Thursday, August 22, 2019

Plaster and Pulque: Ability Scores + Stress/Corruption

A long, long time ago, in a post far, far away...

I promised a shining beacon of GLOGness, incandescent in its glory, usability, and flavor. Because incandescent beacons aren't built in a day, y'all get two foundational logs from the eventual fire. It's time to meet the scores! And mutations! And insanities!

Dicebound, on Tumblr
And for the record, good and evil aren't ingrained into race.

Roll 3d6 5 times and record the numbers. If the total is above 50, you may reroll all stats. You choose where the numbers are placed. Low numbers are good.

  1. Constitution: Determines your endurance and Corruption. Subtract your Con roll from 20, divide that number by 2 (rounding down), and record the result as your Corruption score.
  2. Dexterity: Determines your unarmored Dodge and initiative. 
  3. Intelligence: Determines how much your mind can hold. Subtract your Int roll from 20 and record that number as your mental inventory slots.
  4. Strength: Determines physical strength, how much you can carry, and sometimes armored Dodge. Subtract your Strength roll from 20 and record that number as the number of Inventory Slots you have.
  5. Will: Determines how much Stress you can take and your force of personality. Subtract your Will roll from 20, divide that number by 2 (rounding down), and record that number as your Stress score.

Ability Score Comments:
My system is rollover, not sum 21. This is literally reverse roll under. Low scores are good, make one roll, if you get over your score, you succeed. Crits on 20, crit fails on 1. (More on that later.)
This GLOG is also modifierless. All situational bonuses have been replaced with advantage and disadvantage, or roughly +4 or -4. My reasoning is +/-4 is a significant bonus, and anything smaller than that can be ignored without affecting gameplay too much. Also, bonuses and penalties much larger than 4 are pretty damn large. Any roll shifted by 4 on a d20 is shifted by  20%, which is significant enough for me.
Players choose where their stats go after rolling their class. This is as much chargen metagaming as I'm comfortable with. Yes, ome (an upcoming Mesoamerican GLOG spellcaster) will want a high Int to store more spells, but every other stat is designed to be equally urgent. In short, I've tried to decouple stats from specific character classes as much as possible to make any character possible with most any stats. I'm firmly in the class/race determines character camp and not the "well I have 18 Int (high stats are bad!) so maybe I'm not a wizard" camp. This isn't remotely like AD&D; I don't care. Please address those critiques to another PO box.
I don't have Constitution affect hit points at all. Any damage taken at 0 HP is added to Con and triggers a roll on the Death and Dismemberment table. If your Con ever reaches 20 or above at 0 HP, your character dies. Characters with lower Con are more resilient on death's door and are better at fighting exhaustion and corruption, which I think is enough for one stat to mandate. Hit points are influenced by class - more on that in another post.
I'm actually quite happy with how I managed Dexterity. Dodge is what a player rolls over to avoid getting hit. It's modified by armor. Players also roll over their Dexterity each round to go before the monsters (I've never trucked with Wisdom as an initiative stat). Simple, and yet effective. Obviously waxes and wanes in importance with how much combat my campaign has, but so far it's working.
Intelligence is much less of a "spellcaster only stat" than it used to be, thanks to the excellent mental inventory rules written up at the Library of Attnam. While it still feels like a spellcaster priority, it's also important for non-casters because it limits how many languages and skills you can have. The emphasis is on having mental inventory be as much of a challenge for brain-centric classes as physical inventory is for martial classes.
Speaking of physical inventory, Strength is quite essential for everybody. The average number of muscular inventory slots is 10, and they fill up quickly. I've never liked differentiating between Str and Dex based armor, and I didn't want to discard Strength as an option for armor because Dex should not affect movement in plate. Dodge can be based off of Str, but only if armor is worn. More on that in another post.
Will is the new stat. It's a redo of Charisma, encompassing all what I thought Charisma covered: namely, force of personality. It borrows a bit from Wisdom but I'd like to think the majority of Wisdom (common sense) gets bundled into Int. Will governs mental fortitude (so Will::Int as Con::Str/Dex, which I find appropriate.) This stat is the most swingy - some of my players have cautiously invested their good scores into it to avoid cracking and insanity, while others have made it their worst stat. As my stress rules undergo testing, time will tell if that was a good thing or a mistake. So far, I haven't laid on the stress, but that'll change.

Kobe Sek

Stress and Corruption:
Every time you experience something beyond the pale, trauma, or are just really tired, Save or gain a point of Stress in a random mental inventory slot. Record each point of Stress with an S by that mental inventory slot. If you place a point of Stress by an occupied mental inventory slot, you have disadvantage when attempting to use whatever’s in the slot. If you ever gain Stress equal to your Stress score, Save with disadvantage against Will or Crack. If you Crack, remove a point of Stress and roll on the table below. If you pass the Save, halve your Stress and roll on the Virtues table below.
If you Crack, after your breakdown, Save versus Will or roll on the Insanities table below. Insanities take up a mental inventory slot until they’re removed, and every time you give in to or suffer from your Insanity, allies who watch it happen gain 1 Stress. If you ever have a number of Insanities equal to your Stress score, you go homicidally insane.
You can remove Stress through telling your story, drinking, doing drugs, relaxing for a day or more, sex, playing games, chatting with friends, praying, bloodletting, really good food, writing, reading, a good night’s sleep, or anything else the DM okays.
You can remove Insanities through psychiatric treatment, magic, or arcane devices.

d8 Cracks:

  1. Abusive: Why aren't they pulling their weight? For 1d6 rounds when an ally fails an action, they take 1 Stress as you scream obscenities at them.
  2. Blackout: You faint for 1d6 rounds. You can be slapped awake.
  3. Breakdown: You cannot see for tears, nor speak through a sudden stutter. Lasts 1d6 rounds.
  4. Fight-or-Flight: For 1d6 rounds, you either viciously attack the source of Stress, or run away. Your choice.
  5. Hopeless: All is lost. Your despair makes all allies roll with disadvantage for the next round.
  6. Nausea: You gag or vomit for a round, and cannot benefit from Lunch today.
  7. Scream: AAAAAAAAAAAAA for a round. If anyone didn't know you are here, they will now. May provoke a Random Encounter.
  8. Shock: What's happening? Save vs Will once per round, until you succeed you can take no actions.
  9. Berserk. (Only ashanti unless otherwise noted.) You fly into an insane rage and attempt to kill everything you can see for 1d6 rounds. 


d8 Virtues:

  1. Confidence: You will prevail. You deal +1 damage until the end of the encounter.
  2. Courage: There is nothing to fear but fear itself. You are immune to fear and Stress until the end of the encounter.
  3. Focused: Suddenly, a moment of inner peace. You have advantage on your next roll.
  4. Inspiring: Your unwavering resolve emboldens your allies. They may all roll a new Save against one of their current afflictions.
  5. Invincible: You must persevere. You postpone death from Wounds and all Insanity effects until the end of the encounter.
  6. Selfless: You are all in this together. You may redirect an attack from an ally to yourself until the end of the encounter.
  7. Stalwart: None shall pass. You cannot be moved, knocked prone or tripped until the end of the encounter.
  8. Vigorous: You feel more alive than ever before. Heal 1d6 HP.


d20 Insanities:

  1. Addiction: You need your fix to get through the day. If you don't get your drug, you automatically Crack every time you gain Stress, in addition to any withdrawal effects.
  2. Amnesia: Roll d10 on your mental inventory and lose whatever is in the slot you rolled. If you roll an empty slot, that slot is permanently filled with Brain Damage.
  3. Anxiety: You are a nervous wreck. You have disadvantage on Saves vs Fear and all fear effects have double duration for you.
  4. Catatonic: You are completely unresponsive until you can be brought back to town and nursed back to your senses over an extended rest.
  5. Delusion: Roll d6: 1) You are the long-lost heir of the throne. 2) You can fly. 3) You will burn in sunlight. 4) You are of a different race / an animal. 5) You are invincible. 6) All magic is inherently bad. You cannot be convinced otherwise and rationalise any evidence as an illusion, trick, or any barely believable "explanation".
  6. Depression: Every day is a struggle. Roll with disadvantage until the first time you succeed on a roll in a given day.
  7. Hallucinations: The GM might sometimes describe something incorrectly or in a misleading way to you.
  8. Insight: When encountering a thing beyond human comprehension, you have a 50% chance of gaining a useful piece of information, and a 50% chance of trying to claw your eyes out, taking 1d6 damage and blinding yourself for 1d6 rounds.
  9. Minor Compulsion: Once per day when the GM calls for it, you must stop everything else to satisfy your compulsion (wash your hands, count your money, vandalise something). Good roleplaying of the compulsion should prevent the GM from using this at too troublesome times.
  10. Major Compulsion: Once per week when the GM calls for it, you must stop everything else to satisfy your compulsion (kleptomania, necrophilia, cannibalism). Good roleplaying of the compulsion should prevent the GM from using this at too troublesome times.
  11. Nightmares: Save each night or wake up screaming, gaining only half the effects of rest. Alcohol or opiates may grant you serene sleep.
  12. Obsession: You become obsessed with a random person and start following them around. You "love" them. If you don't see them for a day, you automatically Crack every time you gain Stress.
  13. Paranoia: No one counts as an ally to you. You must Save to accept aid or work in a team.
  14. Phobia: You have a phobia based on what caused this insanity (or roll a random one if this does not make sense). Gain 1 Stress when you encounter something that triggers your phobia.
  15. Quirks: You have personality quirks. Severe ones. Roll d8: You 1) talk to yourself, 2) laugh wildly and inappropriately, 3) constantly fidget, 4) eat odd substances, 5) mimic those around you, 6) have irritating tics, 7) stutter, 8) suffer tremors. You take a penalty to Reaction rolls and social checks equal to current Stress.
  16. Sadism: You are brutal and violent. Every time you kill a creature, everyone in sight takes 1 Stress as you revel in the suffering.
  17. Schizophrenia: Make a new character sheet with a different class, but the same name, race, attributes etc. Each session, alternate between these two character sheets.
  18. Self-Mutilation: Every time you would take Stress, you can instead take 1d6 damage. If you take no damage for a whole day, you must hurt yourself for 1d6 damage. You are covered in scars.
  19. Submission: You are seriously aroused by being ordered around. You must Save not to follow a command and may want to seek out someone who will abuse you and treat you like their slave.
  20. Veracity: Every time you deliberately lie, Save or faint.
Chris Bourassa, from Darkest Dungeon

Every time you fail a Save against a harmful magic spell, a radioactive place/item, or antediluvian, mysterious devices, you gain a point(s) of Corruption. Record this with a C next to a physical inventory slot of your choice. If you ever gain Corruption equal to or above your Corr score, Save versus Con or gain a mutation and 2 points of Stress. (Follow the link and roll on the table.) Mutations take up one physical inventory slot permanently. If you ever gain a number of mutations equal to your Corruption, Save versus Will or go homicidally insane, permanently.
You can remove Corruption (and mutations) through magical treatment, special items, and mysterious rituals. Corruption disappears naturally at a rate of one point a week.

Stress/Corruption Design Notes:
The Stress rules were taken directly from Library of Attnam's post on madness mechanics inspired by Darkest Dungeon. They haven't gotten much testing yet, but they're designed to interact with mental and physical inventory in meaningful ways, making both inventory and Stress/Corruption more tangible, associated mechanics rather than just another thing to track. The inspiration for associating S/C with inventory slots comes from DIY & Dragons's excellent series on resource management. Please please please read those posts. I'll touch on them more when I discuss mental and physical inventory and their contents.
Corruption utilizes Arnold K's mutation table. Eventually I'll write my own. Sometime. I promise. Pinky swear.
Corruption's designed to make magic and eldritch locales a larger threat, and to make gaining mutations more player facing. I want Corruption and Stress to have a creeping sense of inevitability, and for the players to be seeking out solutions for them before the effects hit. I also like corruption better as a damage type than "magic", "eldritch", or "anathema", because that word describes the immediate effects of its damage. It corrupts you. Magic is corrupting.
Stress is supposed to show the non-physical damages of the adventuring life, how grinding terror and periodic adrenaline rushes accelerate the gradual erosion of self and sanity. Large dungeons will stress you out, and they will drive you insane if you stay in them long enough.
Mutations and Insanities are supposed to be mostly permanent character baggage. They both cut off inventory slots, thereby depriving players of resources. They both affect roleplaying and how a character is mechanically utilized. My tieflings roll a random beneficial mutation, and one player's spider legs have made a lot of difference. 
These strong negative factors can also be cured back at town/during downtime, making those activities more important. If you emerge from the Spiraling Oubliette of the Plutonium Tecuhtli with four Mutations and two Insanities, you bet your tentacle-ridden ass you're gonna spend that hard earned, slightly radioactive gold on some treatments for your bulging, mucous, saggy armpit that takes up an inventory slot and leaks a highly corrosive fluid when punctured or chafed and is delicious when you lick it.
Stress also disadvantages use of a skill, language, or spell, which can be huge. All the more reason to keep it down and drink the demons back into the closet. Drugs and alcohol can remove Stress so bring along that hip flask and drink after every combat encounter.
Managing when to ask for Stress saves is the most delicate balancing point of these systems. Corruption has pretty hard-coded triggers, but deciding if an event is normally stressful or Stressful has been difficult. I've been softer on my players because this is my first GLOG game, but that's going to change. We haven't had anyone crack yet, but we will soon. And the Stress rules are designed to mimic the Darkest Dungeon mechanics - stress compounds, and it can lead an entire party into a negative death spiral.
Perhaps the most fiddly math in chargen is generating S/C scores.
[Subtract your Con roll from 20, divide that number by 2 (rounding down), and record the result as your Corruption score. Subtract your Will roll from 20, divide that number by 2 (rounding down), and record that number as your Stress score.]
It's not intuitive to any D&D veteran, but it works well as a mechanic. If S/C were simply inverses (20-stat) of Will and Con, I'd need to pile on the Stress and Corruption points to see any physical effects or simply have effects trigger at certain thresholds of S/C. I didn't want to mess with that, so I scaled S/C scores down to make each point feel meaningful without making each one its own stat. If S/C were stats, because they're the inverse of inverse scores, they'd have to be roll-under stats, and that's anathema to a completely roll-over system. Again, it's not elegant math, but as ability scores improve, so do S/C, just more slowly.

More to come on skills, mental/physical inventory, hit points, leveling up, and general class notes. I'm going to unpack my GLOG hack because a lot of design decisions made to create clear, player facing rules can be anything but, and because my GLOG is a very different animal. 

Wednesday, July 31, 2019

More Ways to Get Sick!

Base Rules:
When you contract a disease, whether from the environment, an enemy, or spoiled food, it infects a random slot of inventory (never a slot with mutations, usually a physical slot). Put a D by the infected slot. You know when you’re infected with something, just not what unless you've had that disease before.
Each interval, make a Constitution save or the number of slots that disease takes up doubles (eg: 1->2->4->8), infecting random slots not infected with the same disease. If the disease ever infects an inventory slot that has something in it, you suffer its Symptoms, and if it infects all your slots without killing you, you must Save vs Con or die unless otherwise specified. If you’re infected by more than one disease, use the symptoms for the worse one.
You can stave off the worst effects of a disease, its spread, or even reverse the progress of some diseases by giving in to the disease’s Urges. (You don't have to follow a disease's Urge, you'll just want to.)
 If the disease can be reversed, you can make a Con save to reverse it one Interval after you've succeeded on a Con save to stop its spread.
Some diseases are infectious. Some are not. Infectious diseases are spread by close proximity (3 in 6 chance per day), by combat (2 in 6, 4 in 6 if you killed a diseased creature) and are always spread by contact.
Diseases can be cured by magic, medicine, downtime, and very rarely exorcism. Some of them have no cure.

This post pairs deliciously, like fine cheese and wine - no, more like blood and mosquitoes - with Lexi's Plaguezerker, as part of a sick collaboration! Disease names also courtesy of Lexi!

Katerina Kirillova

Diseases
(d20):

1. The Plague (Interval: Daily, Inventory: Physical, Infectious)
Symptoms: Large black buboes, chills, weakness,, and gangrene of the extremities. Save vs Con with a penalty equal to the number of slots infected or die in 1d4 days.

2. Malaria (Interval: Weekly, Inventory: Physical, Infections)
Symptoms: Fever, Save vs Con when you eat or vomit up food, Save vs Con after intense exertion or have muscle spasms.

3. Smallpox (Interval: Daily, Inventory: Physical, Infectious)
Symptoms: High fever, pustules all over the body, hard coughing. Save vs Con or die in 2d4 days.

4. Leprosy (Interval: Weekly, Inventory: Physical)
Symptoms: Gradual numbness in affected areas, skin rash. Save vs Con or lose 1d4 digits, exploding on a 4. If you’re out of digits, you start losing limbs. Does not kill.

5. Rabies (Interval: Weekly, Inventory: Physical)
Symptoms: No immediate symptoms. Save vs Con or die in 1d4 weeks. A week before death, you become murderously aggressive, infectious, and develop a fear of water, refusing to drink.

6. Cholera (Interval: Exploration Turn, Inventory: Physical, Infectious)
Symptoms: Immediate, unstoppable diarrhea. If you can’t get clean water, you die in 1d4 hours. Reversible.
Urge: Drink water and rest to avoid getting sicker. 2 rations worth of water an hour to prevent the spread, 4 rations of water an hour allows you to make Con saves to reverse the spread with advantage.

7. Influenza (Interval: Daily, Inventory: Physical, Infectious)
Symptoms: Fever, chills, soreness, fatigue, sneezing, runny nose. Reversable.
Urge: Rest to avoid getting sicker. If you rest uninterrupted for 1d4 days, you may make Con saves to reverse the spread with advantage.

8. Tuberculosis (Interval: Weekly, Inventory: Physical)
Symptoms: Roll a d10 every Interval. On a 1, you become infectious, die in 1d4 weeks, and until then, you cough bloody phlegm.

9. Ebola (Interval: Daily, Inventory: Physical, Infectious)
Symptoms: Exactly like influenza. Save vs Con or die in 1d8 days, bleeding heavily from your orifices in the last day.

10. Prions (Interval: Monthly, Inventory: Flip a coin. Mental on heads, Physical on tails.)
Symptoms: 1d6 random symptoms. (see table below) Save vs Death or die in 1d4 weeks.

11. Mummy Rot (Interval: Daily, Inventory: Physical)
Symptoms: Skin darkens and peels away in papery strips. Dust falls from joints. Save vs Con or lose 1 limb a day until you die.
Urge: Obey a mummy’s direct orders.

12. Cordyceps (Interval: Daily, Inventory: Physical, Infectious)
Symptoms: A fungal growth begins to emerge from a random facial orifice, growing upwards. Save vs Con or die in 1d4 hours.
Urge: Find large gatherings of people. Take dead flesh and stack it into spiraling piles and twisted lines. Babble.

13. Contagious Murder (Interval: Daily, Inventory: Mental, Infectious)
Symptoms: You begin envisioning your comrade’s most likely form of death in the next day. Save vs Will or kill them, spreading the disease to all who witness you kill them.

14. Magepox (Interval: Daily, Inventory: Mental, Infectious)
Symptoms: Your skin begins to dry out and painfully separate into paper-thin layers very suitable to be torn off and written on. If you die, you collapse into a mess resembling a large pile of discolored paper.
Urge: Peel off your flaking skin. Anyone who touches the skin or reads what you write on it must Save vs Con or contract Magepox.

15. Goblin Plague (Interval: Exploration Turn, Inventory: Physical, Infectious)
Symptoms: Goblins are drawn to you, 1 goblin for every slot infected. If you’re a goblin, look over here.  Not lethal.

16. Red Death (Interval: Minute, Inventory: Physical, Infectious)
Symptoms: You bleed from all orifices for 1 damage per slot infected/combat round. Incredibly lethal, incredibly rare. Almost never natural.

17. Vampirism (Interval: Daily, Inventory: Physical, Infectious)
Symptoms: You take 1d4 damage when exposed to sunlight per combat round, silver and consecrated weapons deal critical damage to you, you cast no shadow and no reflection, and you can turn into a small rat, bat, or toad. You can eat anything but can only survive off blood. 1 regular person has 4 rations of blood in them. If someone gives you permission to feed, you can do it without infecting them for 1d4 damage. This disease does not kill you.
Urge: Drink blood whenever possible. If you ever take this blood without asking, you can turn into a wolf and merge with darkness, but you can no longer cross running water or enter a home without being invited in.

18. Eyeball Spores (Interval: Daily, Inventory: Mental)
Symptoms: Your eyeballs slowly divide like cells. (1 division/day) This is incredibly painful and gives you a cumulative -1 to anything involving sight for every eyeball that buds off you. These eyeballs have small tentacles to crawl away and will eventually grow into beholders with a strange tolerance for you. This disease is not lethal.

19. Sanity (Interval: Daily, Inventory: Both)
Symptoms: You gradually begin to hear the words of people playing a game. It’s easy enough to ignore, but what they’re talking about is eerily similar to whatever you’re doing, and listening to them automatically progresses the disease one stage but allows you to get insights into the world. When you’re fully infected, Save vs Will. If you fail, you go stark raving mad. If you succeed, you become an NPC who’s conveniently forgotten what they heard.

20. Goldipox (Interval: Weekly, Inventory: Physical)
Symptoms: Any money on your person degrades one step: gold to silver, silver to copper, copper to dirt. Offloading degraded money onto others infects them.
Urge: Get your hands on as much money as possible. If you ever collect 1000 gold coins or one flawless diamond, those items turn into dirt, but you’re cured.

Monica Delgado

Random Symptoms
(d20):

1. Fever
2. Chills
3. Shaking
4. Uncontrollable laughter
5. Mild bleeding from orifices
6. Headache
7. Fatigue
8. Sneezing
9. Diarrhea
10. Vomiting
11. Sore throat
12. Compulsion
13. Phobia
14. Philia
15. Itching
16. Rash
17. Licking lips
18. Jaundice
19. Bruising
20. Weird pee


Design Notes:
Three goals here. One was to create impactful rules, which is why the common cold isn't on this list, and why the duration for almost all of these diseases is daily. The duration between "getting worse" is geared towards a party crawling through a dungeon or hexcrawling through the wilderness. Obviously, with campaigns that have longer time measurements, (e.g: if one day was one exploration turn) these diseases are more lethal. Feel free to scale anything about the effects and durations that you want, that's supposed to be flexible.
Another goal was to bolt disease onto an already existing system instead of creating a completely disassociated system. By linking disease to physical inventory, I'm trying to create another reason to track inventory. If carrying all that loot makes you sicker, (or at least feel the effects of your sickness) will you chance it, or will you dump it in exchange for survival? 
Another goal was to do disease without linking it to ability score damage. I suppose it's because players are bad at keeping track of penalties, but the same argument can be made against my system. I'd like to argue that having disease as a concrete inventory "infection" instead of "you have syphilis, make 1 save a day" places it more in the players minds. If you have a high score, are you really going to miss one or two points? Well, yes, but only in situations where those points could've made a difference. Unless a disease does a lot of ability score damage, sometimes its effects can be easy to forget when you have to keep track of loot, hirelings, light, spells, HP, and other party members! But if disease is directly linked to loot, which is gold, which is XP, then your players have a reason to care.
I also think that different symptoms help differentiate a disease in a way more interesting than math.
The inventory argument only holds up as long as inventory matters, which I think it should. If you run games without good inventory systems (5e comes to mind) or don't like inventory (which is fine) ability score damage may work better for you. But for a more OSR mindset, where what you're carrying and how much you can carry matters, I think disease should be tangible, infectious, and scary.
Disease also gives some weight to downtime. Most players use it to recover from wounds, buy things/gain XP from spending money, and the like. But having disease recovery as a viable option gives downtime a bit more purpose, even if that purpose is just removing a negative condition. 
Don't forget to infect hirelings and pack animals too. Animals are plague vectors.
This also gives a different cast to things that remove disease or cure all diseases. If progression is important to a mechanic, anything that instantly solves that mechanic, ignoring its usual progression, should be at least rare.  I'd advise modifying spells that cure diseases into spells that give a saving throw to halt or reverse a disease's progression.
I considered including mechanics to cure disease in this post but most of those were either a long list of "X thing that requires money/exploration/time to find" or "here's another subsystem!" My recommendation is adapting any subsystem you have for preparing food to preparing cures. Just requires different ingredients. I'll probably write my own, but for now I wanted to focus on presenting a challenge. Y'all solve challenges in OSR games, right?

Monday, July 29, 2019

P&P: Rails and Slime - Session 3

Find the previous chapter here!

The cast:
Skitters the tiefling thief.
Ixcuina the tiefling radiomancer.
Werd the human soldier.
Itzapal the ashanti veteran.
Ton, the NPC ashanti soldier.
Tot, the NPC berkins soldier.
Huehue, the NPC ashanti soldier.

The setting: A train bound for the urban battleground of Palenque, a Mayan city. The train consists of 7 cars (from front to back): The conductor/engine, 3 troop transports, 1 officer's quarters, and 2 cargo cars at the end. Conductor's car is #1, the first troop transport #2, etc.

After performing a crude pseudoautopsy on a tridog that might not have been completely dead, the gang decided to split up. Skitters, Werd, and Itzapal went to investigate the top of the engine. After climbing atop the cars, Skitters noted that the wind had picked up considerably. The gang pried open the emergency hatch, noting some resistance from some unidentified goop caking the hatch.

Meanwhile, Ix suggested that the strange tridogs should probably be moved out of a potential engagement. A captain agreed and ordered several soldiers to carry the tridogs to the cargo cars, and out the tridogs went. Ix then located the small wizard who soaked him earlier, and asked for assistance. The child came along willingly, and revealed that they had splashed him with a defoliant earlier because Ix looked green. Ix remained noncommittal.

The gang, with Ix and the child watching from the second car, opened the hatch. As they did so, they rapped on the surface of the train...and something tapped back, matching the intensity of the impacts. When they opened the hatch, they discovered the conductor's hand still affixed to the controls. Unfortunately, those hands trailed off into glistening streaks of slime that wound their way towards the back of the train, where a large, amorphous mass pulsed. Iz and Werd tapped their rifles on the side of the train to distract various grubs meandering about inside. Skitters reached down with his rifle and knocked the controls to half speed.

Ix asks the child what they can do. The kid says they can alter their shape and make potions obey them, adding an ominous comment about an "accident". Ix sighs and asks what happened, and the child narrates how they accidentally turned their brother into a fish monster while playing with a ball.

A moment of silence.

Ix hears some gunshots towards the back of the train.

Iztapal, Skitters, and Werd pull out all their available lantern fuel and, with the help of some twine and rope, lash the flasks into a large bundle, planning to swing the lit bundle through the opened hatch and smash it against the ceiling. Skitters dangles the makeshift molotov off the side of the train, gently swinging it back and forth to build up momentum, and then lobs the smoking bundle neatly into the hatch, where it smashes against the ceiling with a tinkling noise. A blaze of light erupts from the hatch and the party hears a greasy crackling noise that smells like dog bacon.

Itzapal descends and rallies the loud, uncoordinated soldiers in the car, making a stirring speech and outlining a plan of action.

Except nobody volunteers to help her.

The captain then mentions that hazard pay is awarded for especially dangerous combat activities, and people start talking. Some lots are drawn, and three soldiers present themselves to Itzapal: Tot, a timid berkins, Ton, a bulky ashanti, and Huehue, a voluble ashanti, Ton's sister. Iz sends off a couple soldiers (with approval of the captain) to investigate the gunshots. The soldiers return and report that the captain's quarters are locked and unresponsive.

Itzapal files the information away for later and organizes her volunteers into a firing line. She gives a signal, and the transport's door is flung open. Directly ahead, a thing pulses behind a milky, obscured window.

"Fire!"

The window shatters -

"Soldier down! Soldier down!"

- and Itzapal collapses to the ground, stone dead courtesy of massive internal hemorrhaging from her old wounds. Everyone gasps, and her body is quickly moved to the side. Her nonexistent pulse is taken, and almost everyone hushes as her death is announced.

While his comrade drops dead, Ixcuina takes advantage of the shattered window and peers into the engine. A thing like knotted, fleshy ropes with moist orifices adorns the front of the entire engine, with purple grubs crawling in and out of the orifices. It leaks a runny, pink goop from multiple perforations, and Ix takes advantage of its wounded state, draining electrons from a nearby lantern and firing a concentrated blast at the tangled mass, critically dazing it.

Skitters takes advantage of the stun, wrapping a bedroll over the pulsating thing and tearing it off the engine with some meaty snaps. He hoists it up through the emergency hatch, and before it recovers, tosses it off the train. The quivering bundle hits the ground with a thud and unceremoniously rolls to a stop, quickly disappearing in the distance.

Skitters hears a familiar skriii-kreeeeee noise and scampers away from the grubs moving towards him, back to safety. The excitement ended with the party discussing the shocking loss of a comrade.

Tune in soon for Session 4! (Which has already happened. I just need to write it up.)

Notes:
Well, so much for testing the Veteran class. Apparently any chance of instant death the first time Wound Dice are invoked is enough for the (now fired) dice bot to murder a PC. I would say it worked well, but maybe I need to account for the 1.53% chance that any Veteran player will die instantly when invoking their most important class ability. Sigh. Maybe someone else will die and try their hand at the class responsible for 100% of PC deaths so far.
Ixcuina got lucky with his spell because the fleshy thing, despite having no visible light-sensing organs, nonetheless critically failed its save. His luck probably won't hold forever.

Friday, July 26, 2019

Warlock Patron: Tawantinsuyu Imperial Armories

By Inti and Inca Mancoti, you will bring light to these rich, fertile lands. Your light is glorious, blinding, and brief, but while it burns, how wondrous! Soldiers will fear the golden sun on your breast, shells and bullets will strike off you harmlessly, and you will wreak havoc.

Blind and blast! For Sun and Emperor!

Warlock Patron:
Tawantinsuyu Imperial Armories

Anthony Jones

Main warlock rules here. This warlock is dedicated to Lexi, as thanks for everything she's helped me with.

Starting equipment: A pair of darkened glasses, a beaten gold cup, a spyglass, and a quipu.

Boon: 5 in 6 chance to ignore damage from friendly fire. Self-damage does not count. If unsure, flip a coin. Occasionally, when you touch metal, it flashes.

Favors:
Convert ammunition types to different types - cartridges to bullets, artillery shells to bullets, etc - once a day. Can only do this for ammo you’ve used before.
Set off very flammable materials (oil, gunpowder, alcohol, dry tinder, etc) with a touch.
Dry and oil a metal object by running your hands over it.

Goals: Win conflicts for the holder of your contract, ideally the Tawantinsuyu Imperial Armories. Contract expires upon your permanent death or helping your contract holder to win 5 wars, whichever is sooner.

Obligations (1d8):
Kill 3 x [Debt] enemy creatures.
Assassinate [Debt] enemy commanders.
Ferret out [Debt] enemy agents.
Recover 2 x [Debt] taken weapons or equivalent objects.
Capture 3 x [Debt] war prisoners.
Destroy [Debt] enemy fortifications.
Rescue 2 x [Debt] captives.
Help [Debt] operatives infiltrate enemy territory.

Spells:
Sparks Off Cloaks
R: 0 T: [dice] creatures D: [sum]/target attacks
If an attack would damage you and it was faster than a thrown rock, step the damage dice down [dice] sizes. Step the damage dice of attacks slower than a thrown rock up [dice] sizes. If you cast this spell with 3 or more dice, you may reflect [dice] attacks faster than a thrown rock back at their origin.

Preundetonation
R: [dice] x 30’ T: explosive material D: [dice] rounds
With a gesture, you can either set off or defuse [dice] or less explosives that you can see. If you Test versus Dex, you can set off or defuse fast-moving explosives.

Ferrous Charmer
R: [dice] x 20’ T: ferrous metal D: [sum] rounds
You can attract or repel metal. See the table below for the size and speed of metal you can affect.

1 dice: Knife size at walking speed.
2 dice: Torso at running speed.
3 dice: Human running as fast as a horse.
4 dice: Cart blurring with motion. Can warp the paths of bullets.

Blast Wave
R: 200’ T: 20’ radius D: 0
Objects and people take [sum] damage. For every hard, immovable surface the blast wave overlaps, add [size] to the spell’s damage.

Shape Metal
R: touch T: metallic substance D: variable
You can mold refined metal that you touch like wet clay, sculpting it to your satisfaction. The changes last for [sum] rounds with 1 [dice], [sum] minutes with 2 [dice], [sum] hours with 3 [dice], and are permanent with 4 [dice].

Organs to Grenades
R: touch T: Fresh corpse with [dice] or less HD D: [sum] minutes
You convert [dice] organs of a fresh corpse (no older than [dice] days) into explosives. When you throw the meat nades, you may either set them to detonate on impact or detonate after [dice] or less rounds. Creatures in the radius of the explosives may Save vs Con for half damage.
.
Hand/foot: 1d4 damage, 10 ft. radius
Arm/leg: 2d4 damage, 20 ft. radius
Eye: 1 damage, 5 ft. Can see through the eyes of one damaged creature for the duration of the spell.
Ear: 1 damage, 5 ft. Can hear through the ears of one damaged creature for the duration.
Tongue: 1 damage, 5 ft, can talk with one damaged creature’s tongue for the duration.
Head: Deals 1d6 Stress damage, those who take full damage from the blast gain the contents of 1 random mental inventory slot from the head.

Sunlust
R: 100’ T: [dice] creatures D: [dice] minutes
Creatures you can see that can see sunlight must Save or rush towards it, staying in the sunlight for the duration of the spell. If 4 [dice] are invested, the duration is days instead of minutes. If there is no sunlight visible, the spell fails.

Blood to Gunpowder
R: touch T: unclotted blood D: permanent
You touch up to [dice] buckets of fresh blood from a creature with [dice] or less HD and convert it to dry gunpowder. If this blood is in an open wound, the creature must Save vs Con with advantage or take [sum] damage as its blood turns into gunpowder.

Metal to Light
R: touch T: metallic substance D: [dice] hours
As you hold some metal, you convert part of it to light. This subtracts half an inventory slot per hour from the metallic object. The brightness depends on the [dice] invested: 1 [dice] for a candle, 2 [dice] for a torch, 3 [dice] for a bonfire, and 4 [dice] for daylight brightness. Alternatively, if you cast this spell with 4 [dice], you may choose to instead turn light into metal.
Casting this spell with certain metals has different effects: gold produces sunlight, silver moonlight, mercury a poisonous grey light, occultum octarine light, etc.

Compartmentalize Mixture*
R: touch T: object D: 1hr
Command a mixture of items (a soup, a pile of coins) that weigh no more than [dice]x100lbs to separate into [sum]+1 categories. The separation is slow, and hindered by even the slightest effort. The categories must be clearly defined and identifiable by inspection. For example, you could split a soup into "vegetables" "broth" and "poison", or a pile of coins into "minted during the last century" and "older". You could not, however, split a pile of coins into "handled by Xerphion the Tyrant" and "not handled by Xerphion the Tyrant", as there's no way to tell just by inspecting them. You could not separate "a locked chest" and "its contents", because the items could not flow freely into separate piles.

Teleport to Shooter
R: self T: self D: 0
You may trigger this spell upon taking projectile or firearm damage from a creature trying to kill you. The damage from that attack is reduced by [dice] x 2 and you teleport to a safe spot within [dice] x 10’ of the attacking creature. If you can see your attacker, you can choose where you teleport to.

Solar Flare
R: self T: creatures D: [dice] rounds
Creatures that can see you must Save vs Dex or be blinded by a flash of sunlight.

Gaze of Inti
R: sight T: [dice] creatures in sunlight D: varies
When you cast this spell, roll all your Credit Dice, and note the time of day and the number of 4’s you roll, and consult the table below. If you roll four 4’s and you cast this spell at noon, for 4 rounds, you achieve perfection.

Morning:
Creatures lose [number of 4’s] levels of exhaustion.
Noon:
Creatures must Save vs Con. If they fail, they take [# of 4’s] x [dice] damage. If they pass, they gain [# of 4’s] MD that last as long as they stay in sunlight.
Afternoon:
Creatures lose up to [# of 4’s] x [dice] HP, which go to creatures of your choice. Save for half.

* - spell from Skerples's excellent List of 100 Orthodox Spells.

Patron’s Gift: If you are killed by an explosion you cause, note how many HD of sentient creatures (except yourself) were killed by that specific explosion. Then roll a d20. If you roll under the number of HD recorded, you return to life intact (if blown apart) and in the nearest safe location.

Design Notes:
These spells are pretty powerful, but also somewhat situational. Lots of them require objects or input to activate, and depending on your campaign world/technology level, not all of these spells are useful. For wizards running around a battlefield, though, any one of these spells could be a lifesaver...or could mean you die in a fiery explosion. Your obligations are also quite lethal.
My favorite spell that I’ve created here is perhaps Teleport to Shooter because of how many uses it has with foes and friends and how wrong it can go. Teleporting into a fortified enemy position with a bleeding wound is always a good idea.
Organs to Grenades sounds like so much fun - I really hope someone uses it soon.
I’m a bit worried about the thematic overlap of these spells - 3 of them have to do with metal, 2 projectiles, and 4 with explosive material (I’m including a favor). I don’t think this warlock is too narrow for my setting, but they certainly will be helpless in a social situation, which is what I intended.
This is also the first warlock patron tailored to my setting! 

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