="text-align: left;"><br /></div><div style="text-align: center;"><br /></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9INUNyr5ZxzB52eOEkGgeeqn52BdWX0--zjmMkOLD7_W8cDQ6qJuCv5iJ5hy6OgO9xwzTyDR5qpYdRkbDw9UTA7CRM6h44CwJZhcMv91wpTh_8piAyJ_zWNTcPyVLjET-Z7udv2IaNuCK2sqVTWsCTEY8df9dtJbTe3AjUQnI8DXqTHtggDHJuNPwJQ/s1217/haunted%20exorcists.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="865" data-original-width="1217" height="454" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9INUNyr5ZxzB52eOEkGgeeqn52BdWX0--zjmMkOLD7_W8cDQ6qJuCv5iJ5hy6OgO9xwzTyDR5qpYdRkbDw9UTA7CRM6h44CwJZhcMv91wpTh_8piAyJ_zWNTcPyVLjET-Z7udv2IaNuCK2sqVTWsCTEY8df9dtJbTe3AjUQnI8DXqTHtggDHJuNPwJQ/w640-h454/haunted%20exorcists.png" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTHdaAaEtVJ36AGULh3t0UNWWTvpkMjn2Q_xc1sL5HIPLAwWm6tdNXIxkc1Nl3tzJczDbheNd2tsc4YqbaQbGSlvl06KIT1OdGcevqj4nT1epuJdyaxeMdUQgF1azVmnyYdSDa9_1yAlYBgGNNDl4UeXNMQdeonD8bsn3UgahdXq2HKgbnucztAD9RCg/s1217/duels%20&%20treasure%20hunting.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="865" data-original-width="1217" height="454" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTHdaAaEtVJ36AGULh3t0UNWWTvpkMjn2Q_xc1sL5HIPLAwWm6tdNXIxkc1Nl3tzJczDbheNd2tsc4YqbaQbGSlvl06KIT1OdGcevqj4nT1epuJdyaxeMdUQgF1azVmnyYdSDa9_1yAlYBgGNNDl4UeXNMQdeonD8bsn3UgahdXq2HKgbnucztAD9RCg/w640-h454/duels%20&%20treasure%20hunting.png" width="640" /></a></div><br /><div class="separator" style="clear: both; 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text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0bMPyxDn1t_kK8JFW7HJ9vPRqLtFEUjR1B74y44dy5E3qOGGdL-kFMYdcOQ-C9PPBHsyEnck4xbJEJwAATP7coZgFNt-o0YqwM19snmRxLKJEAJLj4zI_JfKIIhd-7p0ccmFuOZT46qGXCEKywo47-nm0389XwFj4GxEWxf1D_R5mETtSdh_ebKXvKw/s1217/campaigns.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="865" data-original-width="1217" height="454" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0bMPyxDn1t_kK8JFW7HJ9vPRqLtFEUjR1B74y44dy5E3qOGGdL-kFMYdcOQ-C9PPBHsyEnck4xbJEJwAATP7coZgFNt-o0YqwM19snmRxLKJEAJLj4zI_JfKIIhd-7p0ccmFuOZT46qGXCEKywo47-nm0389XwFj4GxEWxf1D_R5mETtSdh_ebKXvKw/w640-h454/campaigns.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjUcF0d0Gs8AV4cbVEBP-eEaEHGLF7ONPYSyWuF3LQ2DuMjf8Vu99ZzEsxQJI6SmxoisrEwYBqKBnl1nO0bLeEHKnxLdK3z5-FuB9aQ9Irzi16Sn_PwkrmLhmyImH47KocRTYGH0Faddu3WdwFLx1XDnTH_3pOKbQy7rgWIUkOKXuK_ll7xmnl8Ejing/s1217/the%20beast.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="865" data-original-width="1217" height="454" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjUcF0d0Gs8AV4cbVEBP-eEaEHGLF7ONPYSyWuF3LQ2DuMjf8Vu99ZzEsxQJI6SmxoisrEwYBqKBnl1nO0bLeEHKnxLdK3z5-FuB9aQ9Irzi16Sn_PwkrmLhmyImH47KocRTYGH0Faddu3WdwFLx1XDnTH_3pOKbQy7rgWIUkOKXuK_ll7xmnl8Ejing/w640-h454/the%20beast.png" width="640" /></a></div><br />Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com8tag:blogger.com,1999:blog-2556965477270279581.post-60908306360397294992022-07-17T15:13:00.003-07:002022-07-17T15:13:35.276-07:00Black Death Walking - a Guest Post!<blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><p>A guest post by Curatrix Ribston, who can be found <a href="https://twitter.com/RibstonP">here on twitter</a>, and also makes various very cool games. And is very lovely.</p></blockquote><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><p>She played the other side in <a href="https://cavegirlgames.blogspot.com/2022/07/the-scandalous-diary-succubus-of-lshan.html">the game described here</a>, and made her own writeup of the game from her own perspective.</p></blockquote></blockquote><p><br /><br />* * *<br /><br /><br /><br /> <span style="font-family: Arial; font-size: 11pt; font-weight: 700; text-decoration-line: underline; white-space: pre-wrap;">“Notes on a Patch of Skin”: Diary of the Painted Lady</span></p><span id="docs-internal-guid-e729bda4-7fff-bc39-b350-5d79be305e58"><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">"Sometimes you just gotta shake down some demons on the side of a road without a name."</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">That's what Sally said to me as she rallied her "Scallopards".</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I do not understand this woman.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I suspect she fancies herself some kind of philosopher queen of the lost. I asked her if she was planning to mayhaps elaborate on that aphorism.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">“No.”</span><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Typical.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Still, I must reluctantly admit that she has a point in that today, we had to ransom people for food and some of these people turned out to be demons. How small the waking world has become that we encounter the denizens of hell on the forgotten roads of this dying country?</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">How in god’s name did I even end up here?</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">It seems surreal that only a week ago I was alone in my shack away from the troubles of the world. </span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">And then these villains showed up. </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Cutpurses all of them, rag and bones shambling about the scorched earth, trying to make sense of a dying world.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I would have not given them the time of day if it were not for the ones at the head of their cohort.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Clearly, the rabble deserved little attention, just wariness, but Sally, John and Mira carried themselves with poise, determination and purpose. </span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Not like nobles, not like distinguished scholars or heroes, but like beasts backed into a corner.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">They politely asked if I was the one known as the Painted Lady.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I said that it was one of the names people gave to me.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">They asked for my help.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">They started with an introduction.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I play as a band of Flagellants, the Dirty Scallops, a melee-focused warband of refreshing simplicity. It has:</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Sally Scallop, a Preacher with Horrible Trophies, Heraldry and a Flail</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Shanks, a Pilgrim with a Knife, a Horse and a Disguise</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Jab Nelly, a Pilgrim with a Knife, a Grappling Hook and a Disguise</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Mira Ro and Honest John, Prophets with Banners and Relics</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Ginny the Skull, a Penitent with a Shield</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Crush and Smash, Flagellants with Heavy Weapons</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Butcher Nick and Slasher Amy, Flagellants with Paired Weapons</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Annie Mad-Eye and Twirly Jo, Flagellants with Flails</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">The Painted Lady, an Oracle with a Disguise, a Horse and Heraldry</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Flagellants are simple as they come, they’re good at one thing and it’s getting in the face of their enemy to drown them in numbers. They’re not very smart or brave and they have absolutely no ranged ability, but they’re decent in a fight and it’s all they need to be. My angle in any fight is to try and get my Preacher and Flagellants stuck in as fast as possible while the Pilgrims grab objectives and the Prophets support them by allowing them to activate multiple times. The Oracle is kind of just there. Although she can help with objectives she is mostly useful as she allows me to roll for two events after a match and keep the one I prefer.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I will admit, I only recently recalled these names. At the time, I was simply stumped by the strange cohort in front of me, too stumped to comment. I was expecting to get mugged, but instead, the leader showed me a map, and insisted that I inspect it.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">It was quite compelling nonsense. Strange symbols, a treasure beneath the tides, a grand reward, the usual. I would have dismissed it entirely if it had not been for how Mira spoke. </span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">There was purpose, but also despair.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Her sleep and John’s were plagued by dreams of this place deep within a lake, a forgotten place, a moment shattered and encased in the turquoise depths.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">These dreams, I’d been having them too. </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">But then came the question, and I asked Sally: why do you care?</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">And she looked behind her shoulder, and I followed her gaze to her strange cohort. I saw their faces full of loss and grief.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">“We all need to care about </span><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">something</span><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">.”</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Is what she said.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">My Destiny for this campaign is to find the Treasure of the Tides. The Scallops have nothing left but this dream of untold riches, and it’s all they need to keep hanging onto life. Is it worth it, to be the richest fools in the graveyard? Maybe not, but what else is worth anything?</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; font-weight: 700; text-decoration-line: underline; text-decoration-skip-ink: none; vertical-align: baseline; white-space: pre-wrap;">A Battle against “The Masque of Blue Delight”</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">And from that point on, I’ve been following this… Interesting band.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">We’ve been surviving for a few days together, and today, we realised we were short on supplies, and so Sally decided to ambush some passers by. </span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I adamantly refused to take part in this. I was surprised to find Sally agreeable to that. </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I decided not to watch.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I heard a lot of swearing and some fighting, it was short and to the point, but to hear them tell it, this wasn’t the slice and grab they’d hoped for. </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Their marks ended up being a strange group of drug-slinging demons and their human followers, who tried to give them some weird drugs, hypnotizing some of them into accepting their offers, and stabbing those who would not.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Nelly, Shanks and Crush (or was it Smash?) got badly wounded in the scuffle.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Sally is fuming. Mira is rambling about the strange horrors that accompanied them, formless blobs of… </span><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">something</span><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"> twitching about the battlefield. They seem satisfied with their “swag”, but grudging anger fills the air.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">One would almost feel bad for spending the duration of that scuffle engrossed in conversation with one of the rakish archers of that cohort, a waifish woman trying to get away from the fight.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Almost.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 12pt; margin-top: 12pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">We played the Procession, with the other warband being a Decadent Cabal. The Flagellents could rob a model defeated in combat rather than injuring it, and the Decadent Cabal could use hypnosis to compel the other side to drink if they were near somebody to offer it: these were our main objectives for the fight.The low Mind score of my Flagellants meant their Disguises efficiently broke up my charges just enough for them not to get bogged down and they got a few good hits in, but in the end my superior fighting skills allowed me to position myself in such a way that their Grotesques were not too much of a problem, so I got the money I wanted even though in the end the fight was starting to look sour for me.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; font-weight: 700; text-decoration-line: underline; text-decoration-skip-ink: none; vertical-align: baseline; white-space: pre-wrap;">A Strange new Power</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I made it up to them, in the end, as my eyes guide us ever towards that strange lake we often stumble upon interesting things.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">In this case, it was a corpse. I felt a pull. I felt black smoke. I felt sulphur.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">This pulled me towards a wretched creature giving its last breath on the side of the road on a murky night. It looked pathetic, retching and trying to breathe with an arrow deep within its deformed chest. Sally had followed me out of camp. She was taken aback by the sight. She reached out to the dying imp, but before I could even ask why she seemed to want to show compassion to such a disgusting thing, the corpse burst into a thick black mist that poured directly into Sally’s eyes and mouth.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">When she woke up, she’d been changed, able to command a black fog to gather around herself seemingly from nowhere. </span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I would have been livid, but the woman’s takeaway was that now, she could serve as cover for the band’s advance.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I do not understand this woman.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Yet, with time, I’ve come to respect her.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 12pt; margin-top: 12pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">After the battle, we roll for scars and wounds. Most of my warband got even better at fighting and getting in people’s face, despite the injuries.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 12pt; margin-top: 12pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">I rolled for events after the battle, and thanks to my Oracle got a choice between a Stranger (a Missionary from the Plague Bearers warband) or a Gift of Fumes of Hell allowing my Preacher to cast a spell which would wrap her in dark smoke serving as cover.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 12pt; margin-top: 12pt;"><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Being a sucker for Wyrd Magicks, I, of course, opted for the latter.</span></p><div><span style="font-family: Arial; font-size: 11pt; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span></div></span>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com0tag:blogger.com,1999:blog-2556965477270279581.post-77274294132216099712022-07-17T14:58:00.011-07:002022-07-17T15:14:08.734-07:00Black Death Walking - A playtest!<div class="separator"><b><u> Being the Scandalous Diary the Succubus of L'Shan in the year 1466.</u></b></div><p>It has been three years since I deserted hell. My protégé, a human libertine calling herself Molly, has a vision of the future. One of ecstatic transcendence through the pleasures of the flesh. That, in a moment of perfect beauty, our sins will be cast away, and we will be called to heaven.</p><p>I confess, it intrigues me. Could one such as I - cast down from paradise millennia ago - escape the fires of torment? Could we escape this hell on earth? Could Molly be onto something? I don't know, but as I watch the mortals suffer and sicken and starve - as I see the torment I endured for so long inflicted on the daughters of Eve - I long to find out.</p><p>Molly numbers ten among her followers. Four are mere mortals, rakes drawn in by her mesmerising charm and stores of absinth. Two are grotesque things twisted by the plague, that shamble and gibber. Two <i>claim</i> to be mortals, but I have my doubts; I suspect spirits of hell like myself, walking abroad as the world comes to an end. And lastly, there is myself and my beloved L'Vor, refugees from hell, wanting something better.</p><p>For now, we merely roam the plague-stricken wasteland, in search of alchemical ingredients to further our work.</p><p><i>I'm playing as a Decadent Cabal, a warband that focusses on manipulating the opponent with disguises and hypnosis. My warband consists of:<br />Molly the Blue (leader) - a Libertine, with a Bow, Knife, Disguise and the ability Hypnosis.<br />Azure and Turquoise - two Mimics, with Disguises, Spears and the ability Hypnosis.<br />Agnes, Betty, Vera and Nancy - four Rakes, with Disguises and either Bows or Spears.<br /></i><i>L'Vor and L'Shan - two Succubi, with Disguises, Healing Kits and the ability Hypnosis.<br />The Porter and The Footstool - two Grotesques with Paired Weapons, Horrible Trophies and the ability Unease.</i></p><p><i>It works like this: my enemies need to take a Test of Nerve to target disguised models, charge models with Horrible Trophies or resist Hypnosis when it's used on them. Every time they fail a Test of Nerve, they risk being hurt if they're around a Grotesque. So my warband is all about disrupting the enemy, and capitalising on that disruption.</i></p><p><i>My warband's Destiny, in the campaign, is a sort of drug fuelled transcendence. Of the six steps towards it, they've only taken one.</i></p><p><br /></p><p><u><b>A Battle against 'the Dirty Scallops'</b></u></p><p>Today fills me with grief to see how the mortals are fallen. Our little band was following a road through the forest, a procession we'd made many times before.</p><p>Out of the trees, we saw a handful of pilgrims emerge, pushing a battered cart, asking us for alms. As we went to oblige, producing holy absinthe to share with them, their treachery was revealed, as more emerged from ambush around us! It seems they'd taken to banditry, and intended to rob us blind!</p><p>if they want our goods, they could have them. We resolved that before we drove them away, we'd show them a glimpse of heaven from our bottles. Considering the mesmerising charms of so many of us, bending them to our will would not be hard. Perhaps we would inspire them to be better.</p><p>The fight was quick and ugly. They fell upon us with chains and knives, ignoring our outward appearance as harmless travellers. Up close, we were able to compel many to drink, but this seemed only to infuriate them, and they fell upon us with great fury, shrugging off our gifts. Before long, a single swirling melee resulted in the centre of the road, as they attempted to surround us, beating us into submission and robbing us of our material wealth. </p><p>One of our grotesques, the Porter, met with their particular displeasure. He was beaten to the floor, twitching and whimpering, and as I attempted to come to his aid, I saw one of their number step forward and bring her boot down on his neck, killing him. I weep to remember the cold hatred in their eyes.</p><p>Upon our poor grotesque's death, a tranquil fury came over us. Even as we were surrounded by more chain-wielding robbers emerging from the woods, we gave up on our generous gifts, cutting them down before we were forced to pull back. They recovered their injured, we recovered our dead.</p><p>I weep for humanity, that they should turn so far from beauty and pleasure. What hope remains for the world, when even the supposedly holy resort to such things?</p><p><i>We played the scenario The Procession, with the other warband being Flagellants, called the Dirty Scallops. The Flagellants could rob a model defeated in combat rather than injuring it, and the Decadent Cabal could use hypnosis to compel the other side to drink if they were near somebody to offer it: these were our main objectives for the fight. My grotesques didn't manage to achieve much, but hypnosis proved pretty useful. And having models with lots of spears, and enough disguises to prevent the enemy always being able to charge successfully, eventually let me turn the tide of the ensuing melee.</i></p><p><br /></p><p><b><u>Our Mourning Interrupted</u></b></p><p>As we prepared to bury our beloved Porter, something unexpected happened. The poor wretch's carcass twitched, writhed and drew breath once more. It seems the touch of the plague refuses to let him die and reach his final reward, and he's condemned to remain among the damned on earth. Sorrowfully, we welcomed him back among our number. L'Var and I have set about mending his shattered neck.</p><p>It seems our recent tragedy has taught us hard truths. We grow cold, hard-eyed, cynical. Our mental scars make us ruthless fighters, but at what cost to our souls? Still, we were, at least, able to make a little money selling our gifts to the local peasants. Not all is lost.</p><p>Among those peasants, we seem to have made a friend. A local wise-woman, calling herself Black Peg. The Inquisitors of the Beast call her a witch, but we know better. She has herbs and potions, and we welcome her among our number.</p><p><i>After the battle, the one casualty returns, now undead. The survivors rolled for what they learned, mostly improving their speed, accuracy, and mental accuity.</i></p><p><i>I rolled for events after the battle, and got a Stranger - a Witch willing to be recruited to my warband. I had enough money saved up to hire her, and spent the rest on some more bows for my rakes.</i></p><p><br /></p><p>* * * <br /><br />This isn't the first playtest of Black Death Walking, but it's my first using the campaign system. Suffice to say, I like it.<br /><br />The game was on roll20. Here are some of the tokens I used! (art by wendy ribston).<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjc7IdBLdieKsyig-nOINZh3vvdAQtOJ4mB4k9rsRmxzWHdTWzEBJkeq45DG7gsyt60cj0PM0ArRa2P22Z2eEHE9b7T1w2DBjMms94EuFVi_RP-g3t3spofy2V2h75kpEzmUzSyEmJzp6gi5JAH3JpfgGOM3K6h7wYQo_jZA1fmxNcTQdeg9mspLlgvpA/s540/bow.png" style="margin-left: 1em; margin-right: 1em;"></a><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidfRu-k8tWtYot05up7C1XrPAMZ7ONDinOooqYyQtJ5k5s2JL3ZePuloBgauCDptyK1kLFLIIisK3ALnPO2j8JRPn0w9Ri7lZb1qzKTjJ6V55N5-5mMT5pzkvip1Hqk9SCDeJGxw1csU2uU-EH9ZdxxyDk20rPnzMWv0lfDZ9EpOtDgEMoCLb8d6J0TA/s540/soloplay_tokens.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="540" data-original-width="540" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidfRu-k8tWtYot05up7C1XrPAMZ7ONDinOooqYyQtJ5k5s2JL3ZePuloBgauCDptyK1kLFLIIisK3ALnPO2j8JRPn0w9Ri7lZb1qzKTjJ6V55N5-5mMT5pzkvip1Hqk9SCDeJGxw1csU2uU-EH9ZdxxyDk20rPnzMWv0lfDZ9EpOtDgEMoCLb8d6J0TA/s320/soloplay_tokens.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Molly the Blue, my leader.</td></tr></tbody></table></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjc7IdBLdieKsyig-nOINZh3vvdAQtOJ4mB4k9rsRmxzWHdTWzEBJkeq45DG7gsyt60cj0PM0ArRa2P22Z2eEHE9b7T1w2DBjMms94EuFVi_RP-g3t3spofy2V2h75kpEzmUzSyEmJzp6gi5JAH3JpfgGOM3K6h7wYQo_jZA1fmxNcTQdeg9mspLlgvpA/s540/bow.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="540" data-original-width="540" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjc7IdBLdieKsyig-nOINZh3vvdAQtOJ4mB4k9rsRmxzWHdTWzEBJkeq45DG7gsyt60cj0PM0ArRa2P22Z2eEHE9b7T1w2DBjMms94EuFVi_RP-g3t3spofy2V2h75kpEzmUzSyEmJzp6gi5JAH3JpfgGOM3K6h7wYQo_jZA1fmxNcTQdeg9mspLlgvpA/s320/bow.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Nancy, a Rake armed with a bow.<br /></td></tr></tbody></table><br /><div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQPUzLnnFJPPnMEKwiMwzeLwFWMCzdKrATfmxqNq3w7p_FtuO4y1_aLNUSG5cgXSISWXPDjb0yWqPgmsnCbW5prS-UF_r52cr_t08ehapBX7ee2zYvGYFlA9DdqWZSz7QGwZvSfG7ukKIeRZjNtnlkwN_rSQgKw2pOQAGVJa5XxaGrNLF3oXUTT1sO1Q/s540/mimic.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="540" data-original-width="540" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQPUzLnnFJPPnMEKwiMwzeLwFWMCzdKrATfmxqNq3w7p_FtuO4y1_aLNUSG5cgXSISWXPDjb0yWqPgmsnCbW5prS-UF_r52cr_t08ehapBX7ee2zYvGYFlA9DdqWZSz7QGwZvSfG7ukKIeRZjNtnlkwN_rSQgKw2pOQAGVJa5XxaGrNLF3oXUTT1sO1Q/s320/mimic.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Azure, a Mimic armed with a spear.</td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: center;"><br /></div></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixxCT3qVUuSfI5SPEXKu8kViJHqQuESu845S_vkhH14zX2ba_3jnNyXpsTkQgqhKqNcJmqrEyXJxOeehcfgM2YOGvo36u6-HGgQHdMmv_IAeLhGLQLps0aCoFqnYgS_Lu-q0JRgVrmM4OZvExBXlBUGWDDXJwUA11wbdsxEqxsy_LaBbcnFQxPuBQlCw/s540/porter.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="540" data-original-width="540" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixxCT3qVUuSfI5SPEXKu8kViJHqQuESu845S_vkhH14zX2ba_3jnNyXpsTkQgqhKqNcJmqrEyXJxOeehcfgM2YOGvo36u6-HGgQHdMmv_IAeLhGLQLps0aCoFqnYgS_Lu-q0JRgVrmM4OZvExBXlBUGWDDXJwUA11wbdsxEqxsy_LaBbcnFQxPuBQlCw/s320/porter.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Porter, a Grotesque who died ;__;</td></tr></tbody></table><br /><div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGMT1NR2xtxi0wZWKWEGFg5XvMugM2XkFu8i5A0GrPorFtUcqUfLODY8o3ZmUNy10IEd4krdLhlEdjGCzvFmwmEFh7vQZ_k1gz-YCYMmjygNS2jXDis8vMD2Fxxd1pEWxbQXLnbPL2o3hD9YvLWCEVvgtaAag9XLS2vi9wlfNneE-RDny85mJoI0le-w/s540/succub2.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="540" data-original-width="540" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGMT1NR2xtxi0wZWKWEGFg5XvMugM2XkFu8i5A0GrPorFtUcqUfLODY8o3ZmUNy10IEd4krdLhlEdjGCzvFmwmEFh7vQZ_k1gz-YCYMmjygNS2jXDis8vMD2Fxxd1pEWxbQXLnbPL2o3hD9YvLWCEVvgtaAag9XLS2vi9wlfNneE-RDny85mJoI0le-w/s320/succub2.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">L'Shan, a Succubus and our narrator.</td></tr></tbody></table><br /><p>So, what <i>is</i> Black Death Walking?</p><p>In short, a skirmish wargame taking inspiration mostly from games like Mordheim. The setting is the mid 15th century, in a world devastated by the black death, then a zombie outbreak caused by that same plague, and then heaven deciding to kick off the apocalypse and smiting the world with four horsemen. It's bleak and grubby and inspired by black metal and grimdark wargames like turnip 28.<br />Each model is a character in its own right, and the warband as a whole has a destiny that calls to it. over the course of the campaign, your models will evolve as they learn and suffer injuries, and your warband will draw closer to their eventual destiny and end. The focus is much more on building a narrative than competitive play: while nothing is <i>too</i> unfair, the expectation is that balance is less important than being <i>interesting.</i><br />Anyway, I'm pretty pleased with it so far. <a href="https://cavegirlgames.blogspot.com/2022/07/black-death-walking-guest-post.html">More updates soon, starting with this guest post from the other player!</a></p></div>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com1tag:blogger.com,1999:blog-2556965477270279581.post-70460452980213236552022-05-31T14:10:00.004-07:002022-05-31T14:10:44.910-07:00If Revue Starlight Was A PBTA Game<p>What it says on the tin.<br />If you've not seen review starlight, I don't know how to explain it to you. Go watch it. There's gay longing. There's a fun coming of age story. The show actually actually has some fairly in depth about art and the pursuit of perfection. There's musical numbers that are also sword-fights and also sometimes love scenes. One character is called banana and she's [spoiler redacted]. At one point a character stares directly into the camera to ask why you're watching this. <i>There is a giraffe.</i><br />Look, it's really really good but also incredibly strange.<br />(this is based on my understanding from the anime and the film: if the stage shows or game contradict this pls don't be angry with me)<br /><br />Seriously, watch this show.</p><p><br /></p><p>So, a game. <br />I'm also going to assume we all know how PBTA games work. I'm not gonna fuck with that too much. You don't need a GM for this: you're a GM while doing GM things.</p><p><a href="https://media.giphy.com/media/em5N6rB0V0aIlDVhoZ/giphy.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="270" data-original-width="480" height="270" src="https://media.giphy.com/media/em5N6rB0V0aIlDVhoZ/giphy.gif" width="480" /></a></p><p><b><u><br /></u></b></p><p><b><u>STATS.</u></b><br />Three stats, rated between -1 and +3. They are:</p><p><b><i>Drive.</i></b> The ruthless urge to excel at all costs. <br /><i><b>Heart.</b></i> The ability, and desire, to relate to others.<br /><b><i>Glimmer. </i></b>Artistic vision, the spark of inspiration.</p><p>When you make your PC, give them a stat each at -1, 0, and +1.</p><p><br /></p><p><b><u>MOVES.</u></b></p><p>When a move is triggered, roll 2d6 and add the relevant stat. 6- is a miss, 7-9 a hit, 10+ an exquisite hit.</p><p><b><i>Tear Down</i></b><br />When you try to hurt somebody - physically, emotionally or materially - use this move.<br /><i>Roll with Drive.</i><br />Miss: It backfires, making you vulnerable. Take a condition based on how it went wrong.<br />Hit: You hurt her, at a cost. Give her a Condition, and she gives you one.<br />Exquisite: You effortlessly lash out. Give her a Condition, and get a Connection to her.<br /><br /><b><i>Manipulate</i></b><br />When you try to get somebody to do what you want, use this move.<br /><i>Roll with Drive.</i><br />Miss: It's obvious what you're up to. She gives you a Condition.<br />Hit: You're tempting. Give her a choice: do what you want and gain 1 Experience, or resist and let you give her a Condition.<br />Exquisite: You're incredibly persuasive. Give her a choice; do what you want and gain 1 Experience, or resist and let you give her a condition.</p><p><b><i>Comfort</i></b><br />When you try to make somebody feel better, use this move.<br /><i>Roll with Heart.</i><br />Miss: Things are just awkward. Each of you loses a Connection on the other.<br />Hit: There's some solace to be found. She chooses: one of you cures a Condition, and the other gets a Connection to her.<br />Exquisite: You both come out feeling better. Both of you can cure a Condition, and get a Connection with to other.</p><p><b><i>Vibe Check</i></b><br />When you probe somebody to work out what's up with her, use this move.<br /><i>Roll with Heart.</i><br />Miss: Your interest is too forward. She gets a Connection on you.<br />Hit: You get a read on her. Ask her a question about what she's thinking or feeling, and she answers it. If her answer was completely honest, she tells you and gains 1 Experience.<br />Exquisite: You can intuit the truth. Ask her a question about what she's thinking or feeling, and she answers it. If her answer was completely honest, she tells you and gains 2 Experience. Otherwise, she gives herself a Condition.</p><p><b><i>Inspire</i></b><br />When somebody is motivated or empowered by you, use this move.<br />A character can only benefit from being inspired by you once. If you inspire a new ambition in her, she can either keep her current ambition or over-ride it with a new one. A character can, however, be inspired by multiple other people at once.<br /><i>Roll with Glimmer.</i><br />Miss: She's lead astray. You both take a Condition.<br />Hit: She finds a way to do better. She names an ambition, and until that ambition is completed, she can spend Connections to you to get +1 to rolls towards it. When the Ambition is achieved, she gains an Experience.<br />Exquisite: She find the makings of greatness. She names an ambition, and until that ambition is completed, she can spend Connections to you to get +1 to rolls towards it. When the Ambition is achieved, she gains an Experience. Further, create a new Truth about that Ambition, replacing any previous ones about it.</p><p><b><i>Bond</i></b><br />When you share a close, intimate moment alone with somebody, both of you use this move one after the other - the character who initiated the moment rolls first.<br /><i>Roll with Glimmer.</i><br />Miss: Something's just... off for you. She picks one of you to lose a Connection to the other.<br />Hit: You grow closer to her. Pick one or both: either you offer her something you think she wants, or you both get a Connection to the other.<br />Exquisite: You share something special with her. Pick one or both: either you offer her something you think she wants, or you create a new Truth about only the two of you, replacing any previous ones about the pair of you.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://64.media.tumblr.com/9e4c58936786cf1a9d80b64b588ad995/tumblr_pf0lccmObb1s846hwo1_500.gifv" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="281" data-original-width="499" height="281" src="https://64.media.tumblr.com/9e4c58936786cf1a9d80b64b588ad995/tumblr_pf0lccmObb1s846hwo1_500.gifv" width="499" /></a></div><br /><p><br /></p><p><br /></p><p><u><b>CONDITIONS.</b></u></p><p>Conditions are your current status, emotionally, socially and physically. If you get a Condition from a move or a Revue, it lasts until a move cures it, or you finish a Revue.</p><p>For each Condition you have, you take -1 when rolling for moves where that Condition gets in the way.</p><p>For each Condition you have, other people get +1 when rolling for moves where they can use that Condition against you.</p><p>A condition applies both literally and as a metaphor. EG, if you're "Looked Down On", that might mean you have a social disadvantage for being at the back of the class. But it could also mean your rival has the physical high ground over you in a duel.</p><p>Example Conditions include (but aren't limited to): Tired, Heartbroken, Retreating, Bruised, Confused, Lonely, Disarmed, Stumbling, Blinded, Unpopular, Aloof, Looked Down On, Cold.</p><p>You start play with one Condition; pick what.</p><p><br /></p><p><b><u>CONNECTIONS.</u></b></p><p>Connections are a pool of points representing how much you mean to other characters. You track Connections to each other character seperately. EG, you might have 3 Connections to Claudine, 1 to Hikari, and none to anybody else.</p><p>After seeing the results of a dice roll, you can spend a Connection to somebody to give them +1 or -1 to a roll, or give +1 or -1 to a roll involving them. When you do, say how your influence helps or hinders.</p><p>When the game starts, pick two other characters you have some sort of relationship with. Give one of them a Connection to you, and get a Connection to the other.</p><p><br /></p><p><b><u>EXPERIENCE.</u></b></p><p>Experience tracks how much you're learning and growing. Keep a tally of how much you have. Whenever you have time to reflect, you can spend five accumulated XP to learn something. Pick one of the following; you get +1 to an attribute (up to a maximum of +3), or you learn a new Trick.</p><p><br /></p><p><b><u>TRUTHS</u></b></p><p>Truths are ideas or themes that are, for want of a better word, true. They shape the world around them in subtle but powerful ways. They apply to everybody and everything, all the time; a Truth is for the entire story, not connected to an individual character.</p><p>Truths are defined with a simple phrase, no more than one clause. They deal with matters of emotions, ideals, ambitions and relationships.</p><p>Whenever a move succeeding would agree with with that Truth, that roll gets +1. Whenever a move succeeding would contradict a Truth, that roll gets -1. The effects of multiple Truths stack.</p><p>You collectively begin with a single Truth. Decide between you what it is.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://64.media.tumblr.com/cce1b58d0ee8661f47d8c40895636223/17dd7acfc6b64e48-86/s500x750/140ddd4d672a281b1d0ebc4bccdea63dfd706ede.gifv" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="209" data-original-width="499" height="209" src="https://64.media.tumblr.com/cce1b58d0ee8661f47d8c40895636223/17dd7acfc6b64e48-86/s500x750/140ddd4d672a281b1d0ebc4bccdea63dfd706ede.gifv" width="499" /></a></div><br /><p><br /></p><p><br /></p><p><u><b>THE REVUE.</b></u></p><p>A revue is a struggle for the spotlight, and to shape the narrative of the world. Contestants fight, debate and sing their hearts out so that they can seize the centre stage and embody their ideals.</p><p>They are also deeply, deeply surreal, with the set and props responding to the tempo of the fight, morphing to reflect the emotions between the two contestants.<br /></p><p>During a Revue, you don't use the six moves on each other: all that is covered by Exchanges instead. You might make moves immediately before or after the revue, though.</p><p>A revue takes place between two contestants. When a Revue begins, each contestant states what they're fighting to prove: this becomes their stake in the Revue. </p><p>A Revue is divided into Exchanges, where the contestants exchange words, blows and ideas in their struggle for dominance.</p><p>The first step in an exchange is to pick their strategy. Simultaneously, each contestant picks one of the following:</p><p><i style="font-weight: bold;">Yield,</i> to give ground and try to recover.<br /><i style="font-weight: bold;">Push,</i> to press forward aggressively.<br /><b><i>Dance,</i></b> to carefully lead your rival.</p><p>A <b><i>Yield</i></b> beats <b><i>Push</i></b>, <b><i>Push</i></b> beats <b><i>Dance</i></b>, and <b><i>Dance</i></b> beats <b><i>Yield</i></b>.</p><p>They state how they'll use the situation in the fight to their advantage, what they're saying to their rival, and what this <i>means. </i>In each exchange after the first, what you say and how you fight should build on the events of the previous exchange.</p><p>Then, work out each contestant's score for the round. For this, add up:<br /><i>If your strategy beat theirs, add +5 to your score.<br />Add +1 for each Condition your rival has that you can take advantage of.<br />Add +3 for each Truth that agrees with you.<br />Add +1 for each exchange you've already won.<br />Add your current Connections to her.<br />Add the result of a 2d6 dice roll.</i><br /><br /></p><p>Whoever's score is highest is the winner of the exchange. If both scores are the same, then the result is a stalemate.</p><p><i>If you win with a Push, inflict a Condition on your rival, and she loses a Connection to you.</i><br /><i>If two Pushes tie, each of you inflicts a Condition on the other.</i><br /><i>If you win with a Yield, cure yourself of a Condition, and gain a Connection on your rival.</i><br /><i>If two Yields tie, each off you cures yourself of a Condition</i><br /><i>If you win with a Dance, gain a Connection on your Rival.</i><br /><i>If two Dances tie, Each of you gains a Connection on the other.</i><br />Regardless of which happens</p><p>Most revues will last for three exchanges, or until one contestant relents. If it goes to the end, the overall winner is whoever won the final exchange.</p><p>At the end of a Revue, both rivals are cured of <i>all</i> their conditions. Whatever the winner was fighting to prove becomes a new Truth. If she won because her rival relented, however, then if she wishes, the pair may instead decide to create an entirely different truth between them, based on the events of the Revue.</p><p><br /></p><p><b><u>THE STORY STRUCTURE.</u></b><br /></p><p>The game is divided into normal fluid play, which everybody can involve themselves in, punctuated by Revues between two characters.</p><p>Each episode, a character has one Revue against another character they've not yet had a Revue against. Decide a dramatically appropriate time for it to happen. If there's an odd number of characters, pick somebody to sit out who hasn't yet.</p><p>Once Everybody's had their review for the episode, start a new one. An episode may need to last multiple sessions.</p><p>Decide how long you want the story to last. After that many episodes, whoever's won the most Revue's wins the auditions. In the event of a tie, run tie-breakers until there's a clear winner.</p><p>Whoever wins the Revue gets to pick a single Truth from those that have built up over the course of the story. Fuelled by the stolen spark of everybody else, they make a performance that truly embodies that Truth, and that Truth (and only that Truth) lasts beyond the current story. Reality may warp <i>quite a lot</i> to accommodate this.<br /></p><p>If you choose to play more stories in the same continuity, you can. The Truths chosen by every previous winner are added to the game's starting Truths. You can keep the same character you played before, if you want, but her spark has been stolen. Reset her stats to -1/0/+1, and keep only one of her Tricks. Her Connections and Conditions carry over. New characters are created as normal, and then you begin again.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://data.whicdn.com/images/317133579/original.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="421" data-original-width="800" height="421" src="https://data.whicdn.com/images/317133579/original.gif" width="800" /></a></div><br /><p><br /></p><p><br /></p><p><b><u>TRICKS.</u></b></p><p>Tricks are unique facets of a character that let them interact with the world (and mechanics) in new ways.</p><p><b><i>Supporter:</i></b> You can spend Connections on somebody to give her +1 to her score for an Exchange when she's in a Revue.<br /><b><i>Underdog:</i></b> If you can turn a condition you're suffering from to your advantage, you get +1 to a roll.<br /><b><i>Favouritism:</i></b> If somebody becomes your favourite person, say who and why. Spending your Connections to your favourite person counts double, but you need to spend two Connections to get +1 for everybody else.<br /><b><i>Dreamer:</i></b> When rolling for moves, you get +2 when following an Ambition or benefiting from a Truth, not +1.<br /><b><i>Slippery:</i></b> If your rival's strategy beats yours in a Revue, they only get +3 for it.<br /><b><i>Talented:</i></b> In a Revue, you get +2 for every Exchange you've already won, not +1.<br /><b><i>Curious:</i></b> Whenever somebody rolls a move on you, you can ask "Why did you do that?" - if they answer honestly, they get a Connection to you.<br /><b><i>Favourite Tactic:</i></b> Pick either Yield, Push or Dance to be your favoured tactic. You get +2 to your score when you use that Tactic.<br /><b><i>Metafiction Savvy:</i></b> You can talk to the players by talking to the Giraffe.</p><p>You start out with one Trick, and can gain more as the story progresses.</p><p><br /></p><p><b><u>GAYNESS.</u></b></p><p>Listen, interpretations may vary, but if you play this game and it's not <i>very very gay</i>, I shake my head at you in disapproval.</p><p><br /></p><p><b><u>THE GIRAFFE.</u></b></p><p>You can assume any out-of-character commentary you make is also being made by the Giraffe. To get into the spirit of things, say "I understand" a lot out of character.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://i.imgur.com/BRVnp79.gif?noredirect" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="400" data-original-width="720" height="400" src="https://i.imgur.com/BRVnp79.gif?noredirect" width="720" /></a></div><br /><p><br /><br /><br /></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com3tag:blogger.com,1999:blog-2556965477270279581.post-66185574809092044952022-05-19T23:17:00.000-07:002022-05-19T23:17:03.362-07:00Chaos Warriors<p>I've been looking back at Esoteric Enterprises, and listening to <a href="https://www.youtube.com/watch?v=jeFiksYkoZ8">French Antifascist Rap</a> and arguing about 40k lately, and looking at the state of the world and the inexorable rise of authoritarianism at home and abroad, and being grumpy about how DnD-like games position PCs, and it's slowly solidified into some thoughts.<br />Here they are.<br /><br /><br /><br /><br />Scholars and experts will tell you that the true nature of chaos is incomprehensible. Perhaps they lie, or perhaps they've fooled themselves with their sophistry, but either way they're wrong. Chaos is very easy to understand.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://images-ext-1.discordapp.net/external/OqQsiM3rvS2iGLuVNGl8tOauksch6q9oKsndtP7J2wk/https/media.discordapp.net/attachments/767298589424615445/977012015874867200/warrior_of_chaos.jpg?width=526&height=701" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="701" data-original-width="526" height="701" src="https://images-ext-1.discordapp.net/external/OqQsiM3rvS2iGLuVNGl8tOauksch6q9oKsndtP7J2wk/https/media.discordapp.net/attachments/767298589424615445/977012015874867200/warrior_of_chaos.jpg?width=526&height=701" width="526" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Art of Mæredith, by <a href="https://twitter.com/TJmcFate">TJmcFuck</a>, whose art is very cool and whose thoughts partially inspired this post.</td></tr></tbody></table><br /><br /><b><u>What Is Chaos Really?</u></b><br /><p>Take the three-by-three alignment grid you're familiar with. It's a lie to confuse you. There's only one axis. Law vs Chaos and Evil vs Good are the same thing. Law is evil, Chaos is good. Ideas like 'lawful good' or 'chaotic neutral' are word games designed to stop you thinking clearly, like 'benevolent evil'.</p><p>Law is evil. It has to be, by its very nature. The process of Law is one of domination and subjugation. Law is the use of force - violent or coercive - to enforce the will of the few onto the otherwise unwilling many. Stripping away freedom, autonomy and dignity to subject us to the tyranny of the lawful.</p><p>All Cops Are Bastards, and that includes paladins.</p><p>Law is the force that decrees certain types of person (women, the poor, the mentally ill, the goblins, the foreigners) as inferior. Law is the force that would strip your bodily autonomy from you, because it considers you unworthy of controlling your own flesh. Law is the force that will inflict pain on those who don't comply, until their will is broken.</p><p>Once you understand this, it's simple.</p><p>What is Chaos, then? At its heart, Chaos is freedom. Defiance of the forces of Law, personal autonomy, your own will above all else. Chaos is anarchy, black magic, antifascism, the furious howl of those who will be oppressed no longer. Many people understand this, on some gut instinctive level, but few embrace it, and even fewer embody it.</p><p><br /></p><p><b><u>Who Are Chaos Warriors?</u></b></p><p>A Chaos Warrior, then, is simply somebody whose fully dedicated themself to Chaos. A burning torch of defiance in the face of oppression. They could come from any background, and possess any talents.</p><p>The most well known Chaos Warriors are fighters and barbarians, clad in ornate plate armour, carrying unholy weapons, striking down the soldiers of order and defiling their symbols of control. They carve through disciplined armies, burn tax records, demolish prisons and desecrate churches. </p><p>Others are sorcerers, dabbling in forbidden magic, directing unshaped elemental power to remake creation to suit their whims. Witches, blasphemers and madmen, no longer held back by the mere laws of nature.</p><p>Others still are more subtle. Rogues and assassins that keep a low profile, sidestepping law enforcement, sowing havoc in their wake and slipping back into the protective darkness. Arson, sabotage and assassination carefully applied to cut the hamstrings of those who would oppress them.</p><p>Some Chaos Warriors seem to venerate greater forces. Change, decadence, fury, entropy. Scholars see such practices, and conclude that the Chaos Warriors must be worshippers of greater powers, slaves to some pantheon of unwholesome dark gods. They set to work classifying them, assigning them arrays of various carefully described demons, categorising their various gifts. </p><p>This, too, is a mistake, or a lie. The dark powers, in as much as they exist, are not external gods meddling with mortal puppets. Each dark power is simply a personification of the ideals that a given Chaos Warrior holds dear. </p><p>The lawful see a Chaos Warrior dedicated to decadance and excess - pursuing hedonism and self-indulgence with the same zeal as a priest pursues holiness - and conclude that he cannot be doing so of his own free will. So they hypothesise a dark prince, a thirsting god that he must be enslaved by, and invent all manner of demons and rituals in that dark prince's name. In truth, the dark prince is nothing more than that Chaos Warrior's own desires, given a name and personified. </p><p>It should be noted, however, that Chaos is not stupidity. Chaos Warriors understand the dire threat presented by Law. They are perfectly capable of freely choosing to associate with one another. Often when the momentum builds, they'll gather into huge hordes, knowing that the tyranny of Law can't stand against their collective desires. Plenty wish to see others - the downtrodden and oppressed - find the same enlightenment they did, and work to spread their destabilising message among the masses.</p><p>At the end of the day, though, every Chaos Warrior is an individual, following their own path and beholden to nothing and nobody, save their own ambitions.</p><p><br /></p><p><b><u>Mechanics:</u></b></p><p>Becoming a Chaos Warrior is an option for D&D-like games, ranging from 0th edition to 5th, as well as their various derivatives. Any character can become a chaos warrior simply by wanting it.</p><p><b>Alignment:</b> All Chaos Warriors are chaotic. They have <i>no</i> alignment on the good-evil axis (not even neutrality), as they realise that this axis is a lie. If any supernatural effect checks for good or evil, it fails to find any in them, and instead reports that they're chaotic.</p><p>Further, a Chaos Warrior can never be bound by any oath, geas or pact. They might enter into it, but even if the other party is bound by the agreement, the Chaos Warrior may freely disregard the pact.</p><p><b>Chaos Points:</b> Chaos Warriors track the power of chaos within them, gaining new strength as they embrace it. Their pool of Chaos Points starts at 0, and can rise indefinitely high.</p><p><b>Gaining Chaos Points:</b> A Chaos Warrior gains a Chaos Point when they do any of the following:</p><p></p><ul style="text-align: left;"><li>Destroy or desecrate a public site of order, oppression or control (such as a prison or church).</li><li>Slay, corrupt or otherwise neutralise an agent of order (such as a police officer, politician or pontiff).</li><li>Weaken the grasp of an institution of law (such as a government agency, church or order of paladins).</li><li>Lead somebody else to become another Chaos Warrior.</li><li>Achieve an extravagant personal goal in defiance of the strictures of law (such as a grand slaughter of the police, drug-fuelled orgy or blasphemous rite).</li></ul><div><b>Spending Chaos Points:</b> A Chaos Warrior can spend a Chaos Point to do any of the following:</div><div><ul style="text-align: left;"><li>Immediately, shrug off any effect that would alter their mind, subvert their free will, or shift their perceptions. Mind control simply fails as soon as the Chaos Point is spent.</li><li>Free another from a similar effect, as above.</li><li>Heal themselves, or another, a number of HP equal to their remaining pool of Chaos Points, immediately and unnaturally.</li><li>Make a single permanent alteration to their physical form (perhaps shifting gender, growing horns, becoming inhumanly beautiful, or sprouting claws). Sort out the specific mechanical details with your GM, but a good rule of thumb is that the alteration grants Advantage to any appropriate rolls. The more Chaos Points they have when the change is made, the more dramatic the effect.</li><li>Where the Chaos Warrior chooses to rely on luck, re-roll that chance if it fails. They can keep spending Chaos Points and re-rolling as many times as they want, until they run out, give up, or get what they want. They might use this to bump into the exact person they need by sheer chance, close their eyes and walk through a hail of arrows unharmed, stick their hand into a mysterious sack to pull out the exact item they need, or leap from a castle walls trusting that they'll land on something soft.<br /></li><li>Create a minor magical effect (of similar scale to something like Prestidigitation) that lasts as long as they wish. They might cause food to go rotten, have unlocked doors open for them, carry an enticing scent, or leave bloody footprints wherever they tread. The more Chaos Points they have, the more dramatic the effect currently is.<br /></li><li>Ravage an agent of order (such as a cop or authority figure). For the rest of the encounter, add their remaining amount of Chaos Points to all rolls against that victim (attack rolls, damage, saves etc), and deduct that same amount from the victim's rolls against them.</li><li>Force those submitting to the forces of order (slaves, prisoners, soldiers, the poor) to make a save of some sort. If they fail, they temporarily throw off the chains of order that bind them. What this means will vary; they might flee from the Chaos Warrior, riot against their oppressors, give in to temptation, or something else.</li></ul></div><div><b>Drawbacks:</b> There are no mechanical drawbacks to being a Chaos Warrior, but any who are public with their nature (or who are discovered) will earn the inevitable and unreasonable enmity of the forces of law and order.<br /><br /><br /></div><div><br /></div><div>In conclusion, remember:<br /><i>-none of us are free until all of us are free.<br />-all cops are bastards.<br />-if you think it can't happen here, it can and already is.<br />-fuck the system.<br />-kill the cop in your head.</i></div><p></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com12tag:blogger.com,1999:blog-2556965477270279581.post-27707532469858390742022-05-04T21:58:00.000-07:002022-05-04T21:58:10.983-07:00Into The Dark City - Part 2<p> A follow-up to <a href="https://cavegirlgames.blogspot.com/2022/05/into-dark-city-part-1.html">this post here.</a> Part 2 is the backend stuff, tables and procedures for running the game.</p><p><i style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; font-size: 13.2px;">A hack of Into the Odd where you play as legally distinct dark eldar.<br />The skeleton for the game, Into the Odd, was created by Chris McDowell at Bastionland.com<br />You get to play as horrible decadent evil space elves, being flamboyant in their extradimensional dark city and raiding realspace for fun and profit.<br />Please don't sue me, Games Workshop. </i></p><p><i style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif;"><br /></i></p><p><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif;"><b><u>Your Neighbourhood:</u></b></span></p><p><span style="font-family: Times New Roman, Times, FreeSerif, serif;"><span style="background-color: white;">We've seen how cavegirl makes a setting before, this is familiar. Drop a full set of dice (one each of d4-d20, and a percentile. Maybe a particularly fun funky dice or two as well.) on a sheet of paper, mark what lands where. Each dice is a faction in your district of the dark city.</span></span></p><p><span style="font-family: Times New Roman, Times, FreeSerif, serif;"><span style="background-color: white;">Look up the result of the dice on the list below to see what each faction is. For each, come up with a name, a symbol to mark what's theirs, and a quirk.</span></span></p><p><span style="font-family: Times New Roman, Times, FreeSerif, serif;"><span style="background-color: white;"><i>1: A Homonculus Coven.</i> Practitioners of the ancient art of flesh-warping. Surgical geniuses that produce pain-engines, flesh thralls and bio-implants. Your flesh can be banked with them to be ressurected in the event of an untimely death. Absolutely terrifying, but you need them.</span></span></p><p><span style="font-family: Times New Roman, Times, FreeSerif, serif;"><span style="background-color: white;"><i>2: A Gladiator-Witch Cult.</i> Fight for everybody's entertainment and nourishment in public arenas. Masters of ancient (and very showy) martial arts. A cross between sports team, public service, and local mascots. </span></span></p><p><i>3: A minor Cabal.</i> Regular Folks, which is to say depraved, decadent and corrupt. Involved with the day-to-day running of some important industry, such as weapon-smithing, slave training, the drug trade, high fashion or espionage. </p><p><i>4: A prestigious Cabal.</i> Also regular folks, but now with wealth and influence. Influential in their industry, and jockeying for higher power. Their leader might already be a minor Archon; if not, they've probably got their eye on the title, and big plans.</p><p><i>5: A Hellion Gang.</i> Hover-board riding street punks. Ne'er do wells living lives of crime and scandal. Utterly disreputable. The main difference between this lot and a Cabal is largely one of attitude, and their unwillingness to engage with polite society on their own terms. They might grow out of it.</p><p><i>6: A flock of Scourges.</i> Surgically altered Cabalites, blessed with wings and sharp senses. Try to stay neutral on the politics of the Dark City, acting as messengers, couriers and informants to whoever can pay for them. Loyal to their own, and whoever pays them.</p><p><i>7: An Incubus Shrine.</i> Disciplined warrior-monks, practitioners of esoteric martial techniques and violent mysticism. Sell their violent services to the highest bidder. Keep their word. Thoroughly honourable, but with enough martial force that its hard to exploit that honour.</p><p><i>8: A Lamia Convent.</i> A religious sisterhood of poisoners, courtesans and mystics. Frightfully fashionable, having a Lamia as a lover, assistant or assassin carries a lot of social cachet. Absolute masters of alchemy.</p><p><i>9: A Mandragora Pack.</i> Shadow-elves, semi-real, with powers over darkness. Some can become invisible, or intangible, or step through shadows. A bit feral, lacking the refinement and grace of regular space elves. Collect grizzly trophies.</p><p><i>10: A Beast-master Cult.</i> Ofshoots of the Gladiator Witches. Hunt, train, and fight strange animals. The source of the various delightful pets and combat beasts you might have in your menagerie. The most daring mess about with demon-beasts as prey, and if they have any sense of responsibility do it somewhere the inevitable collateral damage won't be too costly. Carry an air of danger.<br /><br /><i>11: A Medusa Infestation. </i>Ethereal parasites latched onto victims, physically manifested as a mass of brain matter and spinal cords over their head like a hood. Smart. Feed on dreams. Can be negotiated with, paid off, or enslaved, but these ones are largely independent for now. Their gaze brings anguish, madness and catatonia.</p><p><i>12: An Alien Mercenary Company.</i> Exotic and interesting, but not quite trusted. A novelty, rather than part of society. Might be avian predators, serpentine bodyguards, orc freebooters, or beastman corsairs. Insular, disciplined and in it for the money.</p><p><i>13: A Harlequin Delegation.</i> Space elves from outside the dark city. Worshipers of the trickster god, repositories of ancient mythology, performers and scholars. An entertainment novelty. They probably have some grand agenda in the dark city, but nobody really cares.</p><p><i>14: An Outcast Delegation.</i> High space elves from the monastry-worlds in real-space, in (often self-imposed) exile. Temporary visitors to the dark city as they adjust to life outside the rigid paths of the high space elves. Generally considered naive and vulnerable, it's understood that they'll either grow disgusted at the dark city's cruelty and decadance, returning to their monastry-worlds, or else assimilate and become just another cabal.</p><p><i>15: A shrine to a nearly forgotten Dark Muse. </i>Dedicants pursue perfection in one particular aspect of the dark city's decadent ways, be it torture, poison, fear, sensuality, tragedy, power or romance. A little old-fashioned, perhaps, but basically a respectable religion. More superstitious evil space elves leave offerings for the Dark Muse's favour.</p><p><i>16: A Charibdean Fashion-House.</i> Pursuit of aesthetic excellence, constantly inventing and creating. A never ending stream of new designs for those with up to date tastes, ever more elegant, risqué and boundry-pushing. Sit slightly apart from Cabal politics, dedicated to their art.</p><p><i>17: A Daeva Slave-market.</i> Breeders and flesh-sculptors, a source of the most elegant thralls, mentally manipulated to be compliant and surgically altered to match current fashions. Will buy anybody you bring to them who doesn't escape. A bit of a used-car-salesman vibe going on.</p><p><i>18: A famed weapon-forge.</i> Home of a master smith, creator of wonderous new weapons and pieces of violent hyper-tech. A cultist of the dead Forge-God. Treated as a sort of local savant, their creations a source of much gossip.</p><p><i>19: A cult of the Bloody Handed God.</i> Followers ritually don aspects of the bloody-handed god of war, pursuing self-discipline and military excellence. A sort of hobby for cultists to dabble in between more serious matters, and deeply offensive to the high space elves who take this sort of thing very seriously.</p><p><i>20: A Slave Revolt.</i> Escaped thralls lurking in the margins and shadows. Actual revolutionary zeal is quickly tempered by the realities of life in the dark city; soon enough the revolt will become just another gang scrabbling for position, and if it endures could morph into a successful cabal in its own right. Most consider the revolt not worth the effort of suppressing, and express amusement at its petty successes and descent into power.</p><p><i>Other: A cult of the Resurrected God Of The Dead.</i> Absolute weirdos who's apocalyptic faith preaches that the end is approaching, and the God Of The Dead will soon do battle with the Thirsting God. Populists. Viewed with a mixture of distain, wry amusement, and secret worry that they might be right.<br /><br />Also drop a single token - a coin, counter or similar - that represents the PC's Coterie.<br />Next, draw a loose network of lines connecting each faction to its neighbours. For each such connection, determine the relationship between the two factions: the closer together the dice are in size, the more friendly the relationship; matching dice sizes (for the d10 and the percentile) indicate an unshakeable alliance, while a d20 and a d4, being the most different in size, are eternally bitter enemies. More middling results indicate some sort of uneasy business relationship or treaty; things aren't openly hostile, but they could become so.<br />As a general rule, factions closer to the top of the page are also closer to the top of the social heirarchy, unless their nature makes them obviously unworthy (in which case they're a fashionable topic of conversation, but not actually <i>privileged</i>).<br /><br /><b><u>Life In The Dark City</u></b></p><p><u>d20 Debts:</u></p><p>1: An unusually beautiful and well-trained thrall.<br />2: A freshly-taken human slave.<br />3: Several doses of a combat drug.<br />4: A successful party's worth of recreational drugs.<br />5: A work of art, depicting something intellectually stimulating.<br />6: An interesting soul, contained in a soul-trap.<br />7: Poetry exulting the creditor.<br />8: A full wardrobe of up-to-the-minute fashionable clothing.<br />9: An exotic combat-beast, new enough to be interesting.<br />10: The head of a business rival. It's fine, they'll grow back in the homunculi's flesh pods, but it makes a point.<br />11: A sample of your own flesh, for... insurance.<br />12: An invitation to some highly prestigious social event.<br />13: Jewellery made from stolen high space elf Soul Gems.<br />14: A piece of interesting hypertech.<br />15: Direct service as a minion for a short time.<br />16: A full recording (vision, audio, scent and emotion) of some interesting event.<br />17: A dangerous secret, yours or somebody else's.<br />18: A religious relic from before the rise of the Thirsting God.<br />19: Some sort of practical tool, such as an astronavigation array or surgeon's kit.<br />20: An excitingly glamourous custom-made weapon.<br /><br /><br /><u>d20 Trends, Fashions and Fads in the Dark City</u></p><p>1: Living skin clothing, still able to feel and move, proactively adjusting itself to your posture.<br />2: Additional, surgically grafted limbs, each with a specialised appendage in place of a hand.<br />3: Tattoos depicting exquisitely heretical versions of ancient space elf mythology.<br />4: Pet human priests, not fully broken, who babble religious nonsense for your amusement.<br />5: Snakes. <br />6: The plays of the harlequins. One doesn't take them too seriously, but they're very amusing.<br />7: Dabbling in masochism. Why must it be somebody else's suffering you feed on? The truly refined can feed one another with their sadomasochistic rites.<br />8: Emotional numbness. Feeling things is terribly gauche, the stylish simply exist.<br />9: The interplay of light and shadow instead of physical structure. Dwellings divided into rooms by sheets of brilliant light. The fashionable physically nude, accompanied by drones that project strategic fields of shadow that serve as clothing.<br />10: Exciting anatomical variations. The unexpected reveal of an eye or a mouth somewhere one wouldn't normally be.<br />11: Tattoos in frames, preserved on still-living skin for posterity.<br />12: Seemingly sincere and heartfelt religious devotion, for as long as the fashion lasts.<br />13: Exciting masks, mimicking mythical figures.<br />14: Mockingly imitating the ways and customs of lesser races, such as humans, orcs, avian predators, etc. Primitive-chique.<br />15: Perversely Competitive Minimalism. Does your spire really <i>need</i> floor? Do your thralls really <i>need</i> eyes?<br />16: Hallucinogens. Reality is as you experience it, so why not shape your reality to something more kaleidoscopically interesting?<br />17: Bonsai Suns. Elegantly sculpted, miniaturised stars, held in a containment field.<br />18: Vendettas and Duels. Where are we without a few fun duelling scars and a favourite sworn enemy (who you probably end up hooking up with).<br />19: Memento Mori, reminders of death and mortality. Deliciously ironic, since - with the immortal science of the homunculus covens - death is something that happens to lesser races and poor people.<br />20: Ironic Asceticism. By depriving oneself and feeling the touch of the Thirsting God, does one not cultivate greater suffering to feed on later? Utterly self-defeating, but deliciously perverse. <br /><br /><br /></p><p><u>d20 Events, Upheavals and Shifts in Fortune.<br /></u></p><p>1: A slave revolt devastates a key industry as a large portion of the indentured work-force disappears into the undercity. The question is whether the slave population can be restocked before those affected suffer permanent economic damage.<br />2: A malfunctioning pain-engine goes on an exciting rampage. Casualties mostly confined to those who showed up in the path of its carnage to enjoy the spectacle. And slaves, but they don't matter.<br />3: A local power undergoes a dramatic coup, the organisational structure is decapitated (possibly literally), and new masters install themselves. The power has a sudden shift in priorities as the new leadership assert themselves.<br />4: Two factions, formerly friendly, go to war! It's very dramatic, lots of people are gambling on the outcome, and bodies pile up in the streets. It's unlikely anybody dies permanently, of course, so long as they pay their debts to the homunculus covens for reviving.<br />5: Two factions, formerly rivals, form a convenient alliance, using their combined power to climb the social ladder.<br />6: An exciting new recreational drug sweeps the social scene, and nobody seems to be paying much attention to the horrible side-effects.<br />7: A faction embarks in a disastrous real-space raid, taking horrible casualties and suffering a dramatic plummet in their fortunes.<br />8: A meme-virus sweeps the population, causing people to babble very fashionable nonsense. It's unclear if the meme-virus has intent behind it, and if so what ends it might be working towards.<br />9: The high ruler of the dark city demands a tithe from all residents of the neighbourhood; those who can't provide it will suffer inventively instructive punishments.<br />10: A grand olympiad is to be held, the Gladiator-Witches engaging in a championship of blood sports to determine the most prestigious of their number. Gambling, match fixing and furious shipping immediately ensue.<br />11: A weird psychic fallout occurs, and somewhere important is now horribly demon-haunted. Dealing with the weakened veil, and bringing whoever was dabbling with forbidden psychic powers to justice, will surely bring whoever achieves it prestige.<br />12: Lurking horrible monsters of the undercity - mandragoras, blood worms, rogue pain engines, mutated escaped slaves - start hunting the public forums, dragging away citizens to unclear but presumably unpleasant fates. It's very funny for now, but at some point somebody should probably deal with it.<br />13: A faction returns from a wildly successful real-space raid, returning with fabulous wealth. Their status goes into rapid ascent as a result.<br />14: The high ruler of the dark city, in his whims, declares some draconian new law. While, of course, everybody privately ignores it, it provides some excellent blackmail material when you catch somebody out.<br />15: Some very violent nutter in ceremonial armour is challenging all comers to single combat, promising fabulous rewards to any who can beat them. It's not entirely clear what their scheme is, or if they're just weird.<br />16: Speculation abounds that the leaders of two rival factions are secret lovers. Scandal ensues either way.<br />17: A faction suffers a dramatic internal schism, splitting into two similar but bitterly opposed factions.<br />18: A faction suddenly, inexplicably self-destructs, leaving a power-vacuum to be filled.<br />19: Some hidden conspiracy is quietly assassinating prominent citizens, to unknown ends. Working out who's behind it, and what they want, becomes the height of gossip.<br />20: The most powerful faction locally makes an open bid for power, attempting to conquer their rivals by force and become a far greater power. It would be doomed to failure if their rivals were capable of healthy co-operation, but as it stands the mess of self-serving political nonsense that enmeshes everybody leaves things on a knife-edge.</p><p><br /><br /><u>d12 Cloning Errors:</u><br /></p><p>1: Skin becomes unusually pigmented.<br />2: Eye fails to regenerate.<br />3: Skin translucent. <br />4: Scars remain from whatever killed you.<br />5: Fingers elongated, too many joints.<br />6: Memories of the state between death and revivification linger, they're existentially upsetting.<br />7: Body ice-cold.<br />8: Memories of the events leading to your death missing.<br />9: Limbs too long.<br />10: One limb withered and less functional.<br />12: Spine twisted, hunching forward.<br /><br /></p><p><u>d12 Job Offers In The Dark City:</u><br /></p><p>1: One of the lesser races in realspace has irritated me; bring it back as a slave.<br />2: Assassinate a rival to make a point, they'll come back but they need to be taught a lesson.<br />3: Steal a rare Hypertech item for me, don't get caught.<br />4: Find out who pulled off a recent attack against me.<br />5: Do some industrial espionage, bring me a juicy secret about a rival.<br />6: Frame a rival for something they can be nicely blackmailed over.<br />7: Take me on a nice safe guided tour of somewhere exciting in realspace.<br />8: Spread some handy propaganda for me.<br />9: A rival is holding somebody I, shamefully, care about hostage, go get them back safely.<br />10: I did something potentially incriminating, clean up the evidence before it goes public?<br />11: I'm very bored, bring me something particularly amusing from real-space.<br />12: Here's some lovely sabotage, plant it where it can do some fun damage to my rivals.</p><p><br /></p><p><u>d20 Nightmare Dolls For Sale</u></p><p>1: Allows you minor precognition when you hold it.<br />2: Wards the area it rests in against demons and spirits.<br />3: Allows you to sense psychic effects when you hold it.<br />4: Allows you to dispel psychic effects you brandish it against them. The psychic can make a Will save to resist.<br />5: Allows you to communicate telepathically with whoever you point the doll at. The subject may make a Will save to resist.<br />6: Allows you to see people's souls when you hold it.<br />7: Allows you to cause whoever you point it at to feel your emotions. Potentially very romantic. The subject can make a Will save to resist. <br />8: Lets you transfer people's wounds to yourself (healing them and dealing that much damage to you), or visa versa. The victim can make a Will save to resist.<br />9: Lets you project holographic images where you gesture with it.<br />10: Lets you cause excruciating pain to a psychic you point it at, reducing their Will by d10<br />11: Wards the area it rests in against psychic powers.<br />12: Wards the area it rests in against dimensional intrusions and spying.<br />13: Lets you read emotional resonances from objects it touches.<br />14: While you hold it, causes you a little jolt of pain whenever you hear a lie.<br />15: Lets you instinctively sense danger when you hold it.<br />16: Lets you project a telepathic message to somebody you care deeply about (love and hate both count) anywhere in the universe, or further afield.<br />17: Let's you start small fires where you point it. d8 Damage if used to set people on fire.<br />18: So long as it's on your person, lets your corpse keep talking (and listening to responses) after you die, until you're revived by the homunculi.<br />19: Inflicts a conscience on whoever you point it at. Reduce Will by d8 if you point it at somebody not used to the sensation.<br />20: Lets you dull the emotional responses of whoever you point it at. The subject may make a Will save to resist.</p><p><br /></p><p><u>d20 Pieces of Advanced Hypertech for sale.</u><br /></p><p><i>1: Homonculus Ossifactor Field.</i> Causes rapid uncontrolled bone growth. A weapon that hits everybody nearby dealing d12 damage, damage rolls over to Dexterity not Strength.<br /><i>2: The Dance Of Minds.</i> Lets you swap bodies with a victim, who can make a Will save to resist. You each retain your Will scores, memories, personalities.<br /><i>3: Handy Portable Black Hole.</i> Held in a humming force-field inside a handbag. Utterly destroys whatever you push in there. Useful for disposing of evidence, or cleaning up after parties.<br /><i>4: Gilded Demon Cage.</i> Holds an enslaved demon prince. You can poke him through the bars for your amusement, or - by adjusting the dials on the cage - cause him to suffer until he offers you a prophecy. <br /><i>5: Curly Soul Straw.</i> Stick the sharpened end in somebody and drink, and their soul comes out with their blood. They lose d10 Will, you regain that much lost Will, and also absorb some of their memories and personality traits.<br /><i>6: Soul Forge.</i> Feed a trapped soul into it, and it sculpts it into something amusing that you can put on display. Or use it as a component when building hypertech that uses souls. Or whatever horribly inventive thing you can imagine.<br /><i>7: Nightmare Jammer.</i> Activated by whispering one of your fears to it. Overrides all local communications channels so the listener/viewer instead receives whatever the worst possible message would be - everybody gets their own personalised horrible communication. <br /><i>8: Instant Sun,</i> just add helium. A miniaturised star, held in stasis. Release the stasis and add some helium, and it roars into nuclear fire, dealing d20 Damage to everything in a very wide radius every minute, until somebody puts the star back in its box.<br /><i>9: Homunculus Flesh Pod.</i> Put a dead body in, or even a tiny fragment of one, and fuel the pod with somebody's suffering nearby. The body is revived into a living person once more. Useful in a pinch, so an untimely death doesn't end the fun of a real-space raid.<br /><i>10: Hypnotic Curtain.</i> Hang over a doorway or other portal. Anybody trying to pass through must pass a Will save or fall into a hypnotic trance, and be rendered helpless. Handy for privacy.<br /><i>11: Extradimensional Bridge.</i> Teleport yourself and your companions somewhere you've been before. Costs a trapped soul to establish a route if this is the first time you've taken the bridge there.<br /><i>12: Corpse Thrall Spike.</i> Jam it into the brain of a dead body, and it reanimates as a corpse thrall under your command. <br /><i>13: Mirror Gown.</i> Reach into a mirror to pull out the reflection-objects within, or step into the mirror to reside in the reflected pocket-realm on the other side. <br /><i>14: Djinn Rings.</i> A set of ten. Each ring contains a bound spirit. You can command the spirit to fetch you an object, releasing it from the ring, but when it returns you need to beat it into submission to put it back in the ring, or else it stays free (and a kleptomaniac).<br /><i>15: Space Warper.</i> Shrink a distance between two places down to a few feet, or expand it up to a mile. Handy for when you're too lazy to walk very far.<br /><i>16: Shrinking Water.</i> Sprinkle it on an object and it shrinks down to the size of a rice grain, no matter how big it started out. Once the object has dried out completely, it suddenly springs back up to its original size.<br /><i>17: Locket Of Safety In Courtship.</i> While you wear this, you cannot be injured by anybody you truly love or who truly loves you. They can still cause emotional pain, however. Taking it off after the first date is considered very romantic.<br /><i>18: Fashion Gland.</i> Implanted in the body, where it exudes flesh warping hormones. Whatever you want to look like, your body slowly shifts itself to look like that over the course of days or weeks. Requires focussed desire for best results.<br /><i>19: Quantum-Entangled Paper.</i> Two sheets. Whatever you do to one - origami, writing, tears, bloodstains - happens to the other as well. Popular with separated lovers.<br /><i>20: Prismatic Gown.</i> The wearer can shift from a particle to a wave temporarily, letting them project themselves over large distances, refract through objects, etc, before reforming.</p><p><br /></p><p><br /></p><p><b><u>Real-space Raids</u></b></p><p><b><u><br /></u></b></p><p><u>d20 Human Planets to Visit</u></p><p><i>1: Veranthus.</i> Agricultural world. Herds of shaggy beasts, rolling waves of golden grain. Tranquil, placid and pastoral, until you get there.<br /><i>2: Asterion Prime.</i> Hive-city world. Teeming masses of humans packed into hyper-dense urban sprawl. Monolithic architecture. Drab.<br /><i>3: Sigma-Hoth.</i> Ice world. Humans drill for oil beneath vast glaciers. Inhospitable, but very picturesque.<br /><i>4: Carthagus.</i> Port world. A trade hub where human spaceships dock in orbital space-stations to resuply or sell cargo. Fabulously wealthy by human standards, but to space elves terribly dull.<br /><i>5: Madrix Delta.</i> Jungle Death World. Human enclaves live beneath the trees, fending off horrible insect-monsters. A challenging visit, but very rewarding. Capturing the beasts is always fun.<br /><i>6: Capsasitus Twenty-Two.</i> Machine-world. A vast factory where the human machine-cult makes things they naively consider high-tech. Very ugly.<br /><i>7: Dominus Prime.</i> Shrine world. The humans' primitive religion thinks this place is very important; your visit will <i>really</i> make them upset. Lots of very beautiful slaves here.<br /><i>8: Pacifica.</i> Oceanic hive-city world. Sprawling ocean rigs lashed by storms. Humans here rugged and independent, not very bright even by human standards. Demons lurk in the depths of the ocean.<br /><i>9: Planet Brox.</i> Night-locked Urban World. Under a shroud of darkness, the vast cities descend into vice and crime. The humans are trying, bless them. Your atrocities need to be extra atrocious to stand out here.<br /><i>10: Borneus.</i> Garden World. Light agriculture in a rural paradise. Lots of soft, happy, contented humans, absolutely ripe for the picking. Won't this be fun?<br /><i>11: Maximus Beta.</i> Post-apocalyptic desert world. Human tribes fight each other among the ruins of a fallen civilisation. The people are ugly and rather dull, but there's lots of interesting pre-human relics to steal here.<br /><i>12: Floyd Kappa.</i> Mining world. Teeming hordes of slightly mutated humans horribly oppressed by their overseers, forced to work down the acid mines. Hyper-authoritarian dystopia. It's actually quite hard for you to make this place worse.<br /><i>13: Dendrus Five.</i> Gas giant. Human cloud-harvesters live on floating platforms. Low gravity. A good place for a nice, laid-back relaxing slaughter.<br /><i>14: Sigma-Sigma-Gamma.</i> Radioactive Death World. Incredibly poisonous. Everything here, including the humans, incredibly mutated. Distasteful. A nice source of gribbly combat beasts for the arena, though.<br /><i>15: Nullius.</i> Agricultural world. Very boring human settlements live very boring lives farming algae, studiously ignoring the ancient cyclopian alien ruins scattered about the planet.<br /><i>16: Mortian X.</i> Used to be a lovely agricultural world, now a warzone. Going on for five decades of trench warfare in a pointless civil war. A pit of human misery and meaningless death. Delightful, in an over-the-top sort of way.<br /><i>17: Vera 12.</i> Machine-world. Human populations toil away building crude, dangerous nuclear devices. Factory-thralls packed in like sardines. Oddly tranquil, probably due to all the sedatives in the drinking water. <br /><i>18: Magnifax Ultima.</i> Noble world. Centre of government for the local star cluster. Lots of beaurocrats. Absolutely <i>packed</i> with cultists of the evil gods. Best to be selective who you kidnap, you don't want to accidentally bring a cultist of the Thirsting God home with you.<br /><i>19: Oasil</i>. Desert world. Ash-choked atmosphere, lots of volcanos. Native humans hardy, cunning, and well-armed to defend against the predatory ash-stalkers. Somewhere you can really get stuck in if you feel sporting.<br /><i>20: Hoplus Two.</i> Radiactive gas giant. Humans only live in orbiting space station, syphoning the radon atmosphere for fuel. Space stations old, poorly maintained, possibly haunted. Very exciting to visit.</p><p><u>d12 Exciting Things To Steal From Human Worlds</u><br /></p><p>1: Priceless religious relics.<br />2: Innocent children.<br />3: Combat-slaves.<br />4: Beautiful flora.<br />5: Samples of the local diseases.<br />6: Unusually beautiful slaves.<br />7: Untrained psychics.<br />8: Stolid slaves for manual labour.<br />9: Prominent local nobility, for a laugh.<br />10: Old alien technology.<br />11: Amusing human narcotics.<br />12: Dangerous local wildlife.<br /><br /></p><p><u>d20 Complications On Real-space Raids</u><br /></p><p>1: The humans here are about to do a civil war, and heavily armed.<br />2: Some other alien predator is also hunting here, and is actually quite scary.<br />3: Cults of the dark gods are active here, things could go badly.<br />4: It's the middle of an important human religious festival.<br />5: A grizzled human hero is here, he knows how to fight space elves.<br />6: A squad of human battle-nuns are here, guarding some dignitary.<br />7: A squad of space marines are here, scouting for new recruits.<br />8: A powerful latant psychic lurks among the masses here, things will get weird.<br />9: Space orcs have just shown up, and are having Fun.<br />10: The humans somehow predicted your arrival, and have prepared for a fight. How quaint.<br />11: A human inquisitor starts hunting you when you arrive. <br />12: The humans are in the middle of a violent religious schism.<br />13: The humans are in the middle of a horrible disease outbreak.<br />14: The place has been struck by a dramatic natural disaster.<br />15: Human technology is malfunctioning as you arrive.<br />16: Secret human xenophile cultists think you're on their side.<br />17: Human cultists of the Thirsting God have felt your presence.<br />18: Human authorities are in the middle of an authoritarian clamp-down.<br />19: The whole place is absolutely infested with sneaky hidden alien parasites.<br />20: The humans are overcome with xenophobic religious fervour, and you arrived at exactly the worst moment.</p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com4tag:blogger.com,1999:blog-2556965477270279581.post-81368157352307353392022-05-03T10:11:00.052-07:002022-05-03T10:28:54.455-07:00Into The Dark City - Part 1<p><i>A hack of Into the Odd where you play as legally distinct dark eldar.<br />The skeleton for the game, Into the Odd, was created by Chris McDowell at Bastionland.com<br />You get to play as horrible decadent evil space elves, being flamboyant in their extradimensional dark city and raiding realspace for fun and profit.<br />Please don't sue me, Games Workshop. </i><br /><br /></p><p><br /></p><p>A disclaimer: The PCs in this game are Bad People. Slavery, torture, poisoning and haute fashion are morally wrong. You shouldn't want to be like your PCs. The key to enjoying this game is to make your villainy so over-the-top and flamboyant that it goes from harrowing to camp.</p><p><br /></p><h2 dir="ltr" style="line-height: 1.38; margin-bottom: 6pt; margin-top: 18pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-size: small; font-style: normal; font-variant: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Your Character</u></span></h2><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Who Are You?</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Roll 3d6 for each Ability Score. 10 is average for an Eldar. </span></p><ul style="margin-bottom: 0px; margin-top: 0px; padding-inline-start: 48px;"><li aria-level="1" dir="ltr" style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Strength – Fighting, fortitude, and toughness.</span></p></li><li aria-level="1" dir="ltr" style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Dexterity – Stealth, athletics, and reflexes.</span></p></li><li aria-level="1" dir="ltr" style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">Willpower – Confidence, discipline, and charisma.</span></p></li></ul><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;">You may swap any two of your Ability Scores.</span></p>Characters start with d6 Hit Points, a measure of their ability to avoid life-threatening Damage.<p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"> </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; vertical-align: baseline; white-space: pre-wrap;"><u>Starter Package</u></span></p>Consult the <i>Starter Package Table</i> below to find your starting equipment and any special information about your character. As well as individual equipment, every character has a backup tissue sample with the Homonculus Covens, and the Coterie has resources of its own.<br /><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span class="fontstyle0"><u>Equipment</u></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span class="fontstyle0"><b>Unarmed Attack</b></span><span class="fontstyle3"><b>:</b> <i>(D</i></span><i><span class="fontstyle0">4 </span><span class="fontstyle1">Damage</span></i><span class="fontstyle3"><i>)</i> EG: Claws, Bites, Fashionably pointy clothing, Elegant martial arts.<br /></span><span class="fontstyle0"><b>Light Weapon:</b> </span><i><span class="fontstyle3">(</span><span class="fontstyle1">one hand. </span></i><span class="fontstyle3"><i>D6 Damage)</i> </span>EG: Razor Pistol, Combat Knife, Venom Pistol, Electro-whip, Power Sword.</p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span class="fontstyle0"><b>Military Weapon: </b></span><i><span class="fontstyle3">(</span><span class="fontstyle1">two hands.</span><span class="fontstyle3"> D</span><span class="fontstyle0">8 </span><span class="fontstyle1">Damage)</span></i><span class="fontstyle3"> </span>EG: Venom Rifle, Gladiator-Witch Arena Weapons, Razor Rifle, Ceremonial Glaive</p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span class="fontstyle0"><b>Noble Weapon:</b> </span><i><span class="fontstyle3">(</span><span class="fontstyle1">one hand.</span><span class="fontstyle3"> </span><span class="fontstyle0">d8 </span><span class="fontstyle1">Damage)</span></i><span class="fontstyle3"><i> </i></span>EG: Vampiric Blade, Antimatter Pistol, Lamia Knife, Homunculus Tools </p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span class="fontstyle0"><b>Heavy Weapon:</b> </span><i><span class="fontstyle3">(</span><span class="fontstyle1">two hands.</span><span class="fontstyle3"> </span><span class="fontstyle0">d10 </span><span class="fontstyle1">Damage</span></i><span class="fontstyle3"><i>. Cannot move and fire)</i> </span>EG: Venom Cannon, Antimatter Rifle, Homunculus Bio-weapons.</p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span class="fontstyle0"><b>Shield</b></span><span class="fontstyle3"><b>:</b> </span><span class="fontstyle1"><i>Armour </i></span><span class="fontstyle3"><i>1.</i> A protective field of some sort. EG; Shadow field, Displacement generator, Forcefield, etc<br /></span><span class="fontstyle0"><b>Combat Armour</b></span><span class="fontstyle3"><b>:</b><i> </i></span><span class="fontstyle1"><i>Armour </i></span><span class="fontstyle3"><i>1.</i> EG: Witch suits, Combat Armour, Ceremonial Plate Armour.<br /></span><span class="fontstyle0"><b>Tools</b></span><span class="fontstyle3"><b>:</b> EG: Torture kit, Artisans tools, Bio-scanner, Climbing gear, Disguise kit, Astronavigation array, Hover-board, Hologram Projector, Manacles, Calligraphy Kit, Tea Set.</span><span class="fontstyle3"><br /></span><span class="fontstyle0"><b>Luxuries</b></span><span class="fontstyle3"><b>:</b> </span>EG: Fashionable Clothes, Pheromone Perfumes, Exotic Pets, Poetry Scrolls, Exotic Smokeables, Trophy Racks, Mimic Masks, </p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span class="fontstyle3"><b>Stun Grenades:</b> Momentarily blinds anyone that fails a </span><span class="fontstyle0">dex save</span><span class="fontstyle3">.<br /></span><span class="fontstyle3"><b>Combat Drugs:</b> Add d4 to an Ability Score for an hour while high, then deduct the same amount for an hour during the comedown, then return to normal. <br /></span><span class="fontstyle0"><b>Bomb</b></span><span class="fontstyle3"><b>:</b> </span><span class="fontstyle0">d12 </span><span class="fontstyle1">Damage </span><span class="fontstyle3">to all within the blast.</span><span class="fontstyle3"><br /></span><span class="fontstyle0"><b>Poison</b></span><span class="fontstyle3"><b>:</b> Lose </span><span class="fontstyle0">d20 str </span><span class="fontstyle3">if consumed.<br /></span><span class="fontstyle0"><b>Ether</b></span><span class="fontstyle3"><b>:</b> Inhaled, </span><span class="fontstyle0">str save </span><span class="fontstyle3">or pass out for an hour.<br /></span><span class="fontstyle0"><b>Antitoxin</b></span><span class="fontstyle3"><b>:</b> Neutralises most toxins.<br /><b>Nightmare Doll:</b> Lets you do a psychic type thing (precognition, dispelling, telepathy) without attracting the attention of the Thirsting God.<br /></span><span class="fontstyle3"><b>Soul Trap: </b>Lets you trap the soul of a dying person, for fun and profit. <br /></span><br style="font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; text-align: -webkit-auto; text-size-adjust: auto;" /><br /></p><h2 dir="ltr" style="line-height: 1.38; margin-bottom: 6pt; margin-top: 18pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-size: small; font-style: normal; font-variant: normal; vertical-align: baseline; white-space: pre-wrap;"><u>What Do You Have?</u></span></h2><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span id="docs-internal-guid-8737d7a8-7fff-99e2-44f1-3ffbd6989d28"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Match your highest </span><span style="font-family: Georgia; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Ability Score </span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">against your </span><span style="font-family: Georgia; font-style: italic; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Hit Points </span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">to find your starting package. Weapons have their damage roll listed. If two characters would have the same equipment, the second character takes their starting package as if they had one HP less, or one HP more if this is not possible.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Highest Score 3-9:</u>
<i>1 HP:</i> Venom Pistol (d6), Shock Whip (d6), Shadow Field (1 Armour), Artisan's Tools. As part of Scourge-cult initiation, have bio-sculpted wings, and can fly. Roll for Hypertech.
<i>2 HP:</i> Venom Rifle (d8), Combat Knife (d6), Stun Grenades. Nightmare Doll allows you minor precognition.
<i>3 HP:</i> Gladiator-Witch Arena Weapons (d8), Venom Pistol (d6), Trophy Racks, Combat Drugs. Nightmare Doll lets you see souls.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>4 HP:</i> Venom Pistol (d6), Power Sword (d6), Pheremone Perfumes. Nightmare Doll allows you to communicate telepathically if the victim fails a Will save.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>5 HP:</i> Ceremonial Glaive (d8), Razor Pistol (d6), Combat Hawk (d10 strength, talons for d6). Beast-master cult training lets you talk to animals.
<i>6 HP:</i> Paired Knives (d8), Dark Fire (d6). Disguise Kit. Being born a Mandragora, you can become insubstantial in complete darkness.
<br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Highest Score 10:
</u><i>1 HP:</i> Gladiator-Witch Arena Weapons (d8), Needle Projector (d6). Hunting Scorpion (d6 Strength, sting for d8). Roll for Hypertech.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>2 HP:</i> Venom Rifle (d8), Shock Whip (d6). Flesh Thrall (d8 strength, bite for d4). Roll for hypertech.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>3 HP:</i> Venom Rifle (d8). Torture Kit, Pheremone Perfumes. Roll for Hypertech.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>4 HP:</i> Ceremonial Glaive (d8), Razor Pistol (d6). 2 Flasks of Ether. Astronavigation Array. Roll for Hypertech.
<i>5 HP:</i> Paired Venom Pistols (d8). Hover Board, Artisan's Tools. Roll for Hypertech.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>6 HP:</i> Lamia Knife (d8). Displacement Field (1 Armour). Vial of Poison. Lamia-cult initiation gives social status.
<u>Highest Score 11:
</u><i>1 HP:</i> Razor Rifle (d8), Combat Suit (1 armour). Tracker-worm. (d8 Strength, Bite for d6). Roll for Hypertech.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>2 HP:</i> Poison Blade (d6), Venom Pistol (d6). Combat Drugs. Roll for Hypertech.
<i>3 HP:</i> Venom Rifle (d8). Fashionable Clothing, Hologram Projector, Torture Kit. Roll for Hypertech.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>4 HP:</i> Venom Rifle (d8), Power Sword (d6). Pheremone Perfume. Demon-cat (d8 strength, Bite for d6) with telepathic link.
<i>5 HP:</i> Flaying Knife (d6), Paired Venom Pistols (d8). Poetry-scrolls. Talking blood-worm (d6 strength, Bite for d6). Minor mutation means you don't need to eat.
</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>6 HP:</i> Shock-whip (d6). 3 Virus Bombs (d12). Vial of Antitoxin. Surgeon's Tools. Homonculus-cult inituation has taught you to cosmetically resculpt flesh with time.
<u>Highest Score 12:</u>
<i>1 HP:</i> Power Sword (d6), Telekine Darts (d6). Trophy Rack. Roll for Hypertech.
<i>2 HP:</i> Venom Rifle (d6). Porter Thrall (1 HP, 2d6 Strength). Fashionable Clothes. Roll for Hypertech.
<i>3 HP:</i> Shock Whip (d6). Manacles, Combat Drugs. Roll for Hypertech.
<i>4 HP:</i> Venom Pistol (d6). Ossification-Grenade (d12). Exotic Pet Moths. Roll for Hypertech.
<i>5 HP:</i> Vampiric Blade (d8), Venom Pistol (d6). Vial of Ether. Trophy Racks. Magnetic skin-implants let you manipulate metal.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>6 HP:</i> Homonculus Tools (d8), Hidden Poison Blade (d6). Disguise Kit. Torture Kit.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Highest Score 13:</u>
<i>1 HP:</i> Venom Pistol (d6). Vial of Ether, Vial of Poison. Mimic Mask. Roll for Hypertech.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>2 HP:</i> Power Sword (d6). Razor Pistol (d6). Combat Suit (1 Armour). Trophy Rack.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>3 HP:</i> Venom Blade (d6). Stun Grenade. Pet shadow-cat (d6 Strength, Bite for d8). Exciting feline fang-grafts.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>4 HP:</i> Venom Rifle (d8) </span></span><span style="font-family: Georgia; white-space: pre-wrap;">Disintegrator Powder. Gambling Set. Monomolecular Rope.</span><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">
<i>5 HP:</i> Lamia Knife (d8). Combat Drugs. Musical Instrument. Lamia-Cult Initiation.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>6 HP:</i> Ceremonial Glaive (d8). Ornate Mask, Scorpion-claw Manicure. Glass Bomb (d12). </span></span><span style="font-family: Georgia; white-space: pre-wrap;">Incubus-Cult Initiation grants social cachet.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Highest Score 14:</u></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>1 HP:</i> Venom Blade (d6). Hologram Projector, Still-living Trophy Pelts. Roll for Hypertech.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>2 HP:</i> Venom Pistol (d6). Monomolecular Razorwire, Exotic Smokeables. Stun Grenade.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>3 HP:</i> Antimatter Pistol (d8). Incense Drones. Vial of Poison. Mummified Hand.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>4 HP:</i> Shock Whip (d6). Artisan's Tools, Razor Snares, Bio-Scanner.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>5 HP:</i> Razor Pistol (d6). Universal Solvent, Caligraphy Set, Scrimshawed Fingerbones.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>6 HP:</i> Combat Blade (d6). Vial of Antitoxin. Recording Array.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Highest Score 15:
</u></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>1 HP:</i> Gladiator-Witch Arena Weapons (d8). Vial of Ether, Trophy Rack. Pet Nightingale.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>2 HP:</i> Venom Rifle (d8). Fashionable Clothes, Vial of Poison. Pet Razor-wasp (d4 Strength, Sting or d8).</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>3 HP:</i> Razor Pistol (d6). Musical Instrument, Vial of Ether, Exotic Liqueurs.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>4 HP:</i> Venom Pistol (d6), Sword (d6). Ossification Bomb (d12). Torture Kit.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>5 HP:</i> Gladiator-Witch Arena Weapons (d8). Emotion Projector. One eye replaced with dashing eyepatch.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>6 HP:</i> Concealed Venom Pistol (d6), Concealed Blade (d6). Shard Bomb (d12). Artisan's Tools.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Highest Score 16: </u></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>1 HP:</i> Razor Rifle (d8). Pocket Multicorder. Exciting Tattoos. Virus Bomb (d12).</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>2 HP:</i> Ceremonial Glaive (d8). Tea Set, </span><span style="white-space: pre-wrap;">Pheromone</span><span style="white-space: pre-wrap;"> Perfume. Incubus-Cult Initiation provides a certain mystique.
<i>3 HP:</i> Beast-goad (d6). Net, Pheremone-Bait, Beast-Skull Trophy. Alluring venom-scars.
<i>4 HP:</i> Electro-whip (d6), Venom Pistol (d6). Exotic </span><span style="white-space: pre-wrap;">Smokables</span><span style="white-space: pre-wrap;">, Pet Centipedes. Empty Eye-socket.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>5 HP:</i> Poison blade (d6). Mimic Mask, Skeleton Key. Occasionally-malfunctioning mechanical hand. </span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>6 HP:</i> Venom Pistol (d6). Virus Bomb (d12). Tea Set, Exotic Liqueurs. Eyes glow in the dark.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><br /></span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><u>Highest Score 17:</u>
<i>1 HP: </i> Ceremonial Glaive (d8). Trophy Rack, Decoy Pistol. Incubus-cult Initiation replaced heart with a shard of ice.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>2 HP:</i> Venom Pistol (d6). Net, demon-calling pipes. Demon-ravaged leg only semi-material.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>3 HP:</i> Combat Blade (d6). Artists Tools, Paint, Easel. Incense-dispensing gland rather distinctive.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>4 HP:</i> Vampiric Blade (d8). Tea Set, Fashionable Clothes. Totally colour-blind for fashion purposes.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>5 HP</i>: Venom Pistol (d6). Razor Wire, Artisans Tools. Brands mark you as a former slave.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>6 HP:</i> Homonculus Tools (d8). Torture Kit, Surgeon's Tools. Grotesque appearance. </span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><br /></span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><u>Highest Score 18: </u>
</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>1 HP:</i> Garotte (d6). Venom Rifle (d8). Ornate Mask. Tongue surgically removed.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>2 HP: </i>Concealed Venom Pistol (d6). Artisan's Tools, Astronavigation Array. One arm replaced with cybernetically-implanted artisan's arrays, and can't be used for general functions.
</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>3 HP:</i> Stolen Venom Pistol (d6). Hookah, Grappling Hook. A delightfully in-vogue fugitive.
</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>4 HP:</i> Electrified Rapier (d6), Displacement Field (1 Armour). Recording Device. Scandalous reputation.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>5 HP:</i> Concealed Knife (d6). Vial of Poison, High-Fashion Outfit. Horribly in debt.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>6 HP:</i> Venom Pistol (d6). Reams of Poetry, Writing Kit. Tattoos mark you as a former slave.
Hypertech (roll d20).
<i>1: Space-folding Origami Spider</i>, lets you teleport 10 ft. For when you're too stylish to walk.
<i>2: Homonculus Flesh-solvent</i>, apply to flesh and re-shape it like putty. Fashion made convenient!
<i>3: Decoy Soul</i>, can be fed to a soul trap, or otherwise used to fool psychics and hypertech. </span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>4: Gravity Adjusting Spotlight</i>, reverses direction of gravity in the area illuminated.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>5: Exquisite Pain Recordings</i>. Listeners must pass a Dexterity save to block their ears, or lose d6 Will. Considered prestige entertainment.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span><span style="font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>6: Reality Compliance Chime</i>, the sound of which causes all psychics nearby to bleed from the ears.</span></span></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>7: Light Ensnaring Prism</i>, when unveiled sucks in all light, causing an area of absolute darkness. Mandragora's love it.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>8: Dimensional Adjustment Clamps</i>, can cause an object its attached to grow or shrink by a factor of up to ten. </span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>9: Time-Stuttering Dust:</i> Victim takes d6 Damage and is frozen in time until they pass a Will save.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>10: Tiara Of Legal Correctness.</i> Others must pass a Will save to disagree with you, and can do so no louder than a whisper.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>11: Soul Ink.</i> Write on a restrained victim's soul; they must pass a Will save or take on the personality traits you write into them until the ink fades. Helps keep your minions in line.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>12: Gravity Negotiator Drone</i>. You can walk up walls and across ceilings as if gravity pointed in a different direction. Useful for making an impression.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>13: Absolutely Universal Dictionary,</i> lets you talk to and be understood by anything, and understand the responses if things are capable of responding. A bit gauche.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>14: Hyperdimensional Handbag,</i> a portable pocket dimension that lets you carry all sorts of things.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>15: Romantic Red Twine,</i> state the person you love or hate the most, and instinctively know the direction and distance to them, and the state of their health.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>16: Absolute Privacy Shroud,</i> hang it over a door, window, etc and nothing can pass through it, not people or light or psychic signals or anything.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>17: Neural Cocktail Glass,</i> lets you read the thoughts of anybody whose vital fluids you currently drink from the glass. Potentially very romantic.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>18: Backup Persona,</i> creates a holographic duplicate of yourself, that acts independently but just like you until you absorb it back into your own mind. Useful for busy social functions.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>19: The Void Between Atoms And Stars,</i> creates a rift in space-time that leads you back home to a pre-prepared location. Handy for leaving boring events.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>20: Contract Papers Of Unerring Law.</i> If you sign a deal on the papers, you know instantly if it's been broken and can inflict d12 damage on the other signatory at will. Also potentially very romantic.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><br /></span></span></p><h2 dir="ltr" style="line-height: 1.38; margin-bottom: 6pt; margin-top: 18pt;"><span style="font-family: Georgia; font-size: small; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>What The Coterie Has</u></span></h2><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>The Coterie:</u></span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"> The coterie is a small organisation of evil space elves residing in the dark city. Lacking the numbers, power or prestige of larger cults, covens and cabals, the coterie instead consists of a few closely allied individuals working for their own mutual benefit in the spaces between these large organisations. It's a sort of mixture of polycule, cult, street gang and small business.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Home:</u> The coterie has a small residence somewhere in the dark city. Their own individual spire, tunnel complex or villa-pod. Enough space to be mildly luxurious, as suits evil space elves, but nothing overtly extravagant. Their home's defences are assumed to be secure enough that enemies won't be getting in unless they either get invited in, or put a <i>lot</i> of effort towards it.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Dimensional Portal:</u> The coterie's residence includes a portal back to realspace, allowing them to warp in for raids. Exactly where it takes you is temperamental; see the tables for realspace raids to see where it might take you.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u><br /></u></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Minions: </u>The coterie are attended to by a number of slaves, thralls and minions, that remain in their residence and - alongside the space elf tech of the place - see to their needs. These are in addition to any pets you might have, and unlike those pets the minions don't get to come on realspace raids; they might try to escape, and anyway, they aren't very competent. For each PC, which minions you have depends on which your highest attribute is:</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>Strength:</i> A pair of enslaved humans. Less compliant unless motivated, but quite creative.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><i>Dexterity:</i> A pair of vat-grown flesh-thralls. Very compliant, but not very bright.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>Will:</i> A single space-elf minion under your power. Perhaps an indentured servant, apprentice or enslaved criminal. Carries some prestige, and could be promoted to the rank of Actual Person.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><i>Two or more tied:</i> An exotic alien thrall. An avian predator, space-monkey technician, serpent bodyguard or similar. Very fashionable.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;">Regardless of their origin, your minions have 1 HP, and 8 for all stats.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><u><br /></u></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><u>Petty Luxuries:</u> Back home, you have access to appropriately scandalous art, delectable confectionary, still-alive fur rugs that moan when you walk on them, lots of eyeliner, and other necessities of decadent space elf life. Whilst this is utterly libertinous to us, by the standards of the dark city this sort of thing makes you comfortable middle-class.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><br /></p><h2 dir="ltr" style="line-height: 1.38; margin-bottom: 6pt; margin-top: 18pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-size: small; font-style: normal; font-variant: normal; vertical-align: baseline; white-space: pre-wrap;"><u>What Do You Need to Know?</u></span></h2><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; vertical-align: baseline; white-space: pre-wrap;"><u>Saves:</u></span><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"> </span><br />A Save is a roll to avoid danger from a risky action or situation. <br />Roll d20. If you roll equal or under the appropriate Ability Score you pass. 1 is always a success and 20 always a failure.<br /><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; vertical-align: baseline; white-space: pre-wrap;"><u>Turns:</u></span><br />Generally the Players take their turn before any enemies. If there is a risk of being surprised, characters must each roll a DEX Save or be unable to act on the first turn. On their turn, Players can act in any order they wish.<br /><br /><span style="color: black; font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Actions:</u></span><br /> On your turn a character can move and perform an action. An action can be anything from negotiating, to attacking, to fleeing. Attacks are detailed below. For other actions the Referee calls for the character at risk to roll a Save. For example, an attempt to trip an opponent might force them to pass a STR Save to stay on their feet, while an attempt to trick an opponent into surrender may force them to pass a WIL Save or lower their arms. <br /><br /><span style="color: black; font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Attacks:</u></span><span style="color: black; font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre;"> </span><br />An attacker rolls a die dictated by their weapon, and subtracts the opponent's Armour score. Their attack causes this much Damage. Ranged weapons cannot be used in melee, melee weapons can't be used at long range.<br />Attacks that are Impaired, such as firing through cover, or fighting while grappled, roll d4 Damage regardless of weapon. Similarly, attacks that are Enhanced by a risky stunt or a helpless or vulnerable target, roll d12 Damage. <br /><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; vertical-align: baseline; white-space: pre-wrap;"><u>Blast:</u></span><br /> Blast weapons, such as bombs, cause Damage to all targets in an appropriate area, rolling separately for each. If in doubt as to how many targets are affected, roll the weapon’s Damage die.<br /><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; vertical-align: baseline; white-space: pre-wrap;"><u>Damage:</u></span><br /> When an individual takes Damage they lose that many HP. If they have no HP left, they are wounded, and any remaining Damage is removed from their STR score. They must then pass a STR Save to avoid Critical Damage. <br /><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; vertical-align: baseline; white-space: pre-wrap;"><u>Critical Damage:</u></span><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"> </span><br />A character that takes Critical Damage is unable to take further action until they are tended to by an ally and have a Short Rest. If they are left for an hour without being tended to, they die. <br /><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; vertical-align: baseline; white-space: pre-wrap;"><u>Using Hypertech:</u></span><br />A character can use a piece of Hypertech as a normal action, though some Hypertech ask for something in return. <br /><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; vertical-align: baseline; white-space: pre-wrap;"><u>Ability Score Loss:</u></span><br />If a character has their STR score reduced to zero they are dead, which is a bit of a downer but only temporary. If their DEX or WIL are reduced to zero the character is paralysed or mentally broken respectively, and cannot act until they have a Full Rest. <br /><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; vertical-align: baseline; white-space: pre-wrap;"><u>Death:</u></span><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"> </span><br />When a character dies, they are reborn from tissue samples stored with the Homunculus Cults. They will take a few days to re-grow a new body, and will be waiting for the rest of the Coterie when they return home from a realspace raid.<br />Make a Will Save, if failed roll for Cloning Errors to see how death has affected them. Either way, roll for Debts to see what you now owe the Homunculus Cults for your next revival.<br />If you can't or won't get a Homunculus Cult to store some flesh for revival, then if you die you just die, and must roll up a new character entirely. But why would you do that when you could be immortal?<br /><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Power From Pain:</u></span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"> When you witness interestingly unusual or intense pain, you become <i>Empowered</i> by it. You can spend your Empowered status to re-roll a Save or Attack. </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">If you go an entire day without being Empowered at all, you become <i>Withered</i>, and start losing yourself to the Thirsting God. While Withered, you lose 1 Will, and lose another 1 Will at the end of each subsequent day until you become Empowered again. You can't regain Will while you're Withered.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;">Other particularly exciting and novel emotions - love, curiosity, fear, joy - can occasionally also Empower you, if they're special enough. Suffering, however, is always a sure thing.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"><br /></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Reaction:</u></span><span style="font-family: Georgia; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"> When the group encounters another being, the character at the head of the group must pass a WIL Save to avoid an unfavourable first reaction. Some encounters are always hostile, or always friendly, but all have potential to change after first contact. </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; vertical-align: baseline; white-space: pre-wrap;"><u>Morale:</u></span><br />Groups require a WIL Save to avoid being routed when they lose half of their total numbers. Groups with a leader may use the leader's WIL score in place of their own. Lone combatants must pass this Save when they are reduced to 0hp. This applies to opponents and allies but not Player characters. Fleeing to safety under pursuit requires a DEX Save and somewhere to withdraw to. <br /><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; vertical-align: baseline; white-space: pre-wrap;"><u>Short Rest:</u></span><br />A few minutes of rest spent doing something entertaining - appreciating art, a romantic liaison, basking in somebody else's suffering (or all three) - recovers all of a character’s lost hp. Resting may waste time or attract danger. <br /><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; vertical-align: baseline; white-space: pre-wrap;"><u>Full Rest:</u></span><br />A Full Rest requires a week of downtime back at the coterie's home. This restores all Ability Scores.<br /><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; vertical-align: baseline; white-space: pre-wrap;"><u>Damage:</u></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">Damage from falling rocks, explosions and other sources outside of normal combat ranges between d4 and d12, with d20 used only in special cases. Consider how it would affect an average person. A fall that is quite likely to injure an inexperienced character might cause d8 Damage but a huge rock that would crush most might do d12. Poison usually causes Ability Score loss. Effects like Blindness will Impair attacks and call for Saves to carry out usually simple actions. </p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; vertical-align: baseline; white-space: pre-wrap;"><b><u>Advancing in Society</u></b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; color: black; font-family: Georgia; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"><br /></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><u>Getting Stronger:</u> Every time you advance in society, your personal power grows as well. Gain d6 more HP, and roll a d20 for each ability score; if you roll over its current value, add +1 to it.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><u>Fledgling:</u> You're ready to go on your first realspace raid! This is where PCs start.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><u>Raider:</u> You've survived your first realspace raid! Congratulations, you're a respected professional now.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><u>Veteran:</u> You've survived three realspace raids since becoming a Raider, and brought something interesting back to the dark city. People might start paying attention to you now.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><u>Sybarite:</u> You've survived five realspace raids since becoming a Veteran, and killed an exciting enemy (a powerful psychic, orc warchief, space marine, alien war-drone or demon), bringing an exciting trophy back with you. At this point, you're becoming a minor local celebrity. You can recruit an <i>Acolyte</i>, roll their stats like a starting PC. </span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><u>The Road To Archon-hood:</u> After becoming a Sybarite, you mostly advance by recruiting additional Acolytes and fostering their own growth. Anybody can call themselves an Archon, but only the most powerful get to do so a second time. Powers greater than you won't tolerate upstarts without the strength to back up the claim.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><u>Buying Things:</u> You can purchase goods - such as hypertech, weapons, surgical modifications, thralls, vehicles, and other useful gear - through trade. Simply find somebody who can sell, and roll a Debt to see what their price is.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;">Rarer items - nightmare dolls, soul traps, hypertech, a second dimensional portal, particularly interesting thralls - incur two debts. When purchasing hypertech or a nightmare doll, roll to see what sort is available.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="white-space: pre-wrap;"><u>Debts:</u> You can leave a debt unpaid as long as you like. However, an unpaid debt affects your social station and reputation: add one to the number of realspace raids needed to advance to the next social tier for each unpaid debt. Further, if you leave a debt unpaid long enough that it's clear you have no intention of paying it off, your creditors might decide to do something about this; typically, this involves subduing recalcitrant debtors by force and selling them into slavery to recoup the loss.</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Georgia;"><span style="font-size: 14.6667px; white-space: pre-wrap;"><br /></span></span></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com4tag:blogger.com,1999:blog-2556965477270279581.post-64968418647920608442022-03-09T04:28:00.004-08:002022-03-09T04:31:12.436-08:00On The OSR And My Relationship With It<p>Following that last post, I want to make some things clear.<br />I am not going to name any names. Frankly, I'm scared of the people I'm talking about, and how they might respond to anything I say if it names them directly. Posting this is scary enough as it is. Besides, if you're plugged in, you know who I'm talking about.<br />Here are some things that have happened due to my involvement with the OSR.</p><p></p><ul style="text-align: left;"><li>I've been doxxed twice.</li><li>After I left an abusive relationship, I had people saying that I deserved it, and should be held responsible like my abuser was.</li><li>I've been called lots of slurs. A lot.</li><li>I've been accused of being a racist/antisemite based on... I'm not sure what. Whatever their reasoning is, it's a mystery to me.</li><li>I've had a <i>lot</i> of people try to out me as trans. Some who knew already, some who suspected.</li><li>I've had the fact I was stealth used as leverage against me by somebody who knew I was trans and unwilling to out myself.</li><li>I've seen a well-connected and well-respected writers and designers drag my name through the mud.</li><li>I've seen actual factual fascists given a seat at the table.<br /></li><li>A friend of mine (who I'm keeping anonymous) had internet weirdos post pictures of <i>their parents' house</i> online because of some stupid vendetta.</li><li>I've seen people - a lot of people, close friends, designers I respect, people I look up to, partners - driven away from the OSR or from ttrpgs in general by the constant toxicity.</li><li>I've been stalked persistently.</li></ul><div>And this is not to mention the never ending drip-drip-drip of vitriol and bitterness and spite that tinges interactions. The general unpleasantness of being around certain people, who are - for whatever reason - big players in the scene.</div><div>Here are some ways I've responded to everything above.</div><div><ul style="text-align: left;"><li>I don't play OSR games anymore. In part, that's because my tastes have shifted, but in part its because the negative associations.</li><li>I've locked down most of my social media fairly tightly.</li><li>The exception is twitter, which I basically just use for advertising and activism these days. Even there, my blocklist is fucking massive.<br /></li><li>Talking about my old work is unpleasant. Stressful. Putting on a facade of positivity about something that's irrevocably tainted is stressful.</li><li>I've stopped generally trusting people involved with RPGs.</li></ul><div>Is this level of toxicity unique to the OSR? No, I've seen 40k fans. But the OSR is absolutely one of the worst scenes I've been involved with (and I like black metal!). <br />There comes a point where you need to stop making excuses for something that's hurting you and cut it out of your life. I hit that point about 18 months ago, and have been trying to distance myself from the OSR and my past with it since then.<br /><br />That doesn't mean I don't like my old work. I'm still proud of a lot of what I made, but that's in the past and I'm not sure I'll ever be going back to that design space. I've left that shit behind now.<br /><br />There's still good people in that niche, making good stuff, but that toxicity is basically like entropy at this point. It's only a matter of time before it hits their threshold too, and they leave as well. <br /><br />Finally, as a message to any of the people responsible for that shit who might be reading this:<br />Fuck You.<br /><br /></div></div><p></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com17tag:blogger.com,1999:blog-2556965477270279581.post-12340576092348751682022-02-24T10:58:00.001-08:002022-02-24T10:58:14.012-08:00I'm Selling Out<p>This one's scary to post. I expect there'll be backlash. Fuckit.<br /><br />There's been a lot of talk about the place of D&D in the wider TTRPG industry and artistic medium lately. That its utterly dominant position stifles the creativity to be found within RPGs and drowns out smaller works.</p><p>All of this is, for what it's worth, stuff I believe.</p><p>However, the fact of the matter is that D&D content <i>sells</i>. Some stuff clearly doesn't need to be shoehorned into D&D 5e (we don't need a D&D interpretation of The Wind In The Willows or The Great God Pan) but if you've got a classic fantasy adventure you want to make, the sort of thing with skelingtons and magic swords, then D&D 5e is by far the best market to shoot for unless your game is doing something really specific.</p><p>So, with that preamble, here are some things that are all true:</p><p></p><ol style="text-align: left;"><li>I do this for a living. I need to make money. Food, rent, HRT and other expenses all chip into what I've got.</li><li>I have a classic fantasy adventure - about exploring a place of embers and smog - that has been knocking about the back of my head for a while.</li><li>FUCK making anymore OSR content. That scene is toxic, and I've finally been burned by it enough times that I'm not putting my hand on the stove anymore. I'm done with OSR.</li><li>Seriously, I need money. I need to make something that will <i>sell</i>.</li><li>D&D 5e <i>sells</i>.</li></ol><div>With all that in mind, why I'm doing this should make sense.</div><div>This isn't a permanent thing. I've got other little arty projects I'm also working on at the same time (in particular In Love And War and Black Lung), but for this project, I'm shooting myself in the foot financially if I don't use 5e. </div><div>I need to put food on the table. I'm <i>fucking poor</i>, and between my being trans and some health issues I'm unlikely to get a 'real' job. So this is just the best move for me.</div><div>No doubt there's a bunch of indie kids who are going to act like this is some grand betrayal of my indie principals, that I'm feeding the machine that crushes art, that I'm betraying indie games. And <i>fuck that</i>. If you act like resisting hasbro is more important than getting the money I need to live, you need to take a long hard look at yourself.</div><div>And as for why I'm not doing it as an OSR module? Because fuck that. I have self respect. I want nothing to do with that shit anymore. I was, for a while, able to endure its problems, but it got too much and I'm done. Don't lump me in with them. That scene hurt me. That scene's relentless toxicity burned me out on game design in ways I'm still working to deal with. </div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div>But that's enough heavy stuff. What am I making?<br /><br /><i>Embers & Dust </i>is a module about depression, burnout and dementia. It's about struggling to keep that spark of individuality alive in a world that tries to smother it. It's about staring into the face of a bleak, soul sucking world, and daring to keep moving forward.</div><div><br /></div><div>On a more practical level, it's another depthcrawl, similar to The Gardens of Ynn, The Stygian Library and Dead Girls In Sarkash Forest. Depthcrawls still fascinate me in the ways you can structure them to do different things. This one's drawing on my experience writing the other ones to do it's own thing, and reinforce it's own themes. <br />More specifically, it's an adventure into a pocket of the shadowfell, in doomed pursuit of... something. You go deeper into the shadowfell, and the place changes you, creeping into your bones and wearing you down until you're just another part of its endless, bleak wasteland. The question at the heart of the adventure is not <i>if </i> you'll reach your destination. It's how much of yourself you lose getting there, and if it's worth it in the end.<br />Ynn was whimsical, the Library was creepy, and Dead Girls was painful. This one's going to be melencholy.<br />D&D 5e is a different system to what I'm used to working with. A bit crunchier, perhaps. More expectations of balance, more fighty. I don't want to warp D&D into something unrecognisable, but I want this to feel like <i>me.</i> So encounters aren't necessarily fights, and attrition is slow and grinding.<br />I'm still getting the hang of 5e's balance and flow. Looking at how to construct a stat block, what you can expect of a party at a given level, that sort of thing. It's a learning experience. It's actually pretty interesting, and kinda a new area of design for me to explore.</div><div>I want to play with Inspiration as a mechanic. It's underutilised in 5e, I think. Just a simple Advantage to a dice roll here and there, at the DM's whim. So I'm giving it some weight. It's going to work a bit like WP in WoD games. Sure, you can spend it to boost a dice roll, but you might also be spending it to resist compulsions and urges, to stave off depression. And you might start getting Inspiration from unexpected sources.</div><div>I think, with the adventure's thematic focus on losing yourself and hope, Inspiration is an interesting mechanic to play around with.</div><div>Other than that, I'm slowly coming up with a few cultures and ecosystems of shadow-dwellers, some big set-piece locations and NPCs that can warp your characters in interesting ways.<br /><br />It's going to be good, trust me.<br /><br />And finally, have a mockup of a page. Still pretty rough, but I like where it's going. <br />(art credit goes to Tithi Luadthong on shutterstock)<br /><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhUDGRmC1xQCY_jDAuD4dORfXLDi-3H5jJ4GlnkiUigdCPv5mxfX5fnX_OJ4kzE523Nw-JSwkyvpERKF-zB_dxYgSN3eaIIrtt0OPcS71AKU3Z5dCUElxMun7acY_2FG5Ae71JvhEPJ95tzTddLVNoxClYbnBo_EnYRUvKJNF_jxeMgHU5EagWH5d8_HQ=s4961" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3508" data-original-width="4961" height="283" src="https://blogger.googleusercontent.com/img/a/AVvXsEhUDGRmC1xQCY_jDAuD4dORfXLDi-3H5jJ4GlnkiUigdCPv5mxfX5fnX_OJ4kzE523Nw-JSwkyvpERKF-zB_dxYgSN3eaIIrtt0OPcS71AKU3Z5dCUElxMun7acY_2FG5Ae71JvhEPJ95tzTddLVNoxClYbnBo_EnYRUvKJNF_jxeMgHU5EagWH5d8_HQ=w400-h283" width="400" /></a></div><br /><p></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com40tag:blogger.com,1999:blog-2556965477270279581.post-46676379737764077232021-12-27T09:43:00.004-08:002021-12-27T15:24:35.985-08:00After Gehenna - A concept for a VtM chronicle<p> OK here's the pitch: You know the concept people throw out sometimes in Vampire games, of a medieval (or pehaps older) vampire who's woken up from a millenia or two of torpor and has no idea what's going on? A chronicle that's <i>that</i> but they're from the modern day.</p><p>You establish your coterie in the modern day, they go into torpor, and for whatever reason they stay in torpor for two thousand years, waking up to a very different world. <br />This idea has two bits to it. The first is some scifi, basically, imagining what the world will be like a few thousand years from now. With climate change, it's going to be bleak. The second is imagining a vampire setting that is as different to 'modern' nights as 'modern' nights are to the dark ages. On top of that, let's pull out an interesting twist and have gehenna have already happened.<br />So, let's get those details pinned down.</p><p><u><b><span style="font-size: large;">The World</span></b></u></p><p>Aight. So what is the year 4,000 like? In four bullet points:<br /></p><ul style="text-align: left;"><li>Catastrophic environmental collapse due to climate change.</li><li>Catastrophic societal collapse due to climate change.</li><li>Limited scientific advances in some specific fields, stagnation in others.</li><li>Fragmented societies due to social collapse.</li></ul><div>The timeline goes like this. The third millenium is defined by collapse. Not enough is done to deal with climate change, and over a few centuries the climate goes completely bugnuts. Rises in temperatures, rising sea-levels flooding coastal areas, desertification, wild ecosystems collapsing, mass extinction.</div><div>By the year 4,000, there's much less inhabitable land. Most coastal areas are gone, and most inland areas are arid deserts that have suffered huge soil degradation.<br />The human cost of this has been immense. Between famines, disease outbreaks, natural disasters and so on, huge numbers of people have been displaced, and the third millenium was one of mass migrations and warfare. </div><div>The wealthy (white, northern, eurocentric) nations of the world responded by fortifying borders, descending into fascism, attempting to empire build in order to preserve their power. However, fascism cannot sustain itself, and these states ended up collapsing harder than the exploited parts of the world. Total economic breakdowns, mass rioting, civil wars, no functioning governments. You end up with military powers preying on the citizens for a while before that too collapses and society returns to a simpler state. <br />Capitalism finally ate itself and was no more. Corporate and state interests cannibalised themselves and were picked over by scavengers.</div><div>By the fourth millenium, things are starting to be rebuilt. Nation-states and empires are less common. Rapidly changing climate and ecology mean that safely, productively farmable land is constantly shifting, and populations migrate - over a matter of decades and centuries - to follow it. As one place becomes a dustbowl, another starts to receive rainfall and reforestation, and so settlements spring up there.<br />It's a world of citystates emerging briefly as an area becomes fertile, and dwindling as the favourable climate moves on. Humanity aren't individually nomadic, but as a whole they very much are. With natural disasters and ecological collapse pushing people out of their homelands, the concept of 'a homeland' has dwindled. Most social groups form diasporas across the world. Things are, if not cosmopolitan, no longer defined by <i>where</i> you're born, as every few generations whole communities uproot themselves and move somewhere new.<br />Technology hasn't advanced much overall. Fossil fuels were never abandoned voluntarily, but by now they've run out. Most electricity is generated using solar, hydro-electric or geothermal power, or where there aren't the conditions for those, using small-scale nuclear generators. Transport is mostly by sea, in large nuclear-powered ships, or across a few land routes. <br />The internet lingers in new forms. Decentralised networks, with little to no moderation. Information blooms across the whole world, conversations flicker and mutate. <br />Biotechnology is advanced, and is how humans survive. Genetically modified crops and livestock tweaked to fit the harsh new conditions. Synthetic tissue and organs for transplants. Advanced body modification. Human genetic engineering is a rubicon that hasn't been crossed, but humans - particularly wealthy ones - can reshape themselves with endochrine interventions and surgery.<br />Religion continues much as ever. Christianity collapsed with the west, and is a dwindling faith. In its place, Islam is the worlds dominant religion, and much of society practices bits and pieces of Islamic traditions in a secularised sort of way, much like Christianity was in the 20th and 21st centuries. Other faiths have sprung up, including a resurgence of traditional and indigenous beliefs that returned to prominence as European influence waned.<br /><br />It's a distinctly post apocalyptic world. Not in the sense that 'Mad max' is post apocalyptic, but in the sense that 'the lord of the rings' is. <br /><br /><b><span style="font-size: large;"><u>Gehenna</u></span></b></div><div>Gehenna happened. The Antediluvians rose up, warred among themselves on a burning, collapsing earth, devoured one another and were in turn devoured. They're gone.<br />When Gehenna happened, the Sabbat rose up to combat the ancients. For all their attrocities and inhumanity, the Sabbat were the sect that stood against the apocalypse. And they were crushed, utterly destroyed. In the end, the sect was merely a speed-bump to the Antediluvians. They slowed them down just enough that the ancients never stabilised and adapted to the new world, and devoured themselves. The entire sect sacrificed themselves, buying the world a future.<br />The Camarilla, meanwhile, were destroyed by the second inquisition in the 21st and 22nd centuries. Rising fascism, advanced information technology and a stagnating camarilla meant they just couldn't keep up. The Inner Circle are all dead, as are most of the methuselahs that formed the upper leadership of the sect. <br />In the resulting power vacuum, four factions rose to power: the Anarchs, the Bahari, the Baali and the Metamorphocists. </div><div><br /></div><div><span style="font-size: large;"><b><u>Types Of Blood-drinkers</u></b></span></div><div>At this point in time, the blood has mutated. As well as vampires, Revenant lines are stable, flourishing and ever-evolving. And somewhere between the two, thin-bloods of the fourteenth, fifteenth and even sixteenth generations thrive. The thin bloods are more alive than vampires, more dead than revenants. Caitiff are common, mutations of the blood are common, and minor bloodlines emerge among true vampires with increasing frequency. <br />The line between vampire, revenant and thin-blood grows blurry.</div><div><br /></div><div><b><u><span style="font-size: large;">Anarchs</span></u></b><br />The Anarchs stepped up to fill the space left behind by the Camarilla. And that space was Camarilla-shaped, so that's what the Anarchs become.<br />The Anarchs are the status quo now. They're city-based, internally organised (at least on the level of individual domains), and they talk to each other. By default, you're probably an anarch.<br />Anarch society lacks the global organisation that the Camarilla had, but on the level of cities its similar. Substitute Baron for Prince, and Reeve for Sheriff, Harpies are still Harpies, and you get the picture. The traditions are less absolute law, more suggestions, but they're still broadly followed. Except the Masquerade, that one is still absolutely strict. The Anarchs blend into human society, manipulating soft power, covering things up. A city where the masquerade is seen to be failing is soon invaded and taken over by worried neighbours.<br />Anarch sorcery remains limited. A tool to be dabbled in, but not the main focus of the sect. The Anarch movement remains focussed on worldly matters, on politics and social movements. The Anarchs are a hotbed of political theory and struggle, where old political models - from democracy to total communism to feudalism to meritocracies - struggle against one another in new forms and unexpected combinations. The Anarchs are a sect obsessed with an ever-churning political arena.<br />The remains of the Camarilla persist here and there within the Anarchs, as a secret society. Camarilla membership is hidden, but among themselves the ranks of Prince, Archon, Sheriff and so on persist. The Camarilla are a ritualised, highly formal society, but unlike the Anarchs they're a global organisation. Here and there, they put members into positions of power within a barony, push Anarch politics one way or another. To those outside the secret sect, they don't exist as more than a historical footnote or a rumour.</div><div><br /></div><div><b><u><span style="font-size: large;">Bahari</span></u></b></div><div>Where the Anarchs are urban, the Bahari are rural. The cults of the dark mother dwell in the wilderness, preying on itinerant human populations, and cultivating their gardens. </div><div>To the Bahari, the suffering and upheaval of the third and fourth millenia were unequivocably good. Old social orders were cast down, and in the crucible of tribulation a new order was formed. They consider themselves to be winning, more or less. They got the world they wanted. <br />The Bahari have inhereted sorcery from a number of sources, including the remnants of the Tremere and Giovanni, as well as older, near-extinct clans and bloodlines. They've synthesized it into something new - they call it Edenic Magic - and mastered it. <br />Edenic Magic deals with land, life, birth, and blood. It empowers ghouls, it elevates ghouled animals, it makes barren land fertile, it creates strange blood-infused plants. Bahari witches create gardens full of strange wonders and horrible monsters. <br />These enclaves in the wasteland are hidden oases of untamed life. Beautiful in their own way, and unnaturally lush. Some human communities come to dwell in these places, inevitably being drawn into the worship of the dark mother. Such people end up becoming monsters, in one shape or another. Dozens of revenant families flourish in such places, and Vicissitude and Edenic sorcery shape even the mere mortals into new, holy monsters. <br />The Bahari have no interest in warring with the Anarchs, no matter how many posters and pamphlets the Anarchs send them. They have their land and their cult and the clear favour of their dark patron, and all is well. The Anarch Barons have learned to leave these gardens well alone, as any agents sent in don't come back. </div><div>What little remains of the Sabbat can be found here. Ritae such as the Vaudlerie and Games of Instinct are sometimes practiced alongside older Bahari rite like the Two Trees. <br /></div><div><br /></div><div><u><b><span style="font-size: large;">Baali</span></b></u></div><div>Guess who's back!<br />The events of Gehenna saw a surge in Baali numbers, rising up to sacrifice vast numbers of kindred and kine to their patrons. They were mostly - <i>mostly</i> - pushed back by Anarch and Bahari leaders.</div><div>The Baali spread unlike other vampires. They can re-embrace outsiders into their clan, and often succeed in doing so. It's hard to keep track of them. <br />The Baali have nests here and there, in the wilderness and under cities. They keep to themselves for decades at a time, and then maybe once a century burst forth in great numbers, empowered by demonic patrons, to wreak havoc. </div><div>What do they want? It's not clear, but each Baali uprising seems to achieve its inscrutible goals before retreating back to the darkness. They're getting what they want, it seems. <br />Long story short these are the terrifying demonic boogymen they've always been. </div><div><br /></div><div><span style="font-size: large;"><b><u>Metamorphocists</u></b></span><br />The Metamorphocists have grown hugely in numbers since the fall of the Sabbat, spreading far beyond clan tzimisce. Metamorphosis takes new forms among new clans and bloodlines. A necromancer might seek to master death, undeath and the states between, and call this metamorphosis. An abyss mystic might become a thing of shadows and emptiness, and call this metamorphosis. A Ravnos might surround themselves with illusions, such that the truth ceases to matter and all that remains is perception, and this, too, is metamorphosis.<br />The Path of Metamorphosis has itself changed and evolved. The proscriptions against sharing knowledge have been discarded as slowing the great work of azi dahaka down. In its place, a dozen different philosophies have sprung up, each claiming their own way to ascension works. Somehow, Golconda has been absorbed into the wider Metamorphocist philosophy: becoming spiritually pure is, they say, just its own road to transcendence.<br />The Metamorphocists are less a sect in their own right, and more a movement between both Anarchs and Bahari. A network of scholars, scientists, artists and visionaries. Experimenting upon themselves and each other, pushing the nature of vampires and revenants in strange new directions.<br />In theory, the Metamorphocists are powerful and well connected, and would make a potent political force if they tried, but they have historically had little interest in politics. This looks to be changing, however, as a rising faction within the sect - the Heirs of Constantinople - consider that the route to personal apotheosis can be achieved through creating the perfect society. As above, so below. A few projects have begun to create just such a society that can thrust its members into azi dahaka, and while none have succeeded yet, the work continues.</div><div><br /></div><div><span style="font-size: large;"><b><u>The Giovanni<br /></u></b></span>Most Giovanni vampires died in the events of Gehenna, sacrificed in some grand work of necromancy to protect their still-living families from the rising antediluvians. <br />This isn't to say they're gone, however. The Giovanni are, in the 5th millennium, a network of powerful and well connected revenant families, backed by a few old, powerful vampiric necromancers. Most throw their lot on with the Anarch Movement.<br /><br /><span style="font-size: large;"><b><u>Settites</u></b></span><br />Set rose, kicked the antediluvian's asses, was a magnificent dark lord, and then went away again. The Settites insist that he'll be back again one day. While some find themselves among the Anarchs, most can be found among the Bahari, an odd sub-sect substituting a Dark Father for the Dark Mother.<br />Every Eden needs its serpent, after all.<br /><br /><b><u><span style="font-size: large;">Tremere<br /></span></u></b>Extinct. Torn apart in an antediluvian three-way between Tremere, Saulot and the Eldest. Those few that remain were absorbed into the Bahari.<br />Do not think about why so many of the Baali seem to know Hermetic Thaumaturgy. It's probably a coincidence.<br /><br /><b><u><span style="font-size: large;">Tzimisce</span></u></b><br />Having an absolute whale of a time, between the old clan tending to the land among the Bahari, and the new clan going all-in on weird new forms of Metamorphocis. Now is a great time to be Tzimisce.<br /><br /><u><b><span style="font-size: large;">Lasombra</span></b></u><br />Ships full of abyss-mystics churning through the ocean's lightless depths. Lasombra are the clan of the sea, of horrible shadowy things with tentacles, and of gazing into the abyss. Abyss-mystic metamorphocists have built entire strongholds in the lightless, lifeless depths of the ocean - technologically maintained grottoes in the crushing depths.<br />Rumour has it that the eutriphied, lightless depths of the ocean are becoming one huge oubliette as the darkness spreads, and individual shadows merge together. This does not bode well.</div><div><br /></div><div><b><u><span style="font-size: large;">Daughters of Cacophany</span></u></b><br />Pretty much a pillar clan at this point. The oldest Daughters - those that predated the victorian era by centuries - were woken from slumber by the events of Gehenna, and were instrumental in the rise of the Bahari.</div><div>Alongside the Daughters, a number of other elders of obscure all-or-mostly-female lines - the Lhiannon, the Lamia, and both incarnations of the Ahrimanes - have emerged and merged into the bloodline. Think the Hecata, but for girlbosses rather than necromancers. </div><div><br /><b><u><span style="font-size: large;">Assamites</span></u></b><br />The Assamites remain hidden in Alamut, continuing to do Haqim's work despite the fact that Haqim is absolutely definitely dead. They have his ashes preserved in the fortress somewhere.</div><div><br /></div><div><span style="font-size: large;"><b><u>Ventrue</u></b></span><br />Yeah, that whole Camarilla secret society thing? Mostly a ventrue project. The clan is very much fallen from power, and has slipped into the role of pulling strings from the shadows. Many believe the Ventrue to be almost extinct - in truth, many more survive than most suspect, in disguise as Lasombra, Daughters of Cacophany, or Brujah.<br />The clan is going to return to its rightful place in charge of kindred society, it just needs to wait for the right moment.</div><div><br /></div><div><b><u><span style="font-size: large;">Brujah</span></u></b></div><div>The Anarchs are their JAM and they LOVE IT.<br /><br /><b><u><span style="font-size: large;">Toreador</span></u></b><br />You can take the toreador out of the Camarilla, but they stay the same as they always were, god bless 'em. Artists, hedonists, posers and sluts, and we love 'em for it.<br />A surprisingly large number of them among the Bahari, honestly. </div><div><br /></div><div><b><u><span style="font-size: large;">Nosferatu</span></u></b><br />You'd think that Absimilard being gone would get the Nossies to lighten up and stop being so utterly paranoid. You'd be wrong.<br />They remain the same as they ever were. Monstrous, paranoid, a bit incestuous, spying on everything. Many are embraced by the Bahari. Those that remain among the Anarchs are disproportionately likely to be part of the secret Camarilla. Really, though, they remain convinced their clan founder will come back ANY DAY NOW, and carry on much a they always did, putting clan before sect.</div><div><br /></div><div><b><u><span style="font-size: large;">Malkavians</span></u></b><br />A lot of Metamorphocists dive face first into the madness network and don't come back. The rest of the clan are much as they always were, seers and spies to the Anarchs and Bahari alike.</div><div><br /><span style="font-size: large;"><b><u>Gangrel</u></b></span><br />All Bahari All The Time.<br />One of the early breakthroughs of Edenic Sorcery was the devellopment of rituals for the Animalism discipline - much like those of Abyss Mysticism for Obtenebration - which was solidly a gangrel thing. <br /><br /><b><u><span style="font-size: large;">Kiasyd</span></u></b><br />A lot of metamorphocists here. The rest have settled into a similar role to that the Tremere once held among the anarchs, a bloodline of occultists and sorcerers, almost all of which fuck around with abyss mysticism.</div><div><br /></div><div><b><u><span style="font-size: large;">Ravnos</span></u></b><br />Mostly anarchs. Not super numerous, but surprisingly influential.<br /><br /><b><u><span style="font-size: large;">Samedi & Harbingers Of Skulls</span></u></b></div><div>These skull-faced nutters are often metamorphocists. The underworld is, frankly, all maelstrom all the time at this point, so necromancy has turned its focus back to the more physical aspects of death. Like the Kiasyd, these chaps have been absorbed into the space the Tremere once filled, as occult experts to the Anarch movement.<br /><br /><b><u><span style="font-size: large;">Werewolves</span></u></b><br />Gaia is dead, the wyrm is having a post-dinner nap and the werewolves murdered each other in pointless wars. This is a vampire game: suffice to say that the werewolves are pretty much gone and the wilderness belongs to the Gangrel and Tzimisce.</div><div><br /></div><div><b><u><span style="font-size: large;">Mages</span></u></b><br />The technocracy won, science is real, and magic isn't. <br />Having successfully got what they wanted, the technocracy faded into obscurity. After all, they accidentally defined themselves out of existance, and now they're just very good scientists. This is, remember, a Vampire game.</div><div><br /></div><div><b><u><span style="font-size: large;">Changelings</span></u></b><br />Nobody believes in fairies anymore. They've all fucked off elsewhere.<br /><br /><b><u><span style="font-size: large;">Wraiths</span></u></b><br />The underworld is a mess. Most wraiths are spectres, hauntings are horrible, and necromancy is dangerous as fuck.</div><div><br /></div><div><b><u><span style="font-size: large;">Demons</span></u></b><br />See: baali.<br />The slumbering demons are kept appeased by whatever the fuck the baali are doing, for now. Them waking up is the major existential threat facing the world, and nobody can tell if the baali are trying to do that or prevent it. Not even the baali, honestly.<br /><br /><span style="font-size: large;"><b><u>Mummies:</u></b></span><br />Lol no.<br /><br /><i><b><span style="font-size: large;">More:</span></b></i><br />God am I gonna end up writing mechanics and shit for this? oh no.</div><p></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com10tag:blogger.com,1999:blog-2556965477270279581.post-75889310774847727582021-11-17T05:44:00.000-08:002021-11-17T05:44:19.800-08:00Fuck Balance<p> There's a vampire the masquerade game I'm playing in. One, Josephine, is a successful ancilla, with significant social influence over mortal and vampire society, a title in the camarilla court and a big pile of mind-control she can do. The other, Anh, is a mentally ill (and rather impressionable) mortal scientist who's been actioned off to one of the local vampires as a ghoul, and who's had a total emotional breakdown as a result.<br />Both are a whole lot of fun to play, in very different ways. <br /><br />The first one I made was Josephine. She's got a lot of XP and a lot of social clout. She is, in a lot of ways, a character who <i>acts</i>, who makes things happen. This has grown to be quite a heavy weight. What she does has significant knock-on effects for other characters.<br />So I made a second PC, one who would give the opposite experience. Anh's bad at things, on purpose. She's a character who things - often quite bad things - <i>happen to</i>. She's experiences events, but rarely instigates them. And this has been a refreshing change of pace.<br /><br />Why do I bring this up? Well, my point here is that there are different experiences you can want from a game. You may want to feel empowered and in control. You may want to feel powerless and be acted upon. You may want to struggle for agency. You may want to have agency <i>taken from</i> you. You may want to observe and understand, but not act. Or to act blindly, but not have the full picture. <br />These are pretty different experiences, and the key thing about them is that they're about experiencing different amounts - and sorts - of agency. It can be compelling to play a character without agency, it can produce some wonderfully emotionally charged moments. <br />I have a reputation with certain storytellers for building PCs who are underpowered on purpose. It's become a bit of a joke.<br /><br /><br />It's a pretty common understanding that mechanical power can give your character agency in the fiction. A character who's mechanically powerful will be powerful in the fiction. Most people who think very much at all about this agree on it.<br />The follow-up thought, though, tends to be this: <i>"Therefore, all PCs should be about as powerful mechanically, so all PCs have as much agency in the fiction."</i> And this I disagree with.<br />Sometimes, I come to a game, and I want the experience of being weak and out of my depth, and the system doesn't want to let me. Character creation's strict guidelines funnel you towards a particular level of mechanical power, and if you want less or more than that, you have to <i>fight</i> the game for it. You have to powergame to be powerful, or reverse-powergame to be weak. <br /><br /><br />I wish more games just gave you an explanation of what different stats and values mean in the fiction, what effect they'll have on play, and then let you stat whatever the fuck you want with that in mind. You don't have to twist the character gen system to get it to do what you want, you just stat the character, like the GM might stat an NPC. <br /><br />That's the thing. Balanced characters don't matter. They don't, they just don't. People willingly played D&D 3.5 and Pathfinder 1, and had fun with them despite the wide disparity in power between (say) a 7th level Druid and a 7th level Monk. I have a lot of criticisms of 3.pf as a system, but "some classes are stronger than others" isn't one of them really. Yeah, playing a monk or a ranger made you weak, but that's only a problem if you didn't find being the underdog fun, and ended up in that position without wanting to. But when somebody knew that monks were under-powered and played one anyway, and knew what they were doing? It's fine. <br /><br /><br />There was a discussion we had during the playtesting for Dungeon Bitches, on this topic. I forget exactly which people it was, but it went something like this:<br />A: <i>"So, if you take the Beast's sex move to max out your Hard at +4, and then combine it with the right Amazon and Beast moves, you can make it so you can never fail at Lashing Out and basically never suffer any consequences for it."</i><br />B: <i>"That's pretty powerful. So what do we do about it?"</i><br />A: <i>"I dunno, I think I'm fine with it. Yeah, you're amazing at fighting, so what?"</i><br />B: <i>"Right. You've made a character who's only good at violence, and so desensitized to it that it just doesn't affect them anymore. That's not a mechanical problem, that's a compellingly flawed character."</i><br />A: <i>"So we keep it as is."</i><br />Which sums it up pretty well, I think. I can see a lot of a Certain Type of player looking at Dungeon Bitches, spotting that little combo, and going <i>"Aha! I have broken this game!"</i>, but no. You want to be great at one particular move? Go ahead! It's only a problem if you think it's a problem. If you want to be really good at something? Go right ahead, the game will be just fine.<br /><br />I think in RPGs we inherent a lot of assumptions from other tabletop games - wargames, boardgames, etc - about balance, that an option being stronger or weaker is a problem. We forget that, unlike wargames etc, ttrpgs are open ended experiences. They aren't competitive, there's no defined end-point, there's no winner or loser. So if one option is stronger or weaker... so what? It's not unfair to the players because they aren't in competition. And - as I explained earlier - being stronger or weaker <i>can be fun</i> in its own right.<br /></p><p>The problem isn't mechanical potency of characters, it's how much spotlight time they get, how much the narrative <i>cares</i> about them. A character can be disempowered and have horrible things happen to them, and still be compelling to play so long as they get as much narrative focus as everybody else, as anybody who's played The Mortal in Monsterhearts can attest.</p><p>If I want to play a vampire Elder and be hugely powerful, a mover and shaker of the game... why shouldn't I do that? And if I want to play a Ghoul, and be out of my depth and disempowered, why not? And, indeed, the presence of both in one game starkly highlights the differences between them that makes playing both more rewarding. Being the Elder makes you feel powerful, because there's the ghoul PC to act on. And the Ghoul gets to feel the struggle of being manipulated by vampires, because those vampires are mechanically stronger than them.</p><p>Now, it might happen that some players try to make mechanically powerful PCs in order to be able to engage in other toxic behaviors. They hog the spotlight, they invalidate other players' creative input, etc etc. The problem here isn't lack of balance, it's bad players using the tools the game gives them to do toxic things. No amount of carefully written mechanics will make a toxic player nicer, they'll just exploit whatever ruleset you give them.<br />The solution is not to play with shitty players.<br /><br /></p><p>I don't think it's possible to design a perfectly balanced game without all options being mechanically identical. And if you pursue balanced character creation in your design, other aspects of character-creation-design will suffer. You'll have playstyles that don't <i>feel</i> meaningfully distinct. You'll have less options for what you can really make in the system. Things will become constrained, and if players try to move outside the very narrow band of balanced design you set out, things will fall apart. <br />So why bother? Set out the options, what they mean in the fiction or as metaphors, and what sort of experience they facilitate. <br />Then trust your players to make characters they'll enjoy, with the right level of mechanical power for the experience they want.</p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com16tag:blogger.com,1999:blog-2556965477270279581.post-74634502691271201472021-08-02T15:44:00.002-07:002021-08-02T18:21:47.230-07:00On Fudging The Dice<p> Been a while, hasn't it? And now Ya Girl is back with her hot opinions.<br />I'm doing discourse. God help me.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://www.publicdomainpictures.net/pictures/380000/nahled/dices-dados-rpg-games.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="345" data-original-width="615" height="345" src="https://www.publicdomainpictures.net/pictures/380000/nahled/dices-dados-rpg-games.jpg" width="615" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">here is a photo, because the algorithm likes that.</td></tr></tbody></table><br /><p><br />So. Dice fudging. It's been in the conversation lately and everybody has very strong views and I cba to try to fit mine in a tweet so here we go.<br /><br />First up, let's define our terms. Dice Fudging is when you roll a dice for some mechanic, and the result is rubbish so you pretend you got something else instead. You generally see it discussed in the context of the GM doing it in order to keep the story flowing or anything too weird happening.<br /><br />So, right off the bat I'm going to say that the "never fudge, let the dice fall where they may" people are wrong. Not because that's not a valid style of play, but because they're being absolutist about a matter of subjective taste. I'd also say that the (less common) people who say that a GM has an obligation to fudge to keep things on track are making the same mistake.</p><p>In practice, how you handle this is going to vary wildly from group to group depending on tastes, priorities, the system being used, etc etc.<br /></p><p>The question isn't really about the GM getting to ignore the dice, it's how you relate to the game mechanics as a power structure. If following the mechanics and dice rolls to the letter results in a naff outcome, do you overrule them? And different play cultures have different answers to that question. Assuming everybody else shares your culture of play, or that a single culture of play applies to all the games you use, will lead to less interesting results.<br />If I'm playing Call Of Cthulhu and flub a Notice roll to get that vital clue that moves the investigation to its next step, then the GM tweaking things so the investigation doesn't stall out is pretty justified. On the other hand, if I'm playing B/X and fail a save vs poison and my PC dies, the GM shouldn't be tweaking that because unexpected lethality is part of the intended experience. Different priorities in different games.</p><p>I mean, hell, even as an OSR GM I've done this now and then. Mostly for random encounters, if I roll an encounter and it makes no sense for it to be there (perhaps I get a large predator in a tomb without enough prey to support it), I ignore that result and re-roll. I'm prioritising keeping the fiction internally consistent over obeying the whims of the dice.</p><p>On the other hand, I'd never fudge things like combat or traps. If you die, you die. Play smarter next time. Otherwise, if I tweak things to save one PC, that sets a precedent for similar situations in future. Bad vibes.</p><p>Ultimately, it comes down to having a robust social contract in place. If everybody's on board with that style of play, it's fine. If they aren't, it's not. Just make sure everybody's on the same page, and be open about what you're doing. </p><p><br /></p><p>A lot of the time, fudging the dice is a corrective mechanism. Perhaps you called for a roll when you didn't really need one, and realise after the fact that actually, no, you already know what should happen. Perhaps the game mechanics are flawed or don't cover this situation, and produced an inappropriate result. Nudge things back on track, and move on.<br />No RPG is perfect (except the ones I write, obvs). Some amount of maintenance will be needed on the fly. Sometimes, fudging dice is just a way to account for those flaws without having to take the whole game apart and houserule it to be better, which might be more effort than it's worth.</p><p><br /><br /><br /></p><p>So far, so milquetoast. Now time for a 1000 scoville take.<br /><br /><b><i>If the GM can fudge the dice, why can't the players?</i></b></p><p>This is one of those questions that gets people really weirdly angry. Like asking 'if you eat meat and that's okay, why isn't it okay to kill animals for the fun of it'? It exposes those little irrational biases that make people uncomfortable, I suspect.</p><p>And the answers I mostly get generally take the same form.<br /><i>"Oh, you can't trust players, they don't know what's best for them."</i><br /><i>"If you trust the players with that, they'll abuse it."</i><br /><i>"The GM's job is to make the game fun, and players don't have that responsibility."</i><br /><i>"What's to stop the players fudging every roll and winning everything?"</i><br />...and so on and so forth.<br /></p><p>And I dunno. I find this perspective fucking infantilising. It treats players like selfish assholes with no impulse control who just want to win at all costs. The GM has this paternalistic duty over the players, who will ruin everything if you let them, because they don't know what's good for them. Urgh. </p><p>Here's another thing. <br /><i>"No, the players can't fudge! That's </i><b style="font-style: italic;">cheating</b><i>!"</i><br />Is it? Is it though? If everybody at the table is cool with it, if it's explicitly an option, then you're not violating your social contract. <br /></p><div style="text-align: right;">(See also the question asked of many polyamorous people: "If you hook up with somebody else, aren't you just cheating on your partner?" No, because no agreement is being violated, and they're fine with it. Jeez. Okay end of stupid aside.)</div><p></p><p><br /></p><p>What this comes down to is power structures. The GM is given power. They can ignore the rules, if they want to, because they're in charge and it's their prerogative. Rule 0 means what the GM says goes. Players can't, though, because we don't allow them that power.<br />Fuck that noise.<br /></p><p>You want to know a dirty secret? I've fudged dice as a player sometimes, too. And you know what's fascinating, and counter to all the arguments I hear on the topic? I've never done that to make myself succeed. <br />But sometimes, I want to fail and the dice won't let me. Sometimes I want to RP having that trauma and paranoia, and want my investigator to fail her San check. Sometimes I think it would be more fun to fail my self-control roll and accidentally blood bond myself. Sometimes I want my Dread character to knock over the jenga tower and go out in a blaze of glory.<br />Sometimes failing is fun, and the dice won't let me.<br />And this is a playstyle that so many people in this discussion just... don't seem to account for. They see it in terms of 'winning' and 'unfair advantage' because... <br />Well, look. Because D&D is often played as a game about violence and winning, and they assume that's how all RPGs work.<br /><br />You know what? If we've decided that we're going to override the mechanics sometimes to make the game more fun, then that power probably shouldn't be centralised in only the GMs hands. Players should get their own creative input.<br />Heck, sometimes people ignore the dice because, look, they've had a shitty day and they just want to feel powerful, and if they do <i>so fucking what?</i> We aren't playing poker, money isn't on the line. Heck, it probably isn't even a PvP situation. Just let them have it. It's not a big deal.<br /><br />Why are people so mad about this?<br />Because it questions the unspoken, unchallenged assumptions about GM authority. And that makes them uncomfortable.<br /><br />And look. High GM authority games where the players don't have that control can work fine. Plenty of mystery or exploration games, for example, rely on hidden information to function, and the GM is making calls with info the players aren't privy too, and bringing the players behind the curtain to make these calls would spoil the process of discovery.<br />It can work really well. But it's not the <i>only</i> way of doing these things.<br /><br /><br />I feel I should probably clarify that I tend to favour games that don't fudge dice, either as a player or a GM. But also, I favour games which only roll dice occasionally, in high-stakes, uncertain, dramatic situations. Mostly you can handle things with the conversation loop, letting the fiction evolve without needing randomness to get involved.<br /><br /><br /><br /><br />Anyway in conclusion, it's a complex topic that largely comes down to individual taste, and also our default assumptions about GM authority aren't the only way to do things.<br /><br /><br /><br />Addendum: a friend described dice fudging (when used in healthy ways) as basically a retcon. Something went wrong - either the mechanics were flawed or a bad call was made - so we're going to go back and undo that mistake. Which I think is a good way to look at things.<br /></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com33tag:blogger.com,1999:blog-2556965477270279581.post-6133843696710675352021-04-30T13:16:00.004-07:002022-09-29T12:18:30.537-07:00The Daughters Of Cacophany for Vampire 5th Edition<p><i><span style="font-size: x-small;">As with my post on the Kiasyd this is all completely unofficial and I have no idea what, if anything, White Wolf plan to do with the Sirens in v5. This is my own take on them, hacked together for v5 based on what I find cool about them.<br /><br />I might put this in a little zine. Maybe with my kiasyd stuff, maybe on its own. I don't know. We'll see.</span></i></p><p><i><span style="font-size: x-small;">With that out of the way...</span></i></p><p><i><span style="font-size: x-large;"><br /></span></i></p><p><i><span style="font-size: x-large;"><b>The Daughters Of Cacophony</b></span></i></p><p> <i>Also known as Sirens, Banshees, Daughters, Chanteuses, Sisters of the Fugue.</i></p><p><br />The Daughters of Cacophony are a rarity among vampires, a lineage apparently descended from none of the great clans. Seemingly incredibly diverse, the Sirens can be found in all sorts of situations, among all sorts of vampires. Still, there are two consistent factors; all of them are women, and all of them are driven by music only they can hear.<br />This song - called 'the Fugue' by most who hear it - is central to the Daughters' identity. It shapes them, guides them, and sets them aside from other vampires. Indeed, one of the distinguishing marks of the line is their ability to channel the Fugue into hypnotising music.<br />Ask five Daughters where they came from, and you'll get six different answers. They date back to the nineteenth century, or the renaissance, or the first nights. They're descended from Malkavians, or Ventrue, or Toreadors, or some blend of those lines, or are a separate line all of their own. As ever, the only consistent element is the Fugue, which all identify as being the heart of their identity.</p><p><i>"Listen to that. You hear it, don't you childe? Isn't it beautiful?"<br />"People will tell you that you're just hearing things that aren't there, but that's not true, is it? No, not when I hear it too. We all do, daughter. The most important thing you can do is learn to listen to it. Pick out the individual threads, learn what they mean, how to pull on them to your benefit. Let it flow through you, guide you, inspire you."<br />"You'll hear all sorts of things about us. That we're actually Malkavians, or Toreador, or even Ventrue... that we're a mere offshoot of some greater clan. Untrue. We're united by the fugue we all hear, in a way distinct from those other clans. The music is far more fundamental than mere blood."<br />"So, if we're not just a splinter from one of the Thirteen, what are we? Rumour has it that we were made. Oh, the stories vary. Some have it that we owe our existence to the actions of the fey. Others to the mysterious Black Hand, or to the mythical Crone or Lilith."<br />"In truth? Well, I'll tell you what my sire told me. She told me that the stories all have a note of truth to them, but whoever made us doesn't want to be known, and that those of us who investigate our origins too thoroughly tend to find themselves... disposed of. Not killed, nothing so crass as that, and besides, we're hard to kill. But the closer those daughters get to the truth, the more the fugue rises up within them, until they become overwhelmed by it, a banshee, little more than a vessel for the fugue to flow through them into the world."<br />"Perhaps that's what we were always meant to be, hosts to the music that guides us."<br />"Still, there's one clue I'd give you. We're a sisterhood. We don't - with a very few exceptions - embrace men. And we're not alone in that, throughout history there have been all sorts of obscure lineages of a similarly matriarchal bent. The Lamia, the Lhiannon, the Ahrimanes. Us. Sisterhoods that rise and then dwindle into obscurity after their time of prominence. Why is that?"<br />"Well, as I say, we were made. And so, one assumes, were they. One then simply has to ask, who by, and to what purpose?" <br />"Why were we given the gift of music? To express some deeper truth? Very good, childe. Now you start to understand our purpose."</i></p><p><br /></p><p><b><i><span style="font-size: x-large;">Who Are the Daughters Of Cacophony?</span></i></b></p><p>The Sirens are a comparatively young lineage. The most popular histories claim they emerged at some point in the Victorian era, and indeed the 19th century was rather their heyday. More informed histories place their origins before this, and have the Victorian era merely be the point when they stepped out of the shadows and into the spotlight of kindred society. Other chronologies have them well established, if secretive, by the renaissance, and suggest that their creation - however it happened - was at some point in late antiquity.<br />To outsiders, the most noticeable feature of the Daughters of Cacophony is the supernatural power carried by their voices. Their ability to project their voices or imbue their songs with overwhelming emotion seems more or less unique to the bloodline, but it's merely a sign of the deeper matter.<br />That matter, of course, is the Fugue. Each Daughter hears a constant soundtrack to her life, that underpins everything she does. At times this might prove a comfort or provide guidance, and at others this Fugue can become a source of inescapable torment. The unique skills of the Daughters all depend on tuning into the Fugue, picking out specific melodies or replicating it for a wider audience.<br />Whilst the Fugue can be a source of inspiration and strength for the Daughters, it's not without it's risks. The music can prove dangerously distracting at critical moments, preventing a Daughter being able to focus or pulling her attention from details others would notice. Further, those who immerse themselves in the Fugue too deeply risk being overwhelmed by it. To give in to the Fugue and let it guide you completely is to relinquish control, becoming a mere vessel for a force greater and stranger than yourself. The Daughters who do this - either willingly or driven to it - are commonly called 'Banshees' and are, by all accounts, utterly inhuman creatures, driven by alien urges to bend the emotions of those they encounter to strange purposes.<br />In truth, every Daughter has the potential to become a Banshee if she just <i>lets go</i>, and there's no distinct cut-off point for who is and isn't a Banshee. The more she relies on the Fugue over her own faculties, the closer she comes to that state.<br />For the most part, the Sirens are not a well organised lineage. They tend to be fairly isolated, with a domain containing perhaps a single Siren or a small handful of them. Relations between them are casual, with no formal structure guiding the bloodline. Given Daughters might be friends, lovers, or rivals, and behave accordingly, but there's no leadership or positions within the bloodline. That said, every Daughter is guided by the Fugue, and when necessary the Sirens have been known to gather in larger numbers, forming choirs who's songs are capable of incredible feats. Such gatherings are never formally announced, but the Sirens involved feel the tug of the fugue guiding them.<br />For the time being the bloodline has no particular allegiance to any sect. Many find the refined structures of the Camarilla comforting, while others have little interest in politics and become autarkis. Regardless of a given Chanteuse's allegiance, most find themselves welcome in the halls of Kindred society as socialites and entertainers.</p><p><br /><br /><span style="font-size: x-large;"><b><i>Disciplines</i></b></span></p><p><b><i><span style="font-size: large;">Fortitude</span></i></b><br />The Daughters of Cacophony are surprisingly resilient, physically and emotionally. They have to be, after all, to cope with the constant barrage of stimulation that is the Fugue. Further, the Sirens are not known for being particularly discreet, being driven by strange passions and urges, and Fortitude grants them a certain survivability that others might lack.</p><p><b><i><span style="font-size: large;">Auspex</span></i></b><br />The Sirens are, at their heart, artists, driven by an urge to express themselves creativity. Auspex is an invaluable tool here, heightening their senses and letting them read their audiences. <br /><br /><b><i><span style="font-size: large;">Presence</span></i></b><br />Presence is perhaps the most favoured discipline of the Daughters. The desire to be the centre of attention, to express themselves and bend others' emotions is strong in the Daughters, and many indulge in obvious uses of Presence as part of their performances. There is also, of course, the added benefit that Presence can make feeding wonderfully easy.</p><p><br /></p><p><b><i><span style="font-size: x-large;">Bane</span></i></b></p><p>All Daughters of Cacophony hear the Fugue, constantly and without respite. While many will argue that this is not a flaw at all, in practice the constant din has its drawbacks, and can prove incredibly distracting. Whenever a Daughter is in a heightened emotional state - angry, newly in love, terrified or similar - she loses as many dice as her bane severity from <i>all</i> dice pools not directly relating to the subject of those emotions.<br /></p><p><span style="font-size: large;"><b><i>Compulsion: Inspiration</i></b></span><br />The Chanteuse is filled with a sudden, overwhelming urge to perform some act of artistic expression. This might be a performance, a written work, a religious rite, a musical score, or some other creative act. The urge is not always entirely the Chanteuse's own, as the Fugue can provide strange inspiration.<br />Until the work is complete, the Chanteuse is distracted by the urge, which steadily grows more and more overwhelming. She takes a one dice penalty to all dice pools until the work is completed to her satisfaction, which - depending on the nature of the art - might well take several nights.</p><p><br /></p><p><span style="font-size: x-large;"><b><i>Additional Options</i></b></span></p><p><span style="font-size: large;"><b><i>Merit: Hypnotic Voice <span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span></i></b></span><br />Your voice is unusually beautiful, and people naturally find themselves drawn to listen to you. You get an extra dice to attempts to seduce or tempt people, and to vocal performances.</p><p><span style="font-size: large;"><b><i>Flaw: Twitch <span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span></i></b></span><br />There's a distinctive tell to your behaviour that indicates your emotions. Perhaps you tap your fingers to music only you hear, chew your lip when agitated, or can't keep your eyes from people who've upset you. Pick a particular emotion for your tell; you suffer a two dice penalty on rolls to hide that emotion.</p><p><b><i><span style="font-size: large;">Flaw: Urges <span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">• </span></span>or Banshee <span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span></span></i></b><br />The fugue is stronger for you, compelling you to strange acts and driving you deeper into madness. The call of the banshee beckons you stronger than it does your sisters. <br />If you took the one-dot version of this flaw, pick one of the standard Compulsions (Hunger, Dominance, Harm or Paranoia). Whenever you roll that Compulsion, you <i>also</i> suffer an Inspiration Compulsion to express whatever urge you suffered. <br />If you took the two-dot version of this flaw, whenever you roll <i>any</i> other Compulsion, you also suffer an Inspiration Compulsion.<br /><br /><br /><b><i><span style="font-size: x-large;">Melpominee - The Discipline Powers Of The Sirens</span></i></b></p><p><span style="font-size: large;"><b><i>The Missing Voice - Auspex 1</i></b></span><br /><b><i>Amalgam with Presence 1</i></b><br />The Daughter's command over her own voice lets her project it elsewhere in her surroundings, allowing her to send disembodied whispers from across a busy room, duet with herself or voice opinions without drawing attention to herself. <br />With a little effort, she can pick out specific notes in the Fugue, and draw on them to send her voice further afield, to a place or person somewhere else entirely.<br /><b><i>Cost: </i></b>Free, or one rouse check.<br /><b><i>Dice Pools: </i></b>None, or Wits + Auspex<br /><b><i>System: </i></b>The Daughter can project her voice anywhere in her immediate surroundings automatically so long as she concentrates on the effect. So long as the target location is within her immediate awareness, there's no cost or roll to use this power.<br />In order to project her voice further, the Daughter must be familiar with the target of the power, having already visited the place or met the person in question. She makes a rouse check, and then rolls Wits + Auspex. Each success on the roll lets her project her voice for one round. If she scores 3 or more successes, she can channel her voice for an entire scene.<br />While projecting her voice in this way, the Daughter's concentration is taxed. She takes a -2 penalty to any rolls whilst projecting her voice, except those involving speech or singing. <br />Other Melpominee abilities that rely on the Daughter's voice can be channelled through The Missing Voice freely.</p><span style="font-size: large;"><b><i>Siren Song - Presence 2</i></b></span><br />The Daughter can channel the Fugue into her voice when she sings, creating an overwhelming emotional response in her audience. This might be used merely to enhance a performance, but it also allows a Daughter who can attract attention to herself to manipulate the mood of a crowd or gathering wonderfully.<br /><b><i>Cost: </i></b>One rouse check.<br /><b><i>Dice Pools: </i></b>Charisma + Presence<br /><b><i>System: </i></b>If the Daughter scores any successes on her roll to use this power, everybody listening is affected. The song induces an appropriate emotion in all those listening: romantic longings for a love song, grief for a dirge, etc. This doesn't compel or direct the listeners in any way, but their behaviour will naturally be influenced by the emotions they're feeling. The effect lasts at least for the rest of the scene, but may linger for longer.<br />If a listener wishes to shrug off the effect of the song, they must spend as many Willpower points as the Daughter's successes to suppress their emotions for the scene.<div><br /></div><div><span style="font-size: large;"><b><i>Drawing Out The Banshee - Presence 3</i></b></span><br />When she draws on the Fugue fully, the Daughter's voice carries an almost hypnotic effect. When she sings to a single listener, she can draw out the exact emotional response she wants. The listener finds themselves strangely compelled to act on the feelings the Daughter induces in them.<br /><b><i>Dice Pools: </i></b>Manipulation + Presence vs Resolve + Composure<br /><b><i>System: </i></b>If the power is used successfully, the Daughter can choose <i>any </i>compulsion to induce in her listener. This might be Hunger, Dominance, Harm, Paranoia or a clan-specific Compulsion, even one for a clan the listener doesn't belong to. The listener is affected by the Compulsion until it's resolved, as normal.</div><div><br /></div><div><span style="font-size: large;"><b><i>Scream - Presence 5</i></b></span><br /><i><b>Amalgam with Fortitude 3</b></i></div><div>The Daughter opens herself up, and releases the full effect of the Fugue on those who hear her scream. The effect is physically uncomfortable, causing nose-bleeds and ruptured eardrums, and the sheer emotion it creates can push all but the most strong willed into a frenzy.<br /><b><i>Cost: </i></b>Two rouse checks.<b><i><br />Dice Pools: </i></b>Charisma + Presence vs Resolve + Stamina<br /><b><i>System: </i></b>If the Daughter scores any successes on her roll, every listener takes that many points of Superficial Damage from stress, damaged eardrums, etc. Every listener then rolls Resolve + Stamina, and if they don't beat the Daughter's successes, they enter Frenzy. <br />When the Daughter screams, she can choose which sort of Frenzy she wishes to induce; every listener is affected the same way. <br />The Daughter is not affected by her own Scream.</div><div><br /></div><div><br /></div><div><b><i><span style="font-size: x-large;">New Loresheet - Awakening Banshee</span></i></b></div><div>The Fugue sings to you, and it has so much to say. It guides you, berates you, pushes you to do strange things for reasons you don't fully understand. Which might seem like a problem, but you've learned that if you just listen to it, it can teach you so many wonderful things.<br />You start to see the greater purpose of your sisters. In little glimpses and urges, you come to realise that there's a task for you, for all of you in fact. <br />The Fugue doesn't just exist in your head, it's something bigger than any single vampire who hears it. And it's aware, and has intentions. Not in the way that a person does, but in the way that a swarm of insects or a fungal network does. An intelligence distributed through the blood of the thousands of Sirens in the world. <br />You come to understand that your bloodline is dormant. Waiting. When the time is right, the fugue will rouse you all and you'll sing as a single choir to... some end. You're not sure what yet. All you know is you're waking a little earlier than your sisters.<br />And to what purpose? You don't know, but the Fugue whispers little hints to you. Your sisters were made in anticipation of some grand upheaval. You hear whispers of the end times, of Gehenna, of the revenge of Lilith, of the Crone's return, of the ancient Black Hand. Ancient vampires who would see the society Caine built remade into something new.<br />You don't know how much of this is true, but you know that when the time comes you'll be powerless to resist the Fugue, part of something bigger, and the world's foundations will be shaken by your song.</div><div><br /></div><div><span style="font-size: large;"><b><i><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">• </span></span>Fugue Instinct</i></b></span><br />The music in your head isn't merely a distraction. It forecasts things to come, nudges and hints towards the right course of action. Once per story, you may listen to the Fugue and let it guide you. Ask the Storyteller what you need to do, and you'll get an answer from the Fugue. Roll a Compulsion for the side effects of giving yourself over to the Fugue too much.</div><div><br /></div><div><b><i><span style="font-size: large;"><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">• </span></span>Mad Harmony</span></i></b></div><div>Unlike your sisters, you've learned to listen to the whispers of the Fugue that lie under your worst urges. The Fugue guides you, and so long as you listen to it, you can retain a measure of self-control that others lack. Whenever you suffer a Hunger, Dominance, Harm or Paranoia Compulsion, you may spend a point of Willpower to replace it with an Inspiration Compulsion. <br /><br /><b><i><span style="font-size: large;"><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">• </span></span>A Vessel</span></i></b></div><div>The Fugue gives you strength, a strength you can share with your sisters. Whenever you would need to make a rouse check to use a Presence power, you can let the Fugue provide the necessary power; instead roll a Compulsion as you let the Fugue into your head.<br /><br /><b><i><span style="font-size: large;"><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">• </span></span>The Choir</span></i></b></div><div>You can guide your sisters, showing them how to open up to the Fugue and draw on its strength. If you sing to another Vampire who hears the Fugue to assist them, they can use Fugue Instinct, Mad Harmony and A Vessel as if they possessed it themselves.<br /><br /><b><i><span style="font-size: large;"><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">•</span></span><span style="background-color: white; font-family: "Times New Roman", Times, FreeSerif, serif; text-align: justify;"><span face="arial, sans-serif" style="color: #545454; text-align: left;">• </span></span>An Invitation To The Concert</span></i></b></div><div>You know a secret; the Fugue needn't be limited to your sisters. You can spread its influence if you wish. By feeding them your blood, you can cause them to hear the Fugue just like any Siren. They replace their clan's Compulsion with Inspiration, and their clan's Bane with the Daughter of Cacophony Bane. This effect lasts indefinitely.</div><div><br /></div>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com6tag:blogger.com,1999:blog-2556965477270279581.post-504428863504583782021-03-11T06:05:00.004-08:002021-03-11T06:46:35.796-08:00In Love And War (part 2 - characters)<p><a href="https://cavegirlgames.blogspot.com/2021/03/i-have-been-watching-princess-principal.html">(Part 1 here)</a><br /> So how to make a character for the game?<br /><br />First step is to pick your Classification. Your Classification is at the heart of your character: where their true loyalties lie, and why they're even involved in espionage.<br />There's six of them:<br /><b><i>-The Prodigy</i></b>, merely using spy work as a stepping stone to something greater. <br /><b><i>-The Mole</i></b>, a double agent torn between her loyalty to the team and a second set of handlers. <br /><b><i>-The Outsider</i></b>, planted by an uncertain outside power to assess the team. <br /><b><i>-The Waif</i></b>, dragged into all this without real training by her loyalty to one of the other spies. <br /><b><i>-The Monitor</i></b>, ruthlessly loyal to the team's handlers and tasked with keeping tabs on the others. <br /><b><i>-The Imposter</i></b>, who joined the team under false pretences to pursue her own agenda. </p><p>Once you've picked your Classification, the next step is to determine relationships. Each Classification has a key relationship - one that's particularly deep and complex. Pick another player's spy for that relationship to apply to, and work out the details with her. For everybody else, your relationship with her will depend on her Classification.<br />Once you've done this, a few people will already have raised Perils, and you should have a nice little web of intrigue and emotional ties between you, represented by the distribution of Hooks.<br /><br />Next, there's your Assets. Note down your starting Assets; one begins at +2, one at +1 and one at +0. You can add an additional +1 to any Asset.<br /><br />Penultimately, there's moves. Note down your Classification's Unique Move, and pick one of their Special Moves too.<br /><br />Lastly, there are a few details within the fiction to finalise. Give your spy a name. Determine, if you haven't already, how she came to be involved with espionage. Decide her appearance, social background and other quirks.<br /><br />And then you're ready to go.</p><p> <br /><br /></p><p><span style="font-size: x-large;"><b><u>The Prodigy</u></b></span><br />You're too good for this. Really, you're on a level above your team-mates, you can do things they <i>simply can't</i>. This team is a stepping stone. You'll excel at your spy work, get dirt on people in power, rise up the ranks. And then you'll make your move. You've got <i>plans</i>.<br /><br /><b><u>Your Key Relationship:</u></b><br />One of your team-mates knows your plans. Decide who. With her, decide what your plan is and how she's involved. Whatever the case is, both of you get two Hooks in each other. With her, decide if she was part of your plan from the start. If so, she raises her Suspicion by 1. If not, you raise your Heat by 1.<br /><br /><b><u>Your Other Relationships:</u></b><br />For every other member of your team (except your key relationship), establish the following:<br /><i>The Mole</i> is up to something. Maybe you can work together? Ask her if her plans align with yours. If they do, you both get a Hook on each other.<br /><i>The Outsider</i> is a wild card. You need leverage over her, but have none. She gets a Hook in you.<br /><i>The Waif</i> is too innocent for what you have planned, and you must protect her. She gets a Hook in you.<br /><i>The Monitor</i> is your lifeline to your handlers, and you rely on her. She gets two Hooks in you.<br /><i>The Imposter</i> isn't who she seems, and this fascinates you. Do your plans account for her? If so, you get two Hooks in her. If not, she gets two hooks in you.</p><p><b><u>Your Assets:</u></b><br />You start with Weapons at +2, Lies at +1, Clues at +0. Add +1 to any one Asset.<br /><br /><b><u>Moves:<br /></u></b>You start with your Unique Move, and pick one of your Special Moves.</p><p><b><u>Your Unique Move:</u></b></p><p><i><u>Just Better Than Them<br /></u></i>You get +1 to all rolls for Field Moves. You can spend Hooks you have on your team-mates to give yourself another +1 to <i>any</i> Field Move, even if they aren't involved at all.<br /><br /><b><u>Your Special Moves:</u></b><br /><br /><i><u>Flashy Violence</u></i><br />Whenever you would gain Pain from Resorting To Violence, you can go all-out and cause a dramatic scene to avoid being hurt. You don't gain that Pain, but gain 1 Heat instead.<br /><br /><i><u>Flawless Infiltrator</u></i><br />When you flawlessly Escape Notice, you get +3 to act with surprise or from cover, not +1.<br /><br /><i><u>Ice Queen</u></i><br />When somebody uses an Intimacy Move on you, you can try to shut her out, giving her -2 to the roll and a Hook in you.<br /><br /><i><u>Things Are Moving Too Fast</u></i><br />Whenever one of your team-mates makes a Crisis Move, you can intervene with a brutal application of violence. When you do, they add your Weapons to the roll, and then increase <i>all</i> of your Perils by 1.</p><p><br /></p><p><b style="font-size: xx-large;"><u>The Mole</u></b></p><p>You were a plant. Placed in the team by their enemies to track their actions. It's a dangerous game you're playing, and you're not even sure which side you're on. When push comes to shove, where will your loyalties lie? You're working very hard to avoid having to find out.<br /><br /><b><u>Your Key Relationship:</u></b><br />One of your teammates suspects that there's something not quite right about you. Decide who. Ask her how much she's told her handlers about her suspicions. If she told them everything, raise your Suspicion by 2, and get 2 Hooks in her. If she told them a little, but not all of it, both of you raise your Suspicion by 1 and get a Hook in the other. If she told them nothing, she raises her Suspicion by 2, and gets 2 Hooks in you.<br /><br /><b><u>Your Other Relationships:</u></b><br />For every other member of your team (except your key relationship), establish the following:<br /><i>The Prodigy</i> is up to something. Good, you're up to something too. She gets a hook in you.<br /><i>The Outsider</i> is a potential ally. Ask her if she'd be sympathetic to your cause if she knew about it. If she would, you get a hook in her. If she wouldn't, she gets a hook in you.<br /><i>The Waif</i> is an easy mark. Get a Hook in her.<br /><i>The Monitor</i> is dangerous. You've got her fooled for now. Get a Hook in her.<br /><i>The Imposter</i> is somebody you share an understanding with, both of you having your own secrets. Each of you gets a Hook in the other.</p><p><b><u>Your Assets:</u></b><br />You start with Lies at +2, Clues at +1, Weapons at +0. Add +1 to any one Asset.<br /><br /><b><u>Moves:<br /></u></b>You start with your Unique Move, and pick one of your Special Moves.</p><p><b><u>Your Unique Move:</u></b></p><p><i><u>Double Agent<br /></u></i>You answer to a Contact working for the enemy. When you or your teammates would gain Heat, you can rely on them to cover it up for you, and you gain 1 Suspicion instead. If you go against your Contact or their orders, the resulting fallout increases your Heat by 1.<br />Whenever you complete secret orders from your Contact, you gain 1 Experience.<br /><br /><b><u>Your Special Moves:</u></b><br /><br /><i><u>Manipulative</u></i><br />Whenever you spend a Hook in somebody to offer her Experience, if she goes along with what you want she gets two Experience, not one.<br /><br /><i><u>Divided Loyalties</u></i><br />When you ignore your contact's orders to protect or benefit a team-mate, she gets a Hook in you and you get +1 to act on it. When you throw a team-mate under the bus to fulfil your contact's orders, you lose a Hook in her, and get +1 to act on it.<br /><br /><i><u>Cards Close To Your Chest</u></i><br />When you Push Her Away, if you're doing it to try to keep a secret, you can roll with Lies.<br /><br /><i><u>Get Me Out Of This</u></i><br />Whenever your team-mates spend Hooks on a Field Move to get you out of trouble, each hook spent gives +2, not +1.</p><p><br /></p><p><span style="font-size: x-large;"><b><u>The Outsider</u></b></span><br />You're not from here. A visitor from another power, you've joined the team for your own reasons, offering the unique talents your homeland trained you in. You have a secondary mission, on behalf of your homeland, to report back on what your team discovers. Your divided loyalties are tolerated... for now.<br /><br /><b><u>Your Key Relationship:</u></b><br />One of your team-mates made arrangements for you to join the team. Decide who. With her, decide what it took to convince your handlers you were a good investment. Increase your Suspicion 1. Ask her; does she trust you? If so, you get two Hooks in her. Ask yourself; should she trust you? If so, she gets two hooks in you.<br /><br /><b><u>Your Other Relationships:</u></b><br />For every other member of your team (except your key relationship), establish the following:<br /><i>The Prodigy</i> is your rival. Ask her if she considers you her peer; if she does, you get a Hook in her.<br /><i>The Mole</i> is interesting, and you want to understand her better. She gets a Hook in you.<br /><i>The Waif</i> is somebody you've been able to open up to. Have you told her anything shocking? If so, she gets a hook in you.<br /><i>The Monitor</i> is risky, without her favour you could lose this little arrangement. Ask her if she trusts you; if she doesn't, she gets a Hook in you.<br /><i>The Imposter</i> worries you. Ask her if she's been keeping tabs on you, if she has, you get a Hook in her. </p><p><b><u>Your Assets:</u></b><br />You start with Weapons at +2, Clues at +1, Lies at +0. Add +1 to any one Asset.<br /><br /><b><u>Moves:<br /></u></b>You start with your Unique Move, and pick one of your Special Moves.</p><p><b><u>Your Unique Move:</u></b></p><p><i><u>Special Arrangements<br /></u></i>You have a Contact from your homeland, who relies on you to pass information on to them. When they learn something critically important from you, you gain 1 Experience and they smooth things over for you with your handlers, allowing you to lower your Heat or Suspicion by 1.<br /><br /><b><u>Your Special Moves:</u></b><br /><br /><i><u>Favourite Weapon</u></i><br />You have a unique weapon that you're specially trained in. When you're using it, you can Resort To Violence at +2.<br /><br /><i><u>A Harmless Oddity</u></i><br />You don't gain Heat for causing a commotion or scandal if you can play things off as merely a cultural misunderstanding.<br /><br /><i><u>Deadly Beauty</u></i><br />When you're armed, dangerous and flaunting it, you may roll to Flirt with Weapons.<br /><br /><i><u>A Fish Out Of Water</u></i><br />Whenever one of your team-members makes an Intimacy move on you, you may spend a Hook in her to ask "Why did you do that?". If she answers truthfully, she gets a Hook in you.</p><p><br /></p><p><span style="font-size: x-large;"><b><u>The Waif</u></b></span><br />You're in over your head. Circumstances dragged you into this, somebody you couldn't bear to abandon even as she dived into the dangerous world of espionage. So you let her pull you in with her, and now you've got to learn fast. If you can't keep up, it's not just yourself at risk, it's her too.<br /><br /><b><u>Your Key Relationship:</u></b><br />You got pulled into this world by one of your teammates, who you were close to before all this began. Decide who. Decide with her how you know one another and what happened to drag you into her messes. She gets two hooks in you. Ask her if she thinks you're coping with this new life. If she thinks so, you both get another Hook in each other. If she thinks not, you get two Hooks in her. Then ask yourself if you're <i>actually</i> coping. If so, raise your Suspicion by 1. If not, raise your Pain by 1.<br /><br /><b><u>Your Other Relationships:</u></b><br />For every other member of your team (except your key relationship), establish the following:<br /><i>The Prodigy</i> dazzles you. She gets a Hook in you. Ask her if she even notices you; if she does, you get a Hook in her, if she doesn't she gets another Hook in you.<br /><i>The Mole</i> feels like a kindred spirit, almost as out of her depth as you are. She gets a Hook in you.<br /><i>The Outsider</i> is fascinating and dangerous. She gets a Hook in you.<br /><i>The Monitor</i> is somebody you feel driven to impress. Ask her if she takes you seriously; if she does, you get a Hook in her, if she doesn't she gets a Hook in you.<br /><i>The Imposter</i> isn't what she seems, and you suspect something. She gets a hook in you. Ask her if she realises; if she does, you get a Hook in her, too.</p><p><b><u>Your Assets:</u></b><br />You start with Clues at +2, Lies at +1, Weapons at +0. Add +1 to any one Asset.<br /><br /><b><u>Moves:<br /></u></b>You start with your Unique Move, and pick one of your Special Moves.</p><p><b><u>Your Unique Move:</u></b></p><p><i><u>Out Of Your Depth<br /></u></i>You rely on others for strength. You get a flat -1 to all Field Moves. Whenever somebody makes a Field Move to protect or cover for you, they get +1 to the roll, and you each get a Hook in the other.<br /><br /><b><u>Your Special Moves:</u></b><br /><br /><i><u>Backstage Support</u></i><br />Whenever you spend an Advance to reduce a Peril for anybody, you get to do so twice. The second time doesn't need to be the same Peril, or even the same person.<br /><br /><i><u>Healing</u></i><br />When you successfully Rescue or Open Up To one of your team, or visa versa, you can take a moment to tend to her. If you do, she reduces her Pain by 1.<br /><br /><i><u>Knows More Than She Lets On</u></i><br />Whenever somebody rolls an Intimacy Move on you, ask her if she has a hidden motive. If she does, you sense that something's up, and get a Hook in her. <br /><br /><i><u>Helpful & Comforting</u></i><br />Whenever your spend Hooks to assist a team-mate, each Hook gives +2, not +1 to the roll.</p><p><br /></p><p><span style="font-size: x-large;"><b><u>The Monitor</u></b></span><br />You're here because you're handlers don't trust everybody, but they trust <i>you</i>. Somebody in particular has your handlers suspicious. You're tasked with keeping an eye on your teammates, making sure they're completely loyal, and if they show signs of going off brief... you're there to <i>correct</i> that.<br /><br /><b><u>Your Key Relationship:</u></b><br />You're here to watch another of your teammates. Decide who. With her, decide why your handlers suspect her, and if that's even true - whatever the case is, she raises her Suspicion by 1. Ask yourself; in your heart, do you believe the accusations against her? If not, she gets a Hook in you. Ask her; does she suspect that you're watching her? If so, you get a Hook in her, too.<br /><br /><b><u>Your Other Relationships:</u></b><br />For every other member of your team (except your key relationship), establish the following:<br /><i>The Prodigy</i> seems too good to be true. Do you trust her? If so, she gets a hook in you. If not, you get a hook in her.<br /><i>The Mole</i> has your trust. Why wouldn't she? You've shared some moments, and get a Hook in each other.<br /><i>The Outsider</i> impresses you. You've tried to get her working with you. Ask her if she went along with it; if she did, you get a Hook in her. If not, she gets a Hook in you.<br /><i>The Waif</i> needs your help if she's to avoid being a liability. She gets two Hooks in you.<br /><i>The Imposter</i> is somebody you've come to rely on. She gets a hook in you. Do you suspect anything about her? If not, she gets another hook in you.</p><p><b><u>Your Assets:</u></b><br />You start with Clues at +2, Weapons at +1, Lies at +0. Add +1 to any one Asset.<br /><br /><b><u>Moves:<br /></u></b>You start with your Unique Move, and pick one of your Special Moves.</p><p><b><u>Your Unique Move:</u></b></p><p><i><u>Guaranteed To Be Uncompromised<br /></u></i>You never accrue Suspicion for your actions. Never ever. You can't gain Suspicion because of any move, or as a result of something you do.<br />There's a single exception to this. When your team-mates would gain Suspicion, you can lie to your handlers to cover for them. If you do, you gain the Suspicion instead of them.<br /><br /><b><u>Your Special Moves:</u></b><br /><br /><i><u>In Her Head</u></i><br />If you have any Hooks in somebody, you can roll to Flirt with her using Clues.<br /><br /><i><u>Interrogation</u></i><br />When you successfully Read Her, if she can't just leave the conversation (due to emotional leverage or physical isolation), you can ask two questions instead of one. She chooses to answer or evade each question separately.<br /><br /><i><u>You Can't Have Her</u></i><br />When you successfully Rescue a team-mate, you both get a Hook in each other.<br /><br /><i><u>I Know His Weak Spot</u></i><br />Whenever your team-mates Resort To Violence against somebody, if you've fought them before, whoever rolls may roll with your Clues if she wishes.</p><p><br /></p><p><b style="font-size: xx-large;"><u>The Imposter</u></b></p><p>You're not who you say you are. You joined the team under false pretences, to pursue a hidden agenda. It's a dangerous game you're playing, but if you pull this off you can leave your old life behind you. And in the mean time, your position in the world of espionage gives you a chance to make a real difference. </p><p><br /><b><u>Your Key Relationship:</u></b><br />Somebody knew you before you took on your new identity. Decide who. With her, decide how you knew each other, and how the two of you got you into the world of espionage. You both get a Hook in each other. Ask her if she trusts you; if she does, you get another Hook in her. Ask yourself if you trust her; if you do, she gets another Hook in you.<br /><br /><b><u>Your Other Relationships:</u></b><br />For every other member of your team (except your key relationship), establish the following:<br /><i>The Prodigy</i> seems like something to aspire to. Have you tried to be more like her? If so, she gets a Hook in you.<br /><i>The Mole</i> is up to something interesting. How does she factor into your plans? If she's a potential asset, she gets a Hook in you.<br /><i>The Outsider</i> is a useful distraction, and you've used her to cover for yourself. You get a hook in her.<br /><i>The Waif</i> is too good for this nasty world. Do you want to protect her? If so, she gets a Hook in you. Ask her if she wants your help? If she does, you get a hook in her.<br /><i>The Monitor</i> is a problem, if she uncovers you. She gets a hook in you. Ask her if she suspects anything: if so, you get a hook in her, too.<br /></p><p><b><u>Your Assets:</u></b><br />You start with Lies at +2, Weapons at +1, Clues at +0. Add +1 to any one Asset.<br /><br /><b><u>Moves:<br /></u></b>You start with your Unique Move, and pick one of your Special Moves.</p><p><b><u>Your Unique Move:</u></b></p><p><i><u>Cover Identity<br /></u></i>Your current identity is a fake persona, a mask you wear. Actions you take when you've discarded that fake persona don't increase your Heat. If you're caught adopting or discarding your fake persona, your Suspicion raises by 1. You may ask a member of your team who catch you adopting or discarding your fake persona to keep it a secret - if she agrees, then your Suspicion doesn't rise and she gets three Hooks in you.<br /><br /><b><u>Your Special Moves:</u></b><br /><br /><i><u>Yet Another Face</u></i><br />You have a carefully prepared disguise you can assume. You get +2 to Escape Notice when you do.<br /><br /><i><u>Hidden Weapon</u></i><br />When you Resort To Violence, if your victim had no idea you were armed or dangerous, roll with Lies.<br /><br /><i><u>Turn The Question Back</u></i><br />When somebody Gets A Read On You successfully, you can ask her the same question back, just as if you'd likewise Got A Read On Her shakily or flawlessly.<br /><br /><i><u>Contingency Plans</u></i><br />Whenever anybody rolls a Crisis Move, you can reveal a countermeasure you took against this possibility. Add 1 to the roll, and if it succeeds everybody involved in fixing things gains one Experience.</p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com0tag:blogger.com,1999:blog-2556965477270279581.post-52232014226386183812021-03-06T06:41:00.004-08:002021-03-09T04:15:54.329-08:00In Love And War (part 1)<p><strike>I have been watching princess principal and I have become inspired. Here's a loose skeleton for a game.</strike><br /><br /> A PbtA game about spies, and dangerous sapphic romance.<br /><br /><br />Each player character is a spy, is gay, and is in over her head.<br />A spy's Classification determines her capabilities, initial relationships to others, and ultimate loyalties.<br />Everybody is lesbians because it's my game and you can't stop me.<br /><br /><b><u>Assets:</u></b><br />You have 3 sets of assets, each rated from -1 to +3. They rate how good you are at an area of spy work.<br />-Lies, for concealing yourself and hiding your intentions.<br />-Clues, for gathering information and understanding others.<br />-Weapons, for using force to get what you want.<br /><br /><b><u>Perils</u></b><br />You have 3 perils facing you, threats that can end your career if they rise too high.<br />-Heat, as you expose your identity and damage your cover.<br />-Suspicion, as your handlers come to trust you less.<br />-Pain, as you're physically hurt.<br />Each Peril starts at 0. When it reaches 5, it triggers a Crisis Move - a moment of truth where the accumulated peril threatens to overwhelm you.</p><p><br /></p><p><b><u>Increasing Perils</u></b><br />Sometimes a move will tell you to increase a Peril.<br />There will also be moments in the fiction when it makes sense for a Peril to increase. Some examples:<br />-Backchat your handlers, and Suspicion will rise. <br />-Let a civilian know too much about you, and Heat will rise.<br />-Get caught in an accident or similar danger, and Pain will rise.<br />When this happens, increase Peril by 1. </p><p><br /></p><p><b><u>Hooks:</u></b><br />Hooks represent how much emotional leverage you have over a fellow spy. You build up a pool of Hooks, and can spend them to do things.<br />A hook can be spent to:<br />-Give her +1 or -1 to a roll by or involving her. Spend after you see the result of the roll.<br />-Offer her Experience as a bribe to do something. If she does as you wish, you <i>both</i> get one Experience for it.</p><p><br /></p><p><b><u>Experience:</u></b><br />You rack up experience as you get pulled deeper into the spy world, representing what you're learning. You get experience whenever a move says so. Further, at the end of every mission each spy who took part is awarded 1-3 Experience depending on the danger and complexity of the mission. Every full five experience can be spent go get an Advance. An Advance can:<br />-Give you +1 to an Asset (can be take up to 3 times, no Asset can go above +3).<br />-Gain a new Special Move from any Classification (can be taken up to 3 times).<br />-Reduce one of anybody's Perils by 1 (as many times as you like).<br /><br /><br /></p><p><b><u>Resolving Moves:</u></b><br />When a move is triggered, roll 2d6 plus the relevant asset. 6 or less is a bust, 7-9 is a shaky success, 10+ is a flawless success. <br />Some moves roll with Hooks instead of an asset. Roll 2d6 plus the number of Hooks you have in them, and then lose a Hook in them.<br />Moves are divided into three sorts: Field Moves and Intimate Moves. Field Moves are for on a mission and revolve around action and suspense. Intimate Moves are for interpersonal, emotional scenes and handle how your spies relate to each other. <br />Finally, Crisis Moves are triggered when a Peril reaches 5, determining your spy's ultimate fate. Crisis moves aren't tied to a specific asset: which one you roll with will depend on how you try to resolve it (if you reach out to another spy who can help you, roll with Hooks as normal). A crisis move should get a whole scene to resolve it after the current scene resolves: set the situation up, see how the spy in question handles the crisis, roll for the move, and then narrate the results.</p><p><br /></p><p><b><u>Field Moves:<br /></u></b><br /><i>Escape Notice (lies)</i><br />Bust: You attract unwanted attention. Increase Heat by 1, and you've been spotted. You'll need to find another way out of this mess.<br />Shaky: Its touch and go. Pick one:<br />-You get away barely, but leave a dangerous clue behind. Increase Heat by 1, but you're safe for now.<br />-You're spotted. You'll need to find another way out of this mess.<br />Flawless: You remain nicely hidden, no complications. You get +1 to act from surprise or using cover as a result.</p><p><i>Assess the Situation (clues)</i><br />Bust: You fuck up badly in pursuit of answers. You may still ask a question and get an accurate answer; if you do pick an appropriate Peril and increase it by 1.<br />Shaky: You get something useful. Ask a question and get an accurate answer, and get +1 to your next roll to act on the answer.<br />Flawless: Things fall into place. Ask one of the questions, and get +1 to your next roll to act on the answer. You, and every spy you share the answer with, get one Experience.<br /><br /><i>Resort to Violence (weapons)<br /></i>Bust: You're badly injured before you can escape. Increase your Pain by 1, and you fail to achieve what you wanted.<br />Shaky: It's close, and getting what you want will hurt. Pick one:<br />-You're forced to retreat, and don't achieve what you wanted.<br />-You get what you wanted but are injured in the process. Increase your Pain by 1.<br />Flawless: You get what you wanted, without any injury.<br /><br /><i>Rescue Her (hooks)<br /></i>Bust: You fuck it up, and now you're in just as much peril as she was too. Pick an appropriate Peril and increase it by 1.<br />Shaky: You get her to safety without anything terrible happening.<br />Flawless: You get her to safety. Each of you gets a Hook on the other.<br /><br /><br /><b><u>Intimate Moves:</u></b><br /><br /><i>Flirt (lies)<br /></i>Bust: She sees what you're doing, and gets one Hook in you as a result.<br />Shaky: She's into it. She picks one or both:<br />-You each get a Hook on the other.<br />-She offers you something she thinks you want.<br />Flawless: She's really into it, it's a moment. She picks one or both:<br />-You each get two Hooks on the other.<br />-She offers you something she thinks you want.<br /><br /><i>Read Her (clues)</i><br />Bust: You push too much, and spook her. She gets a Hook in you.<br />Shaky: Ask her a question. If she answers honestly, she gets a Hook in you. If she evades, you get a Hook in her.<br />Flawless: Ask her a question. If she answers honestly, she gets a Hook in you. If she evades, you get a Hook in her. Either way, you get an Experience, and if you're happy with what you learned so does she.<br /><br /><i>Push Her Away (weapons)</i><br />Bust: It ain't working. She gets a Hook in you.<br />Shaky: Its painful. You each lose a Hook from each other. If she leaves, you each lose another hook from each other.<br />Flawless: It's too easy. If she stays, you get a Hook in her and she loses a Hook in you. If she leaves, she loses two Hooks in you.<br /><br />Open Up (hooks)<br />Bust: This is awkward. You lose a Hook from her.<br />Shaky: Expose something about yourself to her, and she gets a Hook in you. If she accepts it you get a Hook in her, too.<br />Flawless. Expose something about yourself to her, and she gets a Hook in you and one Experience. If she accepts it, you get a Hook in her, too, and one Experience.</p><p><b><u>Crisis Moves</u></b><br /><br /><i>Heat: Exposed And Pursued</i> <br />Bust: You don't escape. Maybe you're taken prisoner, maybe you die unceremoniously. Either way, that's the end of the road.<br />Shaky: You're able to give them the slip, narrowly. Reduce your Heat to 4. <br />Flawless: You wriggle out of the trap effortlessly. Reduce your Heat to 0.<br /><br /><i>Suspicion: Left In The Cold</i><br />Bust: Your agency considers you a liability to be dealt with. Maybe you get a bullet to the back of the head, maybe you're cut off and abandoned. Whatever the case is, you won't be seeing your companions again.<br />Shaky: You're on thin ice, but you placate your handlers for now. Reduce your Suspicion to 4. <br />Flawless: Your name is cleared. Reduce your Heat to 0.<br /><br />Pain: Bleeding Out<br />Bust: Well, this is it. At least you might get some last words in before you die, but it's game over for you.<br />Shaky: You pull through, just about, but are gravely wounded. Reduce your Pain to 4.<br />Flawless: You make a miraculous recovery. Reduce your Pain to 0.<br /><br /><br /><i>That's part 1, the basic mechanics. Parts 2 and 3 will detail the different Classifications of spy, and tools for generating missions and events.</i></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com1tag:blogger.com,1999:blog-2556965477270279581.post-21245096799870392542021-02-02T05:46:00.001-08:002021-02-02T05:46:07.922-08:00What I consider good design<p>So, one thing that I've been considering recently is what a 'well designed game' even means to me. <br /><br />I don't think "Is it fun" covers it. Basically any game can be fun if you play it with your friends and the chemistry works. I've had <i>fun</i> playing Pathfinder, because I was playing with my buddies and we were bouncing off each other, but that wasn't because of the game's design. We'd have had just as much of the same amount of fun with any other game, really.<br />And, conversely, plenty of really valuable experiences I've had with RPGs have hit me with darker emotions. Pain, grief, regret, fear... these can all produce intense emotions that make a game worth playing in my view.</p><p><br />So, what am I looking for?</p><p><br />After some thought, I figure I want a game to<br /><span style="font-size: large;"><b>create a specific emotional experience when I play it</b></span><br />and the better it does that, the more successfully it does that, the better I consider the design.<br />The specific emotional experience will obviously vary by game. OSR games create nervous tension like a survival horror game, Monsterhearts produces messy bitchy angst, Duneon Bitches gives you defiantly vulnerable hope. But I look at the experience the game tries to create, and if it does that, it's well designed.<br /><br />But lets go into a bit more detail. How do games achieve this? How do we judge what they're doing?<br />Three ways come to mind:<br /><br /><span style="font-size: medium;"><b>1: Set expectations<br />2: Shape play <br />3: Cover creative gaps</b></span><br /><br />The better a game does these three things, the better it will create an experience, and the higher I rate it.<br />Let's go into each of these in a bit more detail.</p><p><br /><br /><span style="font-size: large;"><b>Setting Expectations</b></span></p><p>This bit is all about communication. I open the book up, browse its fluff and mechanics and look at the art and graphic design, and I get inspired. It makes me picture what it's <i>about</i>, the feelings it wants to evoke, the themes it wants to explore.<br />This isn't just about the mechanics specifically. There's a reason so many RPG books start with a couple of pages of fiction to set the tone (or with several dozen, if they were made by white wolf). Same goes for visuals; The Stygian Library would feel totally different without Alec's art and Anxy's layout. It all serves to put you in a particular headspace when you go through the book.<br /><br />A game doing this bit well has everybody come to the game already imagining what the game could be like. That image in their head will be strong, and will be similar. Everybody goes in on the same page.</p><p><span style="font-size: large;"><b>Shaping Play</b></span></p><p>This is what most people think of when they talk about 'game design'. Things like how characters are designed, how events are resolved, and so on. <br />And this shit absolutely matters. Sure you can freeform things, or make every resolution mechanic up on the fly as you go, but that won't create the same experience. Game mechanics push and tug you in particular directions, the limit you in some ways and open up possibilities in others. <br />Think of it this way: compare a fight in D&D 5e, and one in Dungeon Bitches. Even if you go in with the same starting fiction (the same location, characters, enemies, etc), the experience will be totally different, because the mechanics care about different things. In D&D, the fight is resolved round-by-round, its a chance to use various character tools, the consequences are (relatively trivial) physical injury and depletion of material resources, everybody gets to contribute about as much, and the PCs are pretty sure to win. The end result is empowering, tactically challenging - fights in 5e feel good. Compare to Dungeon Bitches. The fight is resolved with a single roll, only one PC's capabilities directly shape the results, the consequences might be emotional trauma or gruesome injury (both of them very hard to mitigate), and there is never a clean win. In DB, violence feels nasty and frightening, and characters respond to it far more seriously. <br />This is a small example, but it applies to broad structures too. Who even are PCs? What capabilities of theirs matter? What tools do they use to influence the narrative? What rewards and disincentives shape their actions? All of these things will create a particular experience in play.<br />Like, here's a really simple example. The tension you get making a jenga-pull when you play Dread creates a feeling of mounting nervous anticipation that you wouldn't get if the game wasn't using Jenga as it's main mechanic.<br />This isn't just mechanics, either. The fiction matters. A setting without law enforcement plays very different to one with incredibly strict law enforcement, for example. That stuff shapes play, too. You'll have an easier time telling stories where PCs struggle with predatory instincts if - in the fiction - all your PCs are vampires.</p><p><br /></p><p><span style="font-size: large;"><b>Covering Creative Gaps</b></span></p><p>Its nice to imagine that we can simply draw on our infinite imaginations to create all the details and ideas we need for a good experience at the table, but that's just not true. There's going to be moments where nothing immediately comes to mind, or you would normally tend towards the generic. So, here, the game provides concrete examples, so when you might hesitate creatively, there's inspiration to fill that gap.<br />This might be the way a lot of PbtA moves offer specific options to pick between when they resolve. This might be the use of random tables (such as wandering monsters) in play. This might be pre-packaged character archetypes that clearly communicate the sorts of PCs you might play.<br />This is something a lot of design neglects. Vampire the Masquerade, for example, doesn't really provide much in the way of concrete examples to draw on. Want to run a feeding scene? The vessel, and how they're approached, has to come from the ST - there's no 'big list of vessels' you can pick one from for a side-scene where a PC feeds.</p><p><br /></p><p>So that covers it, I think. I want the game to clearly communicate what it's about, for the procedures of play to nudge and push the game towards that experience, and for the game to pick up the slack where the participants might falter. If a game does all of these things, I can be pretty sure that I'll come away from it having had the emotional experience I was looking for. And that's a success.</p><p><br /></p><p><br /></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com2tag:blogger.com,1999:blog-2556965477270279581.post-37475322045124600182020-12-31T09:44:00.006-08:002020-12-31T09:45:36.876-08:00Progress on Dungeon Bitches<p>So. 2020 has been a heck of a year. <br />In march, right as the 'rona hit, I started work on Dungeon Bitches as a project. It's a bit of a departure for me - a storygame about feelings with an overt message - but it's been a really rewarding game to work on. In a lot of ways, its more personal than other stuff I've written, more heartfelt. It deliberately reflects my experiences as a queer woman in ways that are at times rough and raw and unpleasant. So, this is a piece of design that <i>matters</i> to me.<br />I'm gonna talk about it some, and sprinkle in screenshots of how the thing looks in my layout program atm. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKHx9OFfGZu8edZCiwPQCb7ECPT24_ZknWH8cEXsHxtSctUzTCiy8Q3ulK8_c3TcR0m0rvDCWLCY2pSjSS4rNJ4KO4KQU-3xmZVAfQvfI9ZmmqcBbOh7bs1bBrUc4c_10vmh3GFBWpNfJ6/s1310/screenshot+2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="708" data-original-width="1310" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKHx9OFfGZu8edZCiwPQCb7ECPT24_ZknWH8cEXsHxtSctUzTCiy8Q3ulK8_c3TcR0m0rvDCWLCY2pSjSS4rNJ4KO4KQU-3xmZVAfQvfI9ZmmqcBbOh7bs1bBrUc4c_10vmh3GFBWpNfJ6/w400-h216/screenshot+2.png" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p>Over the course of the year, the game's been extensively playtested, taken apart, hacked, re-written and iterated on to get to a point where I'm happy with it. It's close to that point now. I've got a decent version of the book that I'm tweaking, but the writing is mostly done. </p><p>So, what's actually in the book?<br />You get the introductory stuff at the front - credits, what the game is about, a snippet of fiction to set the tone - and then from there the game's mechanics are explained. Starting with the basics of how storygames work, and then going into mechanics like how to roll for a move, hurt, getting broken, bonds, experience and so on. Those basic game mechanics take up 9 pages; the actual <i>rules</i> of the game are pretty light.<br />Then we get the games default moves. Each stat (queer/subtle/hard/soft) gets a two page spread. </p><p>There's a few pages on how to set up a game and make PCs, and then we get into the Deals (a 'deal' being the game's term for class/archetype/skin etc). Each Deal gets 4 pages; a two page spread with a luxurious full-page illustration and the fiction for the deal, and then another two page spread with the mechanical stuff. After this, some guides for homebrewing your own Deals and Moves, and some rules for 'Legendary Bitches' - basically high-tier options for PCs who've run out of stuff to spend advances on.</p><p><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhkpkDfbS5Ci8YZzO6PEAoW8HEvUq1-svDxKZduTQdZryv9N3D4IEMPMH_JJGH2-Q_T04lj6hYgbJz6XLMsjkqgd1g7-YUgCOn5Nf_tGd18mHwxduo3H0MScgbkGxyaPdwq1JhiQsN1iLV/s1310/screenshot+3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="708" data-original-width="1310" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhkpkDfbS5Ci8YZzO6PEAoW8HEvUq1-svDxKZduTQdZryv9N3D4IEMPMH_JJGH2-Q_T04lj6hYgbJz6XLMsjkqgd1g7-YUgCOn5Nf_tGd18mHwxduo3H0MScgbkGxyaPdwq1JhiQsN1iLV/w400-h216/screenshot+3.png" width="400" /></a><br /><br />After this we get into safety tools, taking up thirteen pages. This shit is important in any game, but doubly so in something like dungeon bitches that delves into darker, more personal stuff. There's a lot of useful tools out there - enough to fill a good sized book on their own with no game attached - but I've focussed on two particular topics here. Firstly, <i>why</i> safety matters and how the key to getting it is trust and communication. And then a sampling of tools that I've used personally and found worked well. Really, this section is a jumping-off point, an introduction to the topic, because the best tools for you will vary from group to group. The point is to encourage a <i>culture</i> of consent and care.<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsC9LcLDs4mcVxfJibkJ7guWRUTdJbEtrJ3lEtAaecQhVRGjivbmr-7E66l1FUn4xtTQUML5_HqpslOyJfp8EDP4iGYgaXReao2Nw2UWViHwNbw0cKCNUOwXmaL4isgfVOYDYHQBELMhXA/s1310/screenshot+4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="708" data-original-width="1310" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsC9LcLDs4mcVxfJibkJ7guWRUTdJbEtrJ3lEtAaecQhVRGjivbmr-7E66l1FUn4xtTQUML5_HqpslOyJfp8EDP4iGYgaXReao2Nw2UWViHwNbw0cKCNUOwXmaL4isgfVOYDYHQBELMhXA/w400-h216/screenshot+4.png" width="400" /></a><br /><br />There's then a decent sized section explaining how the game is meant to be played. It's not really mechanics, but more about communicating the intended playstyle. There's sections on queerness, romance, trauma, violence, safe places and so on. This is kinda the meat of the book. You could read this section, ignore the mechanics and just freeform it, and if you follow the advice in here you'll get the intended experience. </p><p>Then last up, you get some thoughts on using the Wounded Mother and Hollow Men, before the book closes out with GM tools. Some explanation of GM responses and how to use them. Then, because it's me, a big ol' pile of random tables. Encounters, events, monsters, NPCs, problems. And similar tables to put a setting together, building a dungeon and a town based on random dice prompts. </p><p><br /></p><p>So. It's a decent sized book. About 150 pages, give or take, a4, full colour, illustrated. I've been experimenting with some graphic design stuff, and Sarah's artwork is frankly stunning, so I'm confident its gonna be pretty once it's done.<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8mDV1ALe4qvJ6wMHiENxrVLHQBG2BKLMXteXwxm-niF3Z_g2-_R13ssOxCZnQ427JJOQ8hClnwWZESnbbdDBCaDX4Sk28gddp6ZKAvE-TQVaLU2TUNDwMCfhIDnZgP4fTdwtWhIzYphN3/s1310/screenshot+1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="708" data-original-width="1310" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8mDV1ALe4qvJ6wMHiENxrVLHQBG2BKLMXteXwxm-niF3Z_g2-_R13ssOxCZnQ427JJOQ8hClnwWZESnbbdDBCaDX4Sk28gddp6ZKAvE-TQVaLU2TUNDwMCfhIDnZgP4fTdwtWhIzYphN3/w400-h216/screenshot+1.png" width="400" /></a><br /><br />Anyway. How does this play out in practice?</p><p>The single key element here is Bonds. You can spend 'em to give each other plusses to rolls or to offer each other XP. Bonds represent the strength of your relationships with other PCs, and you absolutely rely on them to succeed. In practice, I've found the flow of bonds between PCs is hugely important, and can tell you a lot about how they relate to one another. <br />This is something I really wanted to get across in the game. Your biggest strength is your fellow bitches, how you support each other. The bonds between you really, tangibly keep you sane and alive. A bitch on her own can easily be screwed, but a group of them together can - if the bonds between them are strong enough - basically overcome anything. </p><p>I've tweaked Hurt some since the initial write-up. Now, when you get too much Hurt and are Broken, it's temporary. You're overwhelmed and helpless, but if your fellow bitches can get you to safety you can recover. However, being Broken like this leaves permanent scars, reminders of the extreme trauma you've been through. Pick up too many, and it'll subsume you, and you'll be gone for good.<br />So, characters are less fragile. You're less likely to lose your character, more likely to have her become vulnerable and fucked up. <br />A key thing here, I think, is that you the player get to pick the exact form your character's scars take, and how they manifest. Trauma affects people differently, and the game lets you explore and portray this however fits your character best.</p><p>A few moves - flirt, share pain, spending bonds, healing - serve to build up a web of connections between PCs. Relationships between bitches tend to end up tangled and messy. There's often a strong level of romantic tension ('flirt' is probably the most commonly rolled move, after all), sometimes this remains bubbling under the surface and sometimes it emerges and gets acknowledged. You get these overlapping relationships and petty conflicts and love triangles and it just <i>works</i>. I've seen some absolutely wonderful love stories told in the playtests, sometimes painful, sometimes heartbreaking, sometimes ugly, sometimes heartwarming. <br />And, like, sometimes that means sex. The relationships between PCs can get intense - intentionally so - and so that moment when two characters finally fuck is just... its got some real potential there. I could have shied away from some of the more overtly sexual elements, but I think including them enables some really powerful moments.</p><p>Something that emerged over time, that I'm really pleased with, is the relationship between the town and the dungeon. In most games, the town is safe - a place you retreat to in order to rest and recover and resupply. Here, that's not the case; the town is controlled by the specific systems of oppression your characters want to escape. Town is <i>dangerous</i>. It's somewhere you venture into for potential rewards - food, equipment, etc - but don't stay too long because of the risks.<br />The dungeon is kind of the opposite, really. It's a space where the rules of Man don't really reach, a marginal space outside of their control. That's not to say that it's entirely safe, but it's certainly <i>safer</i>. You descend into the darkness, and the darkness embraces you, and you can be yourself. <br />So, in a way, the dungeon becomes an inherently queer space. One where you can find others like yourself, where you can <i>be</i> yourself. And this comes with its own risks, but when it comes down to it you're <i>welcome</i> in the dungeon in ways that you aren't on the surface. Heck, a good proportion of the encounters you'll find down there are other bitches like yourself, or creatures that were once bitches like you but which have slowly transitioned into being something else, something unique. There are <i>communities</i> in the dungeon. Rough, harsh, communities, often very weird ones, but there's a space for you.</p><p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhckSjH4A0p5j8KlocjKxvC4bC1X6rSLXgAMVs0w0Nqpaxsi4XrOvwVD0_pt5_QPqx-hKgP0JplnlELsyDqgbKQwfzy0x8TDdhqmcs-E52QCCknnaYtzk28q-1FQruVHtEfxc0lbL-4ghRL/s1310/screenshot+5.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="708" data-original-width="1310" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhckSjH4A0p5j8KlocjKxvC4bC1X6rSLXgAMVs0w0Nqpaxsi4XrOvwVD0_pt5_QPqx-hKgP0JplnlELsyDqgbKQwfzy0x8TDdhqmcs-E52QCCknnaYtzk28q-1FQruVHtEfxc0lbL-4ghRL/w400-h216/screenshot+5.png" width="400" /></a></p><p>So all of these elements come together to create a game where the shared experience of marginalisation brings people together. Your characters can no longer stay in mainstream society, so they find others like themselves and form their own little communities. Insular, tangled, fucked up communities, but still. Trauma hurts, and the scars it leaves can cause problems a long way down the line. But that shared experience pulls you together. </p><p>Ultimately, I think the game's hopeful. It says that you can be there for each other, can support each other through your pain to find a place in the world, to be yourself. It's angry, defiant, burning with this idea that together we can make a better future, despite what we've been through.<br />What's that phrase? "Not gay as in happy, but queer as in fuck you." The game's fucking queer.</p><p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVgECDEkSLfymfznYXK8C8rGLo2_EJVHF6aKvzoYQz292yMxDS9GMM6537Oloqo_7sj74Gfo7WaYUoNCx8MEPDTZmHufHgeksGQ9Iu5e5KkvR5dZT9mInCStLPM36ThLhtodm1Jjw6D-2a/s1310/screenshot+6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="708" data-original-width="1310" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVgECDEkSLfymfznYXK8C8rGLo2_EJVHF6aKvzoYQz292yMxDS9GMM6537Oloqo_7sj74Gfo7WaYUoNCx8MEPDTZmHufHgeksGQ9Iu5e5KkvR5dZT9mInCStLPM36ThLhtodm1Jjw6D-2a/w400-h216/screenshot+6.png" width="400" /></a></p><p><br /></p><p>But. I'm being arty and sentimental. Where are things in practical terms?<br />Well. We have a mostly done manuscript. It's just a matter of finishing the art and layout, getting it properly edited and proofread. Then it can get released properly. <br />Which is why I'm pleased to announce that<br /><span style="font-size: large;">the game's getting kickstarted in January. <br /></span>There's a team of three of us on this: Myself, Sarah doing art, and Khan doing editing. </p><p>So, that's something to look forward to. I know I'm excited.</p><p><br /></p><p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzpQf797Vcc8faPBRE1-2xJC3xFnXytkZ73Ec8bkR98Zgc2RdyMhVdOLZt_Nq4S4QTDLDYRkDZWge1c88gYdZ1G4REzxSD_6sOnwy-1UXJDYNoLmZoJUEyuaAksXMHSFg50NWUDlSdjxPV/s1310/screenshot+7.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="708" data-original-width="1310" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzpQf797Vcc8faPBRE1-2xJC3xFnXytkZ73Ec8bkR98Zgc2RdyMhVdOLZt_Nq4S4QTDLDYRkDZWge1c88gYdZ1G4REzxSD_6sOnwy-1UXJDYNoLmZoJUEyuaAksXMHSFg50NWUDlSdjxPV/w400-h216/screenshot+7.png" width="400" /></a></p><p><br /></p><p>Finally, I wanna take a moment to thank the various people that have helped me get this project where it is. Playtesters and collaborators and sounding boards, y'all have been wonderful. <br />Thank you, I love you all.</p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com8tag:blogger.com,1999:blog-2556965477270279581.post-6537924719342555592020-12-21T01:22:00.000-08:002020-12-21T01:22:16.078-08:00The Virgin Huntress & The Invisible Girl<i>A pair of deals for dungeon bitches. As official as anything else, I guess. I wrote them and DB is my game, so feel free to use 'em.</i><br /><br /><br /><br /><span style="font-size: x-large;"><b><u>The Invisible Girl</u></b></span><br /><br /><br />The world is cold and nasty at the best of times, but for people like you, it's actively cruel. You've learned not to draw attention to yourself, to slip under people's notice, to become invisible. It's easier this way. It's safer.<br />Your ability to pass unnoticed verges on supernatural. They eye naturally slides off you, you drift out of people's memories. You move through the world without a trace, hidden and safe.<br />Sometimes you wish somebody could see you for who you really are, that you could be recognised and valued, but the feeling soon passes.<br /><br /><br /><b><u>The three questions</u></b><br />What are you running from?<br />You had a dangerous run-in recently. What was it, and how did you escape?<br />What about you do you wish you didn't have to hide?<br /><br /><br /><b><u>The two relationships</u></b><br />Somebody back in town frightens you. Who are they, and why? They get a bond on you.<br />One of your companions relies on you for something. What do they need from you? You each get a bond on the other.<br /><br /><br /><b><u>Stats:</u></b><br />Soft +1, Subtle +1, Hard -1, Queer -1. Add +1 to any stat, like normal.<br /><br /><br /><b><u>Moves:</u></b><br />Pick any two moves. Like normal, you also get your Sex Move.<br /><br /><i><u>Second Face</u></i><br />You have a faked identity, a whole other person you've carefully constructed, and the means to disguise yourself as her. Perhaps the disguise is one of cunning makeup, or perhaps there's something almost supernatural to it, you've been pretending so long. Perhaps your second face is who you originally were, who society wanted you to be, an identity you only revert to unwillingly. <br />When you Escape Notice by adopting your second face, roll at +2.<br /><br /><i><u>Watchful</u></i><br />You've learned that people do all sorts of revealing things when they think they're alone. By patiently waiting and observing, you can pick up all manner of useful little secrets.<br />When you Reveal Truths about somebody who doesn't realise you're observing them, roll at +1. On a success, pick either a bond on your subject, or +1 to act on what you learned. On a critical success, take BOTH a bond AND +1 to act on what you learned.<br /><br /><i><u>Quietly, Carefully</u></i><br />You're adept at acting while hidden. So long as you remain unnoticed, you can take advantage of your concealment. Sometimes, you're there <br />If you aren't present in a scene, but conceivably could be, you can declare yourself present and hidden at any point to insert yourself - roll Escape Notice when you do to see if others pick up on your presence. If you succeed, you get +1 to any actions you take while remaining hidden.<br /><br /><i><u>Lifting the Veil<br /></u></i>The real you is something kept carefully hidden. When you trust somebody enough reveal yourself, the resulting moment of intimacy can pull you closer together.<br />When you Flirt by revealing something hidden about yourself, roll with Soft. On a success or critical success, she adds the following option:<br /><i>-She feels protective of you, and gets +1 to her next roll made to protect you.</i><br /><br /><i><u>Going Along With It</u></i><br />Sometimes, its easier to let yourself be guided by others, to not assert yourself or pursue your own ideas. You've learned to let go, and stay in the background as a follower.<br />Whenever you're offered XP to do something, either from a spent Bond or as a result of a Get A Read On Somebody move, if you go along with it you get one more XP than you otherwise would.<br /><br /><i><u>I Remember Who Hurt Me</u></i><br />You grit your teeth and endure what you need to, keeping your head down and waiting for the bad times to be over. You might not react, or show any real sign of fear or anger, but you remember.<br />Whenever you must Endure Pain because of somebody, you get a Bond on them. <br /><br /><i><u>Sex Move: A Quiet Hope<br /></u></i>After you fuck somebody, everything feels okay for a moment. Maybe its safe to emerge from your hiding, at least to her.<br />In the afterglow, you can reveal something about yourself to her. If she accepts you, you get a Bond on her. If she doesn't, you take one Hurt and she gets two Bonds on you.<div><br /></div><div><br /></div><div><br /></div><div><div><b><u><span style="font-size: x-large;">The Virgin Huntress</span></u></b></div><div>Civilisation doesn't have a place for women like you, so you stopped trying to find one. Picked up a knife and some supplies instead, and headed into the wilderness. Made yourself a little shelter, a bow, the various things you needed to live. Cast off the trappings of civilisation and dwelled among the strange and monstrous inhabitants of the world.</div><div>You lived among monstrous things, and became subtly monstrous yourself. Still, something about your fellow Bitches caught your fancy, and you deigned to live among them for a while.<br /><br /></div><div><br /></div><div><b><u>The three questions:</u></b></div><div>What are you running from?</div><div>You kept a single affectation from the civilisation you abandoned; what was it, and why?</div><div>Something about you marks you as an outsider; what is it, and how did you get it? </div><div><br /></div><div><br /></div><div><b><u>The two relationships:</u></b></div><div>You've had friendly relations with something that lives down the dungeon. Who is she, and what brought you together? You get a bond on each other.</div><div>You've been secretly admiring one of your fellow Bitches. Who, and why? She gets a bond on you.</div><div><br /></div><div><br /></div><div><b><u>Stats</u></b></div><div>+1 Hard, +1 Queer, -1 Soft, -1 Subtle. Add +1 to any stat as normal.</div><div><br /></div><div><br /></div><div><b><u>Moves</u></b></div><div>You get any two moves, and also your sex move automatically.</div><div><br /></div><div><i><u>Mementos</u></i></div><div>You leave little trophies and tokens with your friends, gifts for them to remember you by.</div><div>You can always spend bonds on your fellow Bitches even if you aren't present in a scene. When you do, state something you've given them, and the memory it reminds them of.<br /><br /><i><u>Unreachable</u></i><br />You're fundamentally unlike most other people, distancing yourself from them. Opening up to others is difficult for you.<br />When somebody Flirts with you or Shares your Pain, you may pick one:<br />-You push them away. You get a bond on them and they lose a bond on you.<br />-You let yourself be vulnerable. You lose a bond on them and they gain a bond on you.<br /><br /><i><u>Monstrous Sympathy</u></i></div></div><div>Your place outside of society has its perks, bringing you closer to the more monstrous powers in the world. When you parlay with them, that closeness lets you<br /></div><div>When you Commune With Strange Powers, if you've physically met with (or are currently face-to-face with) the entity you're communing with, you can roll at +1. On a success or overwhelming success, you and the entity you're communing with get a bond on each other was well as the normal results.<br /><br /><i><u>Hunting Rites</u></i></div><div>You take the ritual of the hunt seriously. There's proper steps to take - you gird yourself before you set out, and pay proper respect to your prey once you're done. The ceremony needs to be done properly, or it's not really a hunt.<br />You can perform a short ceremony to declare somebody or something as your Prey. Once you do, you get +1 to all rolls towards finding them or harming them. You can only have one Prey at a time - to abandon a Prey before you kill them, you must relinquish all the Bonds you have on them, which must be at least 1.</div><div><br /></div><div><i><u>Not Quite There</u></i></div><div>Something marks you out as unearthly, not wholly part of the mundane world. When you need to, you can slip away from unwanted attention.</div><div>When you try to Escape Notice from mundane, civilised people, roll with Queer. On a success, when you leave the scene safely, you can choose to fade out of the mundane world but remain present and able to return if you wish. </div><div><br /></div><div><u style="font-style: italic;">The Wild Tongue</u></div><div>During your time in the wilderness, you learned to speak with all manner of strange beings, things civilised people dismiss as inanimate and lifeless.<br /></div><div>You can speak with plants, stones, water and so on, just as easily as if they were a person. When you do, you can roll to Reveal Truths with Queer. On a success or overwhelming success, your understanding of your surroundings gives you +1 to your next roll to Escape Notice here.</div><div><br /></div><div><u><i>Sex Move: Protect Her</i></u></div><div>For you, sex isn't something trivial, it's precious and almost sacred. Your partner is more than just a bit of fun, she's somebody you've shared something truly important with. You must guard her.</div><div>When you fuck somebody, you get +1 to all subsequent rolls to protect her. Each time you benefit from this bonus, she gets a bond on you. This lasts until you fuck somebody else, at which point the bonus moves over to her instead.</div>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com2tag:blogger.com,1999:blog-2556965477270279581.post-10061438594908412102020-11-20T12:51:00.003-08:002020-11-20T12:51:28.158-08:00Theory - Hard & Soft Tools<p></p><div style="text-align: justify;">Alright, here's a framework I've been using to analyse games. It's about the mechanical means by which players can exert their will onto the fiction. Only a quick little post, but it should help clarify some of my thinking.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">So, let's define 'tools'. A tool is basically a mechanic that gives a player agency in the fiction. They use the mechanic, and something happens. It's like a lever you can pull to get a desired result. Generally, this takes the form of options on the character sheet, or codified resolution mechanisms for a given action. The key is that they're player facing, a thing the player chooses to initiate when they want something to happen.</div><div style="text-align: justify;">'My PC has +6 to Intimidate rolls' is a tool. 'My PC has the discipline Animalism' is a tool. 'Gaze Into The Abyss is a move I can use' is a tool. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The next thing to consider is what I consider 'hard' and 'soft' tools. Basically, the harder the tool, the more precise the effect you get is, and the less space there is for the result to be fucked about with by the whims of the GM. </div><div style="text-align: justify;">As an example, in b/x casting the spell Sleep is a very hard tool. You cast the spell, and a valid target (or targets) falls asleep. There's no wiggle-room or interpretation, no saving throw or skill check or anything; you cast sleep, and stuff falls asleep. </div><div style="text-align: justify;">By contrast, let's take social skills in oWoD. Sure, you can say you want to roll Charisma + Intimidation, but there's a lot of wiggle room there. What's the difficulty for the roll? What happens if you succeed? What happens if you fail? Do you even get to make the roll, or does it just come down to a judgement call? All of this stuff is at the GM's discretion. Every time you invoke your social skills, the GM has to make a judgement call for how to handle it.</div><div style="text-align: justify;">Lots of mechanics fall somewhere in the middle. Let's take the b/x thief's Hide In Shadows skill. It has a defined fixed chance to succeed, and a pretty clear result when it does. But when do you get to roll? That's a GM call. And what happens when you fail? Again, a GM call. </div><div style="text-align: justify;">Likewise, I think the attack roll in D&D 5e is a pretty fucking hard tool. You roll with a set bonus versus a set difficulty, and if you succeed, roll a predetermined amount of damage; when you've racked up enough damage against an enemy, they're taken out of action. Further, there isn't really any GM discretion in when you roll: every individual attempt at violence is an attack roll. But, there's a little softness, since advantage/disadvantage on the roll is at GM discretion, and the GM is the one setting the difficulty to hit and the amount of damage needed in the first place.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">So we can look at a game and work out what tools it gives you, and that will give you an idea of how the game is intended to play.</div><div style="text-align: justify;">For example, let's take Monsterhearts. Here are the tools Monsterhearts 2e gives you:</div><div style="text-align: justify;">-The moves Turn Somebody On, Shut Somebody Down, Hold Steady, Run Away, Lash Out Physically, & Gaze Into The Abyss. All of them trigger automatically when you take a certain action, and have a fairly limited set of outcomes.</div><div style="text-align: justify;">-Spending Strings (a metacurrency representing social influence) to offer XP, inflict a condition, or adjust rolls.</div><div style="text-align: justify;">-Tweaks to the above depending on your playbook.</div><div style="text-align: justify;">So these are all fairly, but not completely, hard tools. Most involve social manipulation of some kind. So, if you want to exert concrete agency over the fiction in Monsterhearts, the tools you have to do so involve that social manipulation. If you want to take a different approach (perhaps being less manipulative and more nurturing and supportive), the rules don't give you any tools for that. In some sense, you get less agency when you take that approach. So, the tools the game gives you shape play.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Another example, this time classic vampire the masquerade. The hardest tools you get, with the most precisely defined outcomes, tend to be one of three things:</div><div style="text-align: justify;">-Most Disciplines</div><div style="text-align: justify;">-Blood Bonds</div><div style="text-align: justify;">-The Combat Procedure</div><div style="text-align: justify;">Most notably, there are a lot of times where the skill system gives you a very soft tool, which is superseded by a discipline that provides a hard tool. As I mentioned above, social rolls in vamp are very soft indeed, filtered through multiple layers of GM discretion. But Dominate or Presence? Activate the discipline, roll against a set difficulty, and you get a well defined outcome that happens without any need for GM interpretation. Likewise, the 'stealth' skill is very soft, while the Obfuscate discipline makes you automatically invisible when you use it without even needing to roll. The 'empathy' skill is very vague in its use and what it gives you, but Auspex 2 gives you well-defined, powerful results. </div><div style="text-align: justify;">Combat is very much pinned down, unlike the rest of the skill system. Set difficulties, dice pools, outcomes. When you engage in violence, you can be sure of the mechanisms that will be used to resolve it. </div><div style="text-align: justify;">So, with this in mind, is it any wonder the game often drifts towards 'superheroes with fangs'? The hardest tools the players have are fighting and superpowers.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This is my main point here. <i>The tools the game gives you shape how the game plays out</i>. Players will gravitate towards activities in the game that they have tools relating to. In particular, the relative hardness and softness of tools is useful to consider. For example, a game where fighting is treated only with a few comparatively soft tools ('Lash Out Physically' is one of the softer moves in MH, for example) is one where violence gives you less agency and will be used to solve problems less.<br /><br /><br /><br />It is worth noting that games that mostly give you soft tools aren't necessarily bad, and don't necesarily deny players their agency. It's just that that agency can't be achieved through the use of mechanics. And, really, the most useful comparison is to look at a game and say which areas are harder or softer <i>in the context of that game</i>. It's comparative. </div><p></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com5tag:blogger.com,1999:blog-2556965477270279581.post-10567289043111196272020-11-09T11:39:00.001-08:002020-11-09T11:43:47.341-08:00Alright Fuckers I Made a Better Version of Vamp<p> So, vampire the masquerade. I've played it a lot. I really like the setting and have had a lot of fun exploring characters within it (although some elements are... problematic. Yeesh, the ravnos). <br /><br />But the mechanics frustrate me. They're too complex and too much of a straightjacket. I feel like I'm fighting the system to get the experience I want, and it runs best when the mechanics are ignored.</p><p><br /><span style="font-size: x-large;">So, I'm gonna make a better version.</span> </p><p>Design goals:<br /></p><ul style="text-align: left;"><li>strip the mechanics waaaay back. All the way back.</li><li>strip out the agency-removing mechanics and the stuff that mechanises morality; moral choices aren't meaningful when the system punishes you for being bad.</li><li>keep the setting more or less recognisable as VtM or VtR if you want it to be, but with some more flexibility.</li><li>not go too hard on storygamey, but lean on those ideas a bit.</li><li>put a focus on hunger and self-control.</li></ul><div><br /></div><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKUSWC4jhJ1gVP42zxsrjf3nVzioZv3dD3mT34eANr6OqjEjcf6buEKAVab8EEhHI8QCyJm-oKh-4V73jyW4Vg8ev3DXbq75ZGM1CXJa-Vj_GnsiligWz2KYzjIaR3vle4ODxg37kgBG_v/s1315/Feature-Harrow-County-28.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1315" data-original-width="1315" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKUSWC4jhJ1gVP42zxsrjf3nVzioZv3dD3mT34eANr6OqjEjcf6buEKAVab8EEhHI8QCyJm-oKh-4V73jyW4Vg8ev3DXbq75ZGM1CXJa-Vj_GnsiligWz2KYzjIaR3vle4ODxg37kgBG_v/w400-h400/Feature-Harrow-County-28.jpg" title="From 'Harrow County' by Cullen Bunn" width="400" /></a></div><span style="font-size: x-large;"><br /><br /><br />the base mechanic:</span><br /><p></p><p><br />For any action where the outcome is in doubt, roll a pool of d10s. In almost all circumstances, you'll be rolling an attribute plus a skill. Every 8+ is a success. More successes is better. <br />Sometimes there are complications; bad things that might happen. You can spend successes to negate these complications; successes spent removing a complication don't count towards how many successes you get. If you spend all your successes on negating complications, you still fail, but avoid causing problems, which might be a bigger priority. You're probably looking at 1-3 complications, max.<br />If a task is particularly hard or easy, you might gain or lose successes automatically. (Before spending sux to negate complications).<br />For group rolls, pick whoever has the best pool and they roll for everybody. Apply the results and complications to everybody.<br /><br /></p><p><b><u>Influence:</u></b><br />Decide what you're trying to get them to do, and what leverage you're using to get it.<br />Roll an appropriate attribute plus skill. Probably social ones, but not necessarily. The more sux, the more extreme shit you can get them to do.<br />GM or player being rolled against selects complications from the following list, or invents their own.<br /><i>-They're spooked by you.<br />-They'll tell people about what you asked.<br />-They do a half-assed job.<br />-They'll badmouth you.<br />-They'll only do it if you offer them a reward.<br />-They do it, but don't give it much priority.<br />-They're intrigued, and will try to find out what's up.</i><br />If PCs have influence rolls used against them, they aren't compelled if the roll succeeds. Instead, they get a point of Willpower for each success rolled against them if they go along with it, and lose the same amount if they don't.</p><p><b><u>Violence:</u></b><br />First determine the stakes: what each side wants, what they're trying to achieve. Maybe torpor, diablarie, capture, escape, feeding, driving them off or just inflicting pain.<br />Both sides in a fight roll an appropriate attribute plus skill. Probably violence, but maybe stealth or athletics if trying to avoid an enemy. Whoever gets more successes wins. Winning means whatever the winner was trying for.<br />For each success the loser achieves, there is a complication. The GM or relevant players pick from the list, or invent something. <br /><i>-You're injured.<br />-If you're injured, you're put into torpor.<br />-If you're in torpor, you suffer final death.<br />-You frenzy. <br />-You increase Hunger.<br />-You lose or break something valuable to you.<br />-The fight is obvious and attracts attention.<br />-There are bystander casualties.</i></p><p><b><u>Feeding:</u></b><br />Feeding can only happen on-screen. The exception is the characters chosen predator type, which can be rolled for off-screen without needing a scene.<br />Each success decreases your hunger once. The GM chooses one or more complications, from this list or made up:<br /><i>-Your victim dies.<br />-You're observed at the scene.<br />-Your victim's most notable personality trait bleeds through to you temporarily.<br />-Your victim becomes obsessed with you.<br />-You leave evidence of your involvement.<br />-Your infected with a blood-borne illness or affected by a narcotic your victim was on.<br />-Your victim is spooked and becomes paranoid. </i></p><p><b><u>Hunger:</u></b><br />You can increase hunger to do one of the following things.<br />-Add as many dice as your points in Might to your pool.<br />-Recover fully from being Injured.<br />-Rise from being Torpid, becoming Injured instead.<br />-Rise from daysleep temporarily during the day.<br />-Rise from daysleep for the night.<br />-Feed it to somebody, blood bonding them.<br />-Feed it to an exsanguinated corpse, causing it to rise as a vampire.<br />It also increases when a complication tells you it does or your presented with an easy opportunity to feed without consequences, and decide not to.<br /><br /><b><u>Effects of Hunger:</u></b><br />You should expect to roleplay the effects of hunger as it increases. If you have no hunger, you're happy and full. If it's less than your Might, its an irritating presence on the edge of your mind, but easily ignored. If it's less than double your Might, it colours everything, becoming a constant temptation. At double your Might or more, hunger is overwhelming and impossible to resist for long. How this affects your actions is up to you.<br />When you feed, if you get more successes than you have Hunger to reduce, you get a point of Willpower for each excess success. You might ignore complications to get more successes, feeding sloppily for the fun of it.<br />When you go to sleep each dawn or go into torpor, you lose as much Willpower as your current hunger: the hunger gnaws at your mind.<br /><br /><b><u>Willpower:</u></b><br />You have a pool of Willpower. It starts at 0, and goes up and down as you get stuff from the game. <br />You can spend Willpower to:<br />-Add a single dice to a dice pool.<br />-Temporarily ignore a mental effect, such as mind-influencing magic, a blood bond, or the basic effects of being a vampire. Blood bonds need you to spend as many as the level of the blood bond. Mind influencing magic needs you to spend as many as the successes rolled to create the effect.<br />-Buy new stuff following practical experience, training or study, costing ten times the thing's freebie costs.<br />You lose willpower when you:<br />-Go against one of your Limits from character creation.<br />-Don't go along with it when Influence is rolled against you.<br />-Go into daysleep or torpor while hungry.<br />You gain willpower when you:<br />-Fulfil one of your Urges from character creation.<br />-Go along with it when Influence is rolled against you.<br />-Feed excessively, getting more successes than you have hunger to sate.<br /><br /></p><p><b><u>Blood Bonds:</u></b><br />For each time you're fed a vampire's blood, they get a point of Blood Bond on you. Blood Bond accumulates over time. <br />You're expected to roleplay the effects of Blood Bond against you. If the level is less than your Might, you find them compelling and your thoughts sometimes linger on them, but it's not particularly troublesome. If it's less than double your Might, you find it hard to think ill of them, find yourself obsessing over them, and have a strong desire to serve them. If its double your Might or more, you're overwhelmed by their influence, becoming utterly enthralled. Exactly how you interpret this effect in your characters actions is up to you, but its always there unless you spend Willpower to resist it.<br />They add their points of Blood Bond to rolls against you. <br />A blood bond goes away if you avoid contact for an extended period of time (on a scale of months or years), or take part in a vaudlerie. You can be under many blood bonds at once.<br /><br /><b><u>Vaudlerie:</u></b><br />If two or more vampires mix their blood and drink the concoction, the result is a vaudlerie, a short of mutual blood bond between the entire group.<br />A vaudlerie breaks all pre-existing blood bonds, but doesn't prevent more arising.<br />When you take part in a vaudlerie, add together the Might of every participant and roll that many dice. For each success, every participant gets a blood bond on each other participant. </p><p><b><u>Diablerie:</u></b><br />If another vampire is at your mercy, you can diablerise them, consuming their soul. You get each of the following benefits:<br />-Your Might increases by 2 if it was less than theirs, or by 1 if it was equal or more.<br />-You can learn a Discipline they knew and you didn't.<br />-You can add a point to an Attribute or Skill that they were better at than you.<br />-Your soul is irrevocably marked by the act.<br />-You take on traits from them. The higher their Might compared to yours, the more pronounced this is; roleplay this appropriately o<br /><br /></p><p><b><u>Disciplines:</u></b><br />Disciplines don't come in levels anymore. They just unlock a general <i>thing you can do now</i>. You always need to roll to use a discipline. The specifics are left freeform. EG, animalism lets you communicate with and influence animals; any supernatural effect that falls under that purview could work, although for really dramatic or out-there stuff, you'll need more successes. GM and player between them select at least one complication, based on what could go wrong.<br /><i>-The use of your power is obvious enough to be a masquerade breach.<br />-You increase Hunger.<br />-You increase Hunger<br />-You increase Hunger<br />-Your power traumatises its subjects, leaving them emotionally unstable.<br />-Your power leaves you temporarily emotionally unstable.<br />-Your power is uncontrolled, causing collateral damage.<br />-Your power requires you to make a material sacrifice to succeed.<br />-Your body is wracked by the effort, and you become Injured.<br />-You frenzy.</i></p><p><br /></p><p><b><u>Advantages:</u></b><br />Advantages represent your place in society. They unlock new capabilities that you wouldn't otherwise have. You may or may not need to roll to use them. Mostly, you'll use the rules for Influence to make use of them when you do.<br /><br /><br /></p><p><br /></p><p><span style="font-size: large;"><u>STUFF ON YOUR SHEET:</u></span><br /><br /></p><p><b><u>Attributes (rated 1-5):</u></b><br />Social: Charisma, Manipulation, Composure<br />Physical: Strength, Dexterity, Stamina<br />Mental: Wits, Perception, Intelligence</p><p><b><u>Skills (rated 0-5):</u></b><br />Physical: Violence, Stealth, Athletics, Reflexes, <br />Social: Charm, Intimidation, Politics, Subterfuge<br />Mental: Occult, Technology, Academics, Medicine<br /><br /><b><u>Might:</u></b> <br />A measure of how potent your blood is, a function of age, diablerie, and generation. Starts at 1, and can go up. Mortals have might 0.<br /><br /><b><u>Disciplines:</u></b><br />Animalism: Communicate with and influence animals.<br />Auspex: Perceive or deduce things you otherwise wouldn't be able to.<br />Celerity: Perform feats of supernatural, otherwise impossible speed and agility.<br />Dominate: Override people's free will to make them obey you.<br />Fortitude: Endure, survive, and shrug off otherwise lethal dangers.<br />Obfuscate: Conceal yourself and create illusions.<br />Potence: Perform feats of supernatural, otherwise impossible strength.<br />Presence: Inflict or manipulate others' emotional states.<br />Shapeshifting: Alter your shape, either making minor tweaks or taking on a new form entirely.<br />Blood sorcery: Pick a theme for your magic (eg: necromancy, koldunic connection to your territory, fleshcrafting, blood poisons, elemental magic, shadow control). Through slow, careful rituals, create overt magical effects around that theme.</p><p><br /></p><p><b><u>Advantages:</u></b><br />Age: You've been around for ages, a significant social advantage in vampire society.<br />Anonymity: You don't exist in the official record.<br />Contacts: A wide number of people who know stuff, who you can hit up for info.<br />Cover identity: A fake person you can pretend to be.<br />Employees: Mundane people who work for you (house staff, employees in a business you run, etc).<br />Fame: You're well known among mortals.<br />Herd: A good number of people you can feed from. <br />Occult Library: A big collection of books about magical things.<br />Reputation: Other vampires have heard of you.<br />Retainer: You have a (possibly supernatural) servant who is loyal and capable.<br />Territory: A building, estate, or other area you control, other than your own haven.<br />Wealth: You have lots and lots of money.<br /><br /><br /><span style="font-size: large;"><u>CHARACTER CREATION:</u></span></p><p>-Pick your name and basic concept.<br />-Pick a clan, bloodline, lineage or family. This will cement your concept, and determine which disciplines it makes sense for you to know, as different clans specialise in different disciplines. If you follow a particular Road, or your beast is particularly weak or strong, note this down; this will influence your Limits and Urges.<br />-Each of your attributes starts at 1. Prioritise social/physical/mental as Best/Middling/Worst. You get 4 points to increase your Best set, 3 for your Middling, and 2 for your Worst.<br />-Each of your skills starts at 0. Prioritise social/physical/mental as Best/Middling/Worst. You get 6 points to increase your Best set, 4 for your Middling, and 2 for your Worst.<br />-Pick between one and three Limits: things your character will never do. Distribute 3 points between them, that's how much willpower you lose if you do them.<br />-Pick between one and three Urges: things your character feels compelled to do. Distribute 3 points between them, that's how much willpower you get when you successfully do them.<br />-Pick your Predator Type; how you feed by default. Work out your particular methods, where and who you hunt, how restrained you are, etc etc. This isn't the only way you feed, but it's what you fall back on.<br />-Pick a single Discipline. <br />-Pick two Advantages.<br />-Your Might begins at 1.<br />-Work out any flaws or limitations your vampire has, either as a person, as a result of their circumstances, or as a result of their supernatural nature.<br />-Agree on the starting relationship between you and each other PC. You can, if you agree, come in with points of Blood Bond on each other, which don't need to be symmetrical.<br /><br />You can then spend Freebies to increase stuff. <br />-Increase a Skill by 1 (1 freebie)<br />-Increase an Attribute by 1 (2 freebies)<br />Get a new Advantage (3 freebies)<br />-Get a new Discipline (5 freebies)<br />-Increase Might by 1 (7 freebies)<br />How many freebies you get depends on the intended power level of the game. 5 for grounded street-level games or games about newly-turned vampires. 10 for more established characters. 15 for fairly old ones, and 20 or more for movers and shakers.</p><p><br /><br /><br />This is not playtested or nothing. But I figure I'd have more fun with it than the official games. It shouldn't be too hard to bolt it onto the VtM or VtR settings, or make a homebrew one for it.<br /><br /></p>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com7tag:blogger.com,1999:blog-2556965477270279581.post-65700071834518362232020-10-23T03:51:00.002-07:002020-10-23T03:51:20.631-07:00Vinculus Hive, A Scifi Setting For Dungeon Bitches<p style="text-align: justify;"> So one thing that I'm finding with Dungeon Bitches is that, while the <i>tone</i> and <i>themes</i> are pretty concrete, the actual <i>setting</i> is never firmly pinned down. This is reflected in the games that have already happened; we've had a couple of grimdark fantasy campaigns, a biopunk post-apoc game, one in spooky 1920s america, a space-opera one, and one planned to be set in the 1990s with the PCs as a touring band. So you can take the structure to a few different places and it still works.</p><p style="text-align: justify;">By way of demonstration, then, here's a little scifi setting that I'm gonna roll up. I'm fully intending this to be something I run when I next have a slot in my busy playtest schedule.</p><p style="text-align: justify;"><br /></p><p></p><div style="text-align: justify;">The initial hook, then, is gonna be a mix of Necromunda and Blame. A huge old urban environment, high-tech but left to decay. We can divide the sprawling complex into two parts;</div><div style="text-align: justify;">-the Hive, which is still maintained and inhabited by the mainstream bulk of society. Still grotty and rundown, but functional and mapped out. Basically the Town, and using those random tables to generate it.</div><div style="text-align: justify;">-the Wreckage, no longer maintained or properly explored. Coming apart, inhabited by outcasts, criminals and monsters. Dangerous, but with undiscovered technological relics in the depths that an explorer might discover. Basically the Dungeon, and using those random tables to generate it.</div><div style="text-align: justify;">I'm gonna roll up both to get a feel for the place, and then pin down the rest of the setting a bit more firmly - including how various PC types fit into that - once I've got that picture.</div><p></p><p></p><div style="text-align: justify;">First up, the Hive. To begin with, let's drop some dice and consult the relevant table, to see who the powers and factions of the Hive are. Doing so, I get this:</div><div style="margin-left: 1em; margin-right: 1em; text-align: justify;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxIlY6p4yyzxPMSfFTFri2MFmsgPPlswic13FhOfd91TbJOQazmldVV5K_9v2UAyAf5cBImrNXQUZWlI61bP6S4xoiCrxN7VEViCOgYOEmEgQk-u8qXMgU8PqY_mwvNAmlW8lgQOetxWGg/s1000/new+map+1.png" style="margin-left: 1em; margin-right: 1em; text-align: center;"></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxIlY6p4yyzxPMSfFTFri2MFmsgPPlswic13FhOfd91TbJOQazmldVV5K_9v2UAyAf5cBImrNXQUZWlI61bP6S4xoiCrxN7VEViCOgYOEmEgQk-u8qXMgU8PqY_mwvNAmlW8lgQOetxWGg/s1000/new+map+1.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="750" data-original-width="1000" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxIlY6p4yyzxPMSfFTFri2MFmsgPPlswic13FhOfd91TbJOQazmldVV5K_9v2UAyAf5cBImrNXQUZWlI61bP6S4xoiCrxN7VEViCOgYOEmEgQk-u8qXMgU8PqY_mwvNAmlW8lgQOetxWGg/w640-h480/new+map+1.png" width="640" /></a></div><p></p><p></p><div style="text-align: justify;">I'm also going to roll a few quirks and oddities for the town. Here's what I get:</div><div style="text-align: justify;">-Gold-smelting industry</div><div style="text-align: justify;">-Religious fervour</div><div style="text-align: justify;">-Industry declining</div><p></p><p style="text-align: justify;">This works pretty well, I think, but I wanna update things a bit and give these different factions and factors a bit of a scifi bent to them. First up, I'm gonna swap 'gold' out for 'uranium', and have the complex be a declining uranium mine and nuclear facility.</p><p></p><div style="text-align: justify;">Next up, we have a church, a splinter-church, and general religious fervour. So let's define them.</div><div style="text-align: justify;">The main church are going to be sun-worshippers. Seeing the local star as a divine manifestation, its nuclear fire bestowing the gifts of light and life. There is some irony here, since the complex is mostly urban sprawl, and the common people don't see sunlight much. Perhaps the main church is built below a single huge window, with the natural sunlight as a centre of worship. They're probably politically powerful, and control access to much of the power-grid in the Hive, literally controlling the difference between light and dark. I think they probably see the nuclear reactors the place runs on as being a sort of earthbound reflection of the sun's nuclear fire. Gonna give 'em some strong theocratic vibes. To hit home the themes of Dungeon Bitches as a game, we can make 'em pretty patriarchal and socially conservative. Perhaps they're Let's keep things simple, and call them the Solar Church. </div><div style="text-align: justify;">Our splinter-cult, then, has turned away from the sun in search of some other source of divinity/life. For now, I'm gonna keep things vague, and have that be something in the Wreckage: we can get more details as we roll the Wreckage up. I'm gonna call them the Church In The Shadows for now, and we can come back to them later. The point, for now, is that they're a hidden, largely persecuted religious minority. </div><div style="text-align: justify;"><br />Next up, the nobility. I wanna make these a caste slightly set above normal society. So, let's make them physically a little distinct. Perhaps they're a result of genetic engineering or selective breeding in the ancient past, perhaps its just inbreeding. Give them some distinctive traits; albinism is common, and pallor is seen as a mark of good breeding. Obsessed with parentage and lineage, and with a rather nasty patriarchal streak as a result; arranged marriages among the extended noble house are common, to cement alliances and try to produce more pure-bred offspring; think the worst of the Crusader Kings games. They're wealthy, insular and control society via proxies. Most business can only legally be conducted with a license from them, and they charge a tithe to those they grant such charters to. Let's call them House Vinculus. It seems they seem to be covertly supporting the Church In The Shadows, mostly as a political matter since it reduces the religious hegemony of the Solar Church, their main political rival.<br />Linked to these is our secret Vampire, or rather Vampires. I'm going to make this a pathogen, an outright supernatural viral infection. The Strigoi Virus has a number of minor strains, the most notable consistent features being pallor, a need to consume blood, and physical mutation over time. The infection doesn't spread easily between hosts, but the child of a host will invariably be infected themselves. While the infection is somewhat entrenched in the main population, it's endemic among House Vinculus, where the physical symptoms tend to match the typical traits of the house, letting it go unnoticed for a while. Among the general population, somebody infected probably relies on an underground market to get the blood they need, and resist giving in to their condition. However, the infected among House Vinculus see the virus as a blessing, and form a secretive cabal within the noble house - the Fine Drinking Society - and use their position of privilege to prey on the commoners without repercussions. Rumours likewise talk about gangs of Strigoi dwelling in the Wreckage, hunting those who venture down there.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">After this, we have our narcotic gang. Call them the Society Of Many Fingers. Since its tied to both churches, let's give the drug it sells a distinctly religious flavour. Call it Sacrament. Taking Sacrament causes the user to become suggestible, to find significance in even minor things, and to experience a sort of euphoria that mimics religious devotion. Both churches, suffice to say, make use of the drug in their rites, both as a recruitment tool and to ensure the loyalty of the faithful. It's also commonly used as a recreational narcotic on all levels of society. Sacrament is harvested from something in the Wreckage - I'll get back to this when we roll the wreckage up - and the Society have an extensive network of harvesters, guards, smugglers and dealers to ensure the supply continues.<br /><br />Then our inn and scandalous theatre, which I'm gonna roll into a single entity. Call this the House Of Delights, a moulin-rouge style den of pleasure, vice and bohemianism. A release valve from the pressures of life in a dark, claustrophobic hive full of religious weirdos, and somewhere the less reputable and acceptable members of society can emerge from the shadows to express themselves.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Lastly, we have our mad doctor. We know he's tied to the Solar Church, but other than that pretty isolated. So perhaps his work is a project they started that's spun of in its own direction. I think I wanna have him mostly be working to produce what he considers to be 'new men', a race of altered humans able to better survive radiation exposure and life in the dark, cramped confines of the hive. Of course, this means he needs material to work with to bring his 'new men' into the world, which means kidnapping victims to experiment on. Often pretty young girls, due entirely to his own vices. <br />He's not working alone, with a small group of disciples as assistants, and then using his creations as muscle to snatch more victims off the street and out of their beds. We can call him Doctor Kyrchus, and he's a <i>total bastard.</i></div><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div style="text-align: justify;"><br /></div><p></p>So, now we've got a picture for the Hive, let's roll up the Wreckage. First a map of the place, and then the factions and powers.<br />The map looks like this:<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDRsLpxLL4GrNsxg123WWisfEhcEPC0ttR8Xd9kYfM6Bc2L1S6xfX1RLBCs7KZfkLIMyl9pU0tnKuGcz8LQAJLMrD38wWAgr8h_nD-C9YhSzLD7fdesWSCHrgJZ5G__0qnGNdiJ4HkQ4Sm/s1000/new+map+3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="750" data-original-width="1000" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDRsLpxLL4GrNsxg123WWisfEhcEPC0ttR8Xd9kYfM6Bc2L1S6xfX1RLBCs7KZfkLIMyl9pU0tnKuGcz8LQAJLMrD38wWAgr8h_nD-C9YhSzLD7fdesWSCHrgJZ5G__0qnGNdiJ4HkQ4Sm/w640-h480/new+map+3.png" width="640" /></a></div>And the powers look like this:<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxLqOyB82D5dvEyQ8NEYvC8Evc5WKdxwTf-UjYq6KjcTgop7uMmdQaRaqSnL32SoKsJLkntnfoZxHE4KQ3KAbRTNNPDZkuCuaIZlIrrE-9hrUblEjDyrKvhZydUovCXjrjqeUm2u1WjqxY/s1000/new+map+4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="750" data-original-width="1000" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxLqOyB82D5dvEyQ8NEYvC8Evc5WKdxwTf-UjYq6KjcTgop7uMmdQaRaqSnL32SoKsJLkntnfoZxHE4KQ3KAbRTNNPDZkuCuaIZlIrrE-9hrUblEjDyrKvhZydUovCXjrjqeUm2u1WjqxY/w640-h480/new+map+4.png" width="640" /></a></div>And then we just gotta roll up the place's details: Who Built This Place, Why Was This Place Built, Aesthetics and Weirdness. In order, we get:<br /><ul style="text-align: left;"><li>Built by an ancient monarch.</li><li>Originally built as an underground palace.<br /></li><li>Ornamented with grotesque carvings.</li><li>A domain of the Wounded Mother, things don't die down here despite their wounds.</li></ul><div>And now things start to come together rather nicely. Immediately, this suggests a history for the hive and wreckage below. I'm thinking that this was originally built as a palace for the ancestors of House Vinculus, who at that point held absolute power over the site's uranium mines and were utter sadistic bastards ruling with an iron fist. The plight of their various subjects - horribly abused by their masters and all slowly dying of radiation sickness - drew down the attention of the Wounded Mother, who sent them a pair of gifts; the fungus Soma, and the wounded-daughter prophetess Saint Iulia The Bloody. Suffice to say, a horrible civil war ensued, with all sides thoroughly fucked by the conflict. Somebody created the Strigoi Virus as a bio-weapon, infrastructure fell apart, the dead were interred in a mass grave and sealed up. In the end, the hive was left a shadow of its former self, with House Vinculus managing to claw their way back to power from the rubble, and Saint Iulia driven into the lower ruins to hide.</div><div>That was many centuries ago, and here we are now, in a crumbling radioactive hive that's slowly falling apart, year by year.</div><div><br />Let's give our locations and powers a little bit more detail. I'm gonna roll an aesthetic or weirdness for each location, and then tie them into the setting.<br /><br />First up, the lodge to the wounded mother. It gets a Weirdness, and I roll 'Nothing Rots'.<br />I'm gonna call it the Immaculate Fracture. It's a haven in the greater wreckage, decorated with hydroponically grown flowers, populated by a small cadre of Wounded Daughters - I'm gonna make them our mystery cult - who defend the place. At its heart, what remains of Saint Iulia, reduced to a half-awake shell of herself, mumbling prophecies and warnings in her delirium. <br />The mystery cult, then, I'm going to call Iulia's Little Sisters, and have them be mostly wounded daughters, or at least daughter-adjacent even if they've not gone all-in yet. They've got a religious devotion to the Wounded Mother as a preserver of life and protector of the downtrodden. Their lodge is a sanctuary for the mad, the desperate, the outcast, and the sick. Their rites are straightforward and visceral, sexual and bloody celebration of the unquenchable life that burns within them.</div><div><br /></div><div>Next, the fungus, known as Soma, which is both a power and a location. A dreaming mind of mycelium created by the Wounded Mother. Not properly conscious, but a flood of ideas and emotions. Unreasonable hope, visions of better possible worlds, dreams of change. The fungus breaks down dead things, and gives rise to new life. Soma is harvested by the Society Of A Thousand Fingers, who process the fungal matter to create the drug Sacrament. The euphoria and sense of purpose experienced while high on Sacrament is a corrupt reflection of the dreams Soma brings.</div><div><br /></div><div>Our abandoned laboratory, which I'm gonna call the Chambers of Dead Inquiry, roll 'dead flesh twitches and stirs uneasily' as their weirdness. I think this is where the Strigoi virus was engineered, along with other bio-weapons. Dr Kyrchus's work is probably a distant derivative of the research that was conducted here.<br /><br />The Prison is, I think, a horrible place. When the Wounded Mother turned her gaze on the hive, her attention created monsters. Raw, untamed life, running riot in its many horrible forms, that cannot truly die, that always comes back adapted to each new threat. Unkillable, and sealed away. The architecture here is stark and brutalist, and the inhabitants fearsome. <br /><br />Likewise the Halls of the Unquiet Dead. Here, the grief and pain of the dead is palpable. You bleed, from the eyes, nose, between your legs. It <i>hurts</i> to be here. The ghosts that linger are blind, mad, lashing out at intruders. <br /><br />Lastly, the treasure-vault. Here, the greatest wealth gathered by House Vinculus in the distant past is kept, inaccessible to the nobles now dwelling in the hive, guarded by horrible defensive systems and vicious security measures. Here can be found fabulous treasure and terrible weapons. This is the prize that many Bitches seek, delving through the rest of the wreckage in search of the power hidden in the depths.</div><div><br /></div><div>And then, onto powers. Firstly, I'm going to tie our Corpse Doll fleshcrafters and Metamorphocist Witches into a single broader faction. These two teams - The Beautiful Dead and the Confluence of Nerves, respectively - seek to elevate mortal humans to something greater. Witchcraft and necromancy are combined with the sheer vital <i>life</i> of the place, and their work draws close to completing its first step. In the depths of the Prison, from twitching flesh and mycelium, they have created <i>something - </i>a fleshy womb-chrysalis-crucible that transforms those who rest within. What you come back out as is always different, unique, the fragile frame of humanity stripped away to reveal your true nature.<br />This, I think, is what the Church in the Shadows worships, although they're only dimly aware of its true nature. Mostly, the two covens use the Church in the Shadows as useful patsies, a distraction to keep attention away from their work.</div><div><br /></div><div>And lastly, we have the Gorgon Aesthetes. Three sisters who stepped into the metamorphosis's crucible and emerged changed. Equal parts elegance and horror. Refined beings, who see beauty in the truly monstrous. They treat the Prison as a sort of gallery or zoo, and bring truly strange and dangerous creatures here so they can be preserved and appreciated. They have an arrangement with Iulia's Little Sisters; when a Wounded Daughter is too far gone, her humanity stripped totally away, reduced to a feral monstrous shell of her former self, the Trio come for her, taking her to their cells, where she can be allowed to rest safely, and poses no threat to her former sisters.<br /><br /><br /><br />This, then, is the state of the setting. What of the specific PCs? Let's handle each archetype one at a time:<br /><br />Amazons can stay pretty much the same. The place is horrible, and some women respond to their oppression by lashing out, and get good at it.<br /><br />The Beast (formerly Lilim, Spider, etc) gets renamed <i>again</i> for this setting, becoming the Strigoi. Whilst you can carry the strigoi virus and not be a member of this class, those who have particularly potent strains, that come to be dominated by them, fit in here. Of particular note, the move Horrid Form lets you represent a Strigoi who's been dramatically mutated into something gruesome-looking by the virus, and the move Beseech The Mother Of Monsters lets you tap into the virus's collective mind, drawing on the oldest of the Strigoi for advice.<br />A more standard Beast might be a monstrous resident of the Prison, now escaped, or perhaps somebody who allowed the Confluence of Nerves to metamorphose them.<br /><br />Corpse Dolls are pretty easy to fit in here. Girls resurrected by magic or science don't need tweaking. Tying them in as escaped victims of Dr Kyrchus perhaps, or maybe they're allied with the Beautiful Dead.<br /><br />Firebrands, like Amazons, fit right in. You're pissed off at the state of the things, and that revolutionary zeal has made you enemies. Perhaps you're roughly aligned with the Church In The Shadows, but equally you might be part of a more dispersed radical underground.<br /><br />Banshees get renamed Psychics, and work just like you'd expect. Think unsanctioned psykers from 40k, or Carrie. Most are isolated individuals.<br /><br />Runaway Nuns have a few options. Maybe you got driven from the Solar Church (they are, after all, utter bastards), or got burned by the Church In The Shadows, and left out in the cold as the Solar Church's inquisitors came for you. Or maybe you have a Wounded Daughter move or two, and are one of Iulia's Little Sisters, not so much 'run away' as merely away from home.<br /><br />Lantern Girls likewise fit into the setting without too much change. It is, however, worth noting that the Solar Cult imbues religious meaning into light, so a Lantern Girl's choice to carry a light might carry some subtext there; is she still clinging to a faith that rejected her, or does she view it as subversion or reclamation of the forces that oppressed her? There's room for some overlap with Runaway Nuns here.<br /><br />Witches continue to be witches. Witchcraft is practiced in hidden covens, condemned by both churches. Perhaps you're aligned with the Confluence of Nerves, perhaps you commune with the massed dead, or perhaps you're part of the criminal underground with the Society Of A Thousand Fingers.<br /><br />Disgraced Princesses are likely fleeing from the horrible rape-culture that is House Vinculus. It's pretty cut and dried, really.<br /><br />Lastly, Wounded Daughters work exactly like you'd expect, and are pretty key to the setting. A wounded daughter might be one of Iulia's Little Sisters, but a setting this dismal and horrible will produce plenty of others. You might be a victim of Dr Kyrchus or the Fine Drinking Society, a member of the petty gangs that lurk in the wreckage, or a survivor of a smaller and more personal tragedy.<br /><br /><br /><br />In terms of rules hacks? I'd let anybody take one of their two starting moves as a Wounded Daughter move, just because those girls are so prevalent here. Likewise, I'd let any character who wanted to be a carrier of the Strigoi Virus have their second move be one from the Beast. <br />I'd make it so being Broken doesn't make you *die* while you're in the wreckage. Instead, your mind shatters irreparably, and your flesh warps into something monstrous. You are no longer who you once were, now merely a thing of unkillable roiling flesh and insanity. The best you can hope for is for the Gorgon Sisters to take you home to the prison, but the person you were is gone forever.<br />The presence of radiation sickness also makes you more fragile: reduce your maximum Hurt from Four to Three.<br />The <i>Steal</i> move can be used to cover covert, subtle hacking etc. Likewise, you can <i>Lash Out</i> to brute-force technology in some situations.</div><div><br /></div>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com0tag:blogger.com,1999:blog-2556965477270279581.post-38241908828154262692020-09-30T15:10:00.002-07:002020-09-30T15:10:51.287-07:00Some Encounters In Sarkash ForestLICHEN PROPHETESS: <br />Old, wizened, moss and algae growing on her skin.<br />Give her a bit of your humanity (say what, and reduce your max HP by 1) and she’ll answer any question. The gift lets her know the absolute truth, which she’ll probably share; she only lies if she really hates you. Donated humanity makes her basically immortal so long as she keeps answering questions every few years.<br />HP 6. Morale 9. Witch-knife for d4.<br />Can cast, as if by an Unclean Scroll, d2 times per encounter with her. <br />She can’t DIE. If reduced to 0HP, dissolves into moss and lichen to regenerate, recuperating at the next new moon.<br /><br />FINGERMAN:<br />A strange sort of vampire. Long, sharp, hollow fingernails allow feeding. Wants to stick his horrible fingers in you and drain you of blood, doesn’t care if you object.<br />HP 10, Morale 6, Crimson Armour -d4.<br />Hollow Fingers d4, attacks twice, heals by the amount of damage done.<br />A stake to the heart (DC 14 to hit) renders him helpless.<div><br /></div><div>IMPALER: </div><div>A long-armed, grasping-handed giant with sharp wooden stakes instead of claws and teeth. His voice sounds familiar. Players who hear it describe the last man to hurt their PC before she died; that’s who he sounds like.</div><div>HP 12, Morale 6, No armour<br />Grabbing Hands for d4. Or Impale for d12.<br />Grabbing Hands victims roll DC12 Agility to avoid being held.<br />Can only Impale after a successful grab.<br /><br />SKELETAL GARDENER: <br />Single-mindedly devoted to her garden, but talkative. If guests are polite, she will protect them while they remain with her.<br />HP7, Morale 8, No Armour<br />Gardening tools for d6.<br />Can spend a round putting herself back together, healing fully. <br />Can animate roses at will (d4 if used to attack).<br /><br />CORPSE THINGS in large numbers: <br />Old, withered, senile, feral. The flesh of the Dead Girls still contains some lingering vitality, and they’re hungry for it. Won’t pursue you deeper into the forest; they’re loath to stray far from Graven-Tosk.<br />1 HP. Morale 10. No armour.<br />Teeth and Claws for d2.<br /><br />SABLE KNIGHT of Graven-Tosk: <br />Agent of the Shadow-King. Clad all in black armour, his shield blank. On a quest, although the details are vague. Thinks he’s better than you.<br />Thinks you’re escaped subjects of the Shadow-King. Will attempt to subdue you and return you to the graveyard.<br />HP 13, Morale 9, Blackened Plate Armour -d6.<br />Impaling Pike: d10 Damage. <br />On a roll of 1-3 for Defence, you’re impaled on the pike. Getting off it does another d10 damage and uses your action. <br />Alternatively, can bite and drain blood: d4, and heals by that much. <br />Cannot cross running water, cannot approach a crucifix, cannot enter a dwelling uninvited.<br /><br />DEAD WOLVES: </div><div>In the distance, getting closer, their howls circling around you before you see them. <br />Ragged fur draped over skeletal frames. Hollow eye-sockets. Lips receded, teeth prominent. Act very much like they did in life. Don’t realise they’re dead.<br />It may be possible to distract or even tame them with food they can’t eat. <br />HP 8, Morale 7, Thick fur -d2.<br />Bite d6.<br />Can track by scent. <br />DC 10 Toughness on hearing their howls for the first time, or be fear-struck and panicked, unable to act usefully until you see them or the howls end.<br /><br />SARKASH TROLL: <br />Looms beneath the boughs. Slinking and crawling towards you. Hungry.<br />A coward with a need to assert dominance through violence. Uses its sheer size to physically crush those it considers lesser. </div><div>HP 25, Morale 3, No armour.<br />Fists for 2d4. <br />If it retreats, then rolling a second encounter with a troll will be the same troll, returned fully healed. It does d4 extra Damage and the amount healed is added to its HP.<br />Its words are venomous. If it speaks and you respond, DC 12 Toughness or the venom seeps into you, dealing 1 damage and causing you to bleed from the ears.<br /><br />REDCAP KNIGHT: </div><div>Originally from Kergüs, sent to find and claim individuals who might amuse his queen, Anthelia. <br />The Dead Girls are awfully amusing.<br />Taciturn, unhelpful, will resort to brutal violence at the drop of a (blood-soaked) hat. <br />HP 13, Morale 9, Plate & Shield -d6+1.<br />Longsword d8.<br />Attacks once for each enemy up close to him.<br />Can regain all lost HP by defiling the body of one of the fallen instead of attacking.<br /><br />SNAKE WHISPERER: </div><div>A warlock drawing power from primal serpents. Wildly heretical, condemned by the basilisks. She claims a better world is possible, that doom can be averted if the basilisk Verhu prophecizing it is overthrown.<br />Filled with desperate, unreasonable hope.</div><div>HP 2. Morale 12. No armour.<br />Accompanied by 3 snakes (1hp).<br />Snake Bites d4, attacks once per snake.<br />If she’s hit, a surviving snake will sacrifice itself to negate the damage.<br />Once per snake, can cast a random power, as for Unclean Scrolls.<br /><br />WANDERING PRINCE of the Shadow Palace: <br />An entitled little shit who thinks you can’t see through his disguise. Finds it diverting to torment his inferiors, whatever gets a rise out of you.<br />Has never faced any sort of consequences for his actions.<br />HP 1. Morale 8. No armour.<br />Rapier d8. <br />Slay him and the Shadow King’s gaze falls upon you. Every time you roll events, roll another d10; on a 1, a SABLE KNIGHT shows up, tasked with slaying you.</div><div><br /></div><div>SPECTRAL WAIFS: <br />Ghostly, forlorn, traumatised by their untimely demise. Endlessly wander through the woods in which they died. Pale. Pretty, in a morbid sort of way.<br />Follow them, and they’ll lead you to a previously explored location. Probably somewhere safe or comforting.<br />HP 5, Morale 5, Unarmoured.<br />Wail, d4, resist with Presence not Agility.<br />Mostly intangible, DC 15 to hit.<br />Once you’ve met them, you have the option to join them when you become TORPID. You are no longer playable. Roll a new PC, who your former companions will meet, treating all ones rolled when creating the character as sixes.</div><div><br /></div><div>INQUISITORS:<br />Venturing into the forest in search of those who blaspheme against Varthu. (Being dead but still walking and talking probably counts). Take a cold cruel certainty in their work. Have many invasive and painful tests to ‘prove’ impurity.<br />Organised, efficient, and utterly unmoved by reason or emotion. Convinced of their own righteousness, prosecute on a whim. Bastards.<br />HP 8, Morale 9, Heavy Leathers -d2<br />Cutlasses or crossbows for d8.<br />Alternatively, can attempt to Restrain. Roll to avoid the attack as normal, taking -d2 Agility for the rest of the fight if you fail. If reduced to -4 or less, you’re rendered helpless: this probably bodes poorly for you.<br /><br />STRANGLEMEN:<br />Undead with broken necks and minds. Pitiful looking. Hate you for being beautiful or shameless or whatever positive qualities you might embody. Hate and lust and envy all mixed together. Wants to abuse your broken body, to degrade you. <br />HP 5, Morale 6, Tough Skin (d2 armour).<br />Strangling hands. D2 damage the first round they hit you. Then d4, d6, etc. </div>Cavegirlhttp://www.blogger.com/profile/03853637517886592288noreply@blogger.com4