Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Wednesday, June 6, 2018

X-Men Campaign Part 2: Welcome to Doom


The strange setting of our final battle
Continuing our adventure, Cyclops hauls the battered Magneto out of the office building only to be accosted by a curious police officer. Cyclops, believing that he has convinced the officer to depart, turns his back only to be shot from behind. It is no police officer after all, but the evil mutant Mystique? In a flash of brilliance, Talia conjures a shield of water from a nearby cafe in order to create a shield. While this is effective, it is revealed that Mystique is not alone. A building crumbles, revealing Avalanche. During the commotion, the Blob and Pyro approach from behind. Destiny steps out of the shadows to join Mystique. Our heroes are surrounded.

The Brotherhood of Evil Mutants make their demands clear. Our heroes can forfeit Magneto... or their lives! During the discussions, Destiny is mysteriously yanked away. Our heroes refuse to yield, and all chaos breaks loose. Avalanche is knocked into a nearby store, Pyro attempts to gain the advantage of high ground but is dispatched just as easily, and the Blob rolls incredible poorly.

Mystique finds herself wrapped in webbing. Of course the one who neutralized Destiny is non other than your friendly neighborhood Spider-Man. The Blob is happy to continue fighting, but when Titania puts her claws to Mystique's neck he agrees to a mutual retreat.

Upon returning to the mansion, the Professor admits that he has released War-Weeb and Edgelord as they were under minor mind-control, trapped in a mental construct that forced their obsessions into action. Jellyburn, however, is under considerably more mental stress that is proving much harder to undo. He opts to beam everyone aboard the Starjammer where their physicia Sikarsky will be able to provide better care.

Our heroes are shocked to have been so casually whisked into space. They tell their parents all about it when they get the chance. Eventually, the girls are returned to Earth where their attempts to relax are interrupted by Beast, who advises that they could take the oppertunity to act like real superheroes.

Reluctantly, they agree to patrol around the city solving problems. These problems include a baker who is suspious of a recent croissant cart that has popped up, a burger bandit, a senior citizen medicine heist, as well as an anti-mutant protest-slash-festival going on in the park. Exhausted and damaged (Talia having been smashed by a truck weilded by a super-powered senior) they return to the mansion only to be beamed up by Xavier once more.


You will recall in the last issue that the X-Men had left on a secret mission. It is revealed only now that they are being held captive by Doctor Doom. With nobody else to aid them, Lilandra recruits her estranged step-son Prince Delita (an original character) to assist. You may think Prince Delita looks familiar, in which case you are correct. He is loosely based on Kid Gladiator.

Delita, Proud Shi'Ar Prince
The party crashes Doom's temporary castle (for his own has been taken from him at this time), and faces off against the Doom Squad. These four soldiers are equipped with powerful suits of armor designed to take on the Fantastic Four. The fight is a challenge, but our heroes pull through due to their ferocity.

Traveling the floors of Doom's castle, they free the X-Men from their trapped prisons, as well as steal a large amount of Doctor Doom branded merchandise. The only hero they are unable to free is Storm, who appears to have been turned into metal somehow. The party decides to infiltrate Doom's secret lab in order to find a device that may reverse this affliction. Unfortunately, this route passes through Doom's bedroom where he lies in wait. While haphazardly following a robot built in Storm's likeness, Titania comes face to face with doom and a batle for the ages begins.

Only a few of the many floors of Doom's castle

Titania is instantly trapped in a Doom Bubble, and Wolverine is sent flying out of the building due to a massive roll on Doom's part. Nightcrawler struggles to save a Wolverine who has been flung into the ocean, all while Colossus grabs hold of Doom to create an opening. Delita uses this opening to use his final attack which is a massive energy beam. Doom is damaged but standing, while the attack knocks Colossus through the wall. Delita has used all of his energy and slumps to the ground. "All that work for a drop of Doom's blood," says the Tyrant, as he kicks Delita to the ground. During this time, Talia has been running all of the faucets in Doom's bathroom, while Titania has managed to free herself and is fending him off. With one final coordinated team-up attack, they smash Doom hard enough to do some real lasting damage.

In fact, he is so smashed he comes apart. It is, of course, a Doombot.

They hear the ding of the elevator and brace for another battle. Doom, however, does not wish to fight. He explains he merely wished to test the might of the X-Men. With uncharacteristic cooperation, he cures Storm and coordinates their exit.

Upon returning to the Starjammer, the Professor is happy to see the X-Men but is frantic. It appears that Jellyburn and Magneto are trapped in the same mental prison. How such a thing is possible is unknown, but with his powers he transports our heroes into this mindscape to free them. Almost immediately they are harassed by a gang of ruffians, who flee at the first sign of mutant ability. They scream of sentinels, and is if being summoned, one appears. The girls hide out until the sentinel is gone, and are discovered by a much older Logan who is surprised to see them alive. He offers to bring them to safety. Who is this old man Logan, and why is he surprised to see two girls he saw just moments ago? Find out next time on X-Men.

Saturday, May 26, 2018

X-Men Campaign Part 1: In This Issue Everyone Gets Burned


When I started the campaign I just ran the introductory adventure from the X-Men box set. It was fun enough, but kind of all over the place. This time, however, I decided to come up with something on my own.

Talia
The player characters are Titania (aka Lurk) with the power to become a shadow creature and manipulate shadows, and Talia (aka Flash-Flood) who can run super fast and manipulate water.

Titania
I had to do some retconning because I wanted the game to take place during Claremont X-Men some time  after Dark Phoenix Saga with the players taking the place of Kitty Pryde, but with some elements from before then for storytelling purposes. This meant that the Beast who was in X-Factor in the intro adventure is now an Avenger. In addition, Professor X is still suffering from the nightmares from before the whole Shiar situation, so his powers aren't what they used to be. The players, along with an NPC mutant named Jellybean, are invited to the X-Men Mansion where they get the full tour and meet the team. In order to show them what the X-Men are all about, Xavier sets up a demonstration in the Danger Room. Unfortunately, somebody has sabotaged the control panel and the room goes out of control and the situation gets heated inside. When Xavier attempts to shut it down, the panel explodes knocking him unconscious. The confused and scared players rush to the power room only to discover it has been booby trapped with trip wires and a pretty shoddily made bomb.

Titania uses her powers to cut the massive cable between the generator and the danger room, however spends too much time arguing about how to interpret the results of a d100 and the bomb goes off, seriously damaging her.

After some time of recovery, they deduce a repairman that had entered the mansion earlier must be the culprit. The team splits into two: one to investigate the repairman's storefront in town, and the other to check on Moira McTaggart who also had an appointment with the same guy. The players elected to join Wolverine and Nightcrawler in visiting Moira only to find out that the guy who visited her home did not match the physical description of the one who went to the manor.

Wolverine suddenly demands everyone get into the Jeep, as Storm has called in over comms saying there was a scrap sentinel waiting in the building that burst out once they got near. The players rush into the city to face it. Because Talia can run faster than a car, she takes Jellybean on her back and rushes into battle. Nightcrawler teleports Titania, however poor Wolverine must simply drive.

An epic battle takes place
The battle is long and hard fought, but by the end the sentinel is armless, headless, and stunned for an incredibly long amount of turns. Ironically, the killing blow is dealt by Jellybean, the seemingly useless mutant who only moments ago was blasted off of Talia's back by a variable beam. Her mutant ability is to generate an aura of heat and light, and she delivers a wicked bearhug that melts into the helpless sentinel's leg causing it to topple over. They get out of there right as the cops are showing up.

After a few days of rest and investigation, the X-Men are sent off on an unrelated mission that is too dangerous for the PC's. Xavier gives them the run of the mansion while they wait for the X-Men to return. Jellybean seems oddly obsessed with being alone with Professor X, and the players do not pick up on this. Talia messes around in the pool, and Titania makes smores.

Jellyburn 
A crash is heard from the library, and Talia makes it there first. Jellybean reveals herself to be an enemy actually known as Jellyburn. She also introduces her two allies Edgelord (supposedly a master assassin) and War-Weeb (a supposedly genetically perfect ninja). They have knocked the professor unconscious. Talia manages to evade the would-be kidnappers, and grabs the professor by his wheelchair and brings him upstairs. Despite being a teenage girl, Talia can lift 800lbs because a certain Judge did not look over the character sheets closely enough.

Titania, realizing that something is amiss, approaches the foyer only to see Talia zooming upstairs being followed by some strange fellows. She springs into action, going into her shadow form, but Jellyburn reveals that her powers are much stronger than she had ever let on. She glows brightly like a star, pushing the shadows away from her. With no course of action, Titania races upstairs. As it turns out, these invaders are not very physically fit and struggle to keep up.

Talia attempts to use water attacks to keep the enemies at bay, however they merely become steam in the presence of Jellyburn's aura. Talia performs the incredible stunt of throwing Professor X out of the window, and using her water abilities to catch him using the swimming pool. She gets a Red result, and the professor avoids being murdered by this incredibly reckless act.

War-Weeb
While this is happening, Titania maneuvers around the two lackeys. She hits War-Weeb so hard he flies through the wall, out of the mansion, into the courtyard. A one-hit KO. Edgelord's fate is similar, as she cuts him with her claws. As it turns out, these two are clearly being carried by Jellyburn, the only one with any real ability.

Edgelord
 Jellyburn, furious about the loss of her comrades, attacks Titania as they swing back and forth at each other. Each round, Titania takes damage due to the aura and even when her attacks connect. Eventually, the strain is too much and she must retreat. Fortunately, Talia has scrounged around Beast's former laboratory and locates a crossbow. She does not know that it is only a tranquilizer when she fires it at Jellyburn. The bolt explodes due to the tremendous heat however the tranquilizing vapors knock the villain out cold. Using more water from the pool, Talia cools off the now smoldering form.

A booming void is heard from downstairs. The heroes prepare for more combat, when suddenly Cyclops appears, carrying the limp body of War-Weeb over his shoulder. The players are concerned about this stranger (at this time he is not a member of the X-Men), but are set at ease by his strange aura of authority. They explain the circumstances, and Cyclops revealed that Professor X sent him a distress signal shortly before being attacked.

They interrogate the villains who reveal that their strange leader showed them each a vision of the future they wish to change. They gladly reveal the location of their master, and goad the crew into seeking them out.

Investigation
Cyclops takes the players to the address, kicking in the door. It is a cold office full of lockers and file cabinets. One of the lockers is shaking. Cyclops opens it to reveal a battered and bruised man. He falls to the floor, shivering and moaning. He looks up. It is Magneto.

Next time on X-Men.

Monday, May 14, 2018

Euclid, or How the Hell Does Character Creation Work in FASERIP?

After plowing through about a dozen superhero RPG books and testing a few of them, I was pretty disappointed until I decided to just play MSHRPG. I was originally put off by the massive amount of material to go through (Do I play Basic, Advanced, or Basic Revised?) but after running through an intro scenario I'm seeing why people feel it so hard.

We played with Canon characters first to test the system out and then started making our own. Almost immediately we were incredibly confused. The Basic, Advanced, and Ultimate Powers Rules have different rules for character creation (albeit with similar bases). If you use Ultimate Power you can end up with like 7 million powers, and I couldn't determine if that was the intended way to play the game or not. I ended up rolling the below character using a combination of the three books.

I think for our upcoming campaign we'll use the With Great Power point-buy system. Using it, Euclid comes out to a little less than 300 points. I think. I don't know man, I just roll dice.



Name Euclid

Public Identiy Tommy Zenith

Age 15

Origin Mutant





Fighting Good [10] Health 74
Agility Incredible [40] Karma 46
Strength Poor [4] Popularity Shift 0 [0]
Endurance Excellent [20] Resources Poor [4]
Reason Typical [6]

Intuition Excellent [20]

Psyche Excellent [20]





Powers


Extra Eyes Good [10]

Euclid has an extra eye on his forehead, as well as one in each palm. Each eye is
responsible for a specific type of Beam.
Enhanced Sight Typical [6]

Due to having extra eyes, Euclid is able to notice things Normal people wouldn't. This ability is
currently weak, as he as only discovered his mutant powers.
Force Beam Incredible [40]

Fired from the forehead.
Limitation: Power cannot inflict less than power rank damage
Ensnarement Beam Remarkable [30]

Fired from the left hand.
Limitation: Requires left hand be free and uncovered
Stun Beam Incredible [40]

Fired from right hand.
Limitation: Requires right hand be free and uncovered


Talents Thrown Weapons, Acrobatics, Escape Artist


Saturday, March 10, 2018

Final Fantasy XV Elemancy for Into the Odd

Introduction
I know I'm late to the party, but I've been playing Final Fantasy XV and thought I'd adapt the magic system to Into the Odd. It's not even really a great system because every spell is just a zap, but I like idea of modifying spells even if it's never really used in a clever way. I'm still thinking about a way to make it more interesting, but for now this is a pretty straightforward adaptation.

The system revolves around pulling magical elements (which I'll call mana) from sources (which I'll call springs), and combining them into exploding flasks. In the game, the flasks are permanent however I'd have them be single use, if only because I'm always looking for more ways to spend the players' money. This essentially makes them the same as bombs, but with added effects. I'd put the cost of elemancy flasks at between 5 and 10 shillings. This makes them more expensive than your typical tool, but much less than a bomb (which deals d12 damage on its own). Even then you still have to find springs and components. Canonically, this ability is restricted to royalty. You can decide yourself who has access to elemancy and who doesn't in your game.

Elemancy
There are three elements: fire, ice and thunder. Magic-users will need to keep track of how much mana they have stored of each of the elements. I'd recommend a hard cap of 10 per element, just so the numbers don't get out of control. When pulling mana from a spring, roll 1d10 to determine how much of that element you are provided with.

Fire and lightning spells ignore armor (as Heat Ray/charge monsters from Supercapacitor). Ice spells freeze the target in place until they pass a STR save (as Chilling Cloud). Certain enemies may be resistant or weak to certain elements.

Basic Spell Crafting
When crafting a spell, you spend mana equal to the level of the spell you want to cast. You may mix elements, however only the majority element counts as the spell type. For example, a spell composed of 4 Fire and 3 Ice would be a fire spell. If there is every a majority tie, flip a coin to determine the spell type. 

You cannot craft Level 4 spells, as they can only be created with special components outlined below.

Elemancy Table
LEVEL
MANA
DAMAGE
1
3
d6
2
7
d8
3
11
d10
4
NA
d12

Advanced Spell Crafting
Adding certain components when crafting a spell will change its properties. The components are left intentionally broad, so feel free to make them more specific to fit into your game.

Multi-Cast
Component: Animal bones, claws, antlers, gemstones
Allows you to roll multiple dice for a spell and keep the highest result. The more components added, the more dice can be rolled up to a maximum of 5. 

Venomcast
Component: Poison barbs/stingers/bristles, antidotes
Inflicts additional poison damage directly to STR. The damage is equal to 1 per component spent, up to a maximum of 5 damage. 

Cursecast
Components: Animals hoofs, insect parts, fish fins
Causes an opponent's next few attacks to be impaired. The duration of the curse is equal to the number of components spent; with 1 causing d4, 2 causing d6, and so on.

Failcast
Components: Metal shavings, rust
Each component increases the level of the spell by 1, however the caster must succeed in a WIL save when casting the spell or it backfires and damages them instead.

Blastcast
Components: Crab pincers, bird talons, scorpion pincers
Damages everyone within a 30ft radius, including the caster. The range can be increased by 10ft with every component added up to a maximum of 80ft. 

Healcast
Components: Curatives, healing herbs, fresh tomatos
The pain inflicted by this spell heals the caster's HP. The amount healed is equal to the number of components spent; with 1 healing d4, 2 healing d6, and so on.

Monday, March 5, 2018

Simple Weapon Table

The following was made for Into the Odd but you could apply it to any kind of dungeon game. Roll for the weapon type, and then for the description.

Weapon Type
1 Sling (d4)
2 Dagger (d4)
3 Spear (d6)
4 Staff (d6)
5 Mace (d6)
6 Bow (d6)
7 Short Sword (d6)
8 Hand Axe (d6)
9 Longsword (d8)
10 Battle Axe (d8)
11 Longbow (d8)
12 Polearm (d8)

Weapon Description
1 Inscribed
2 Practice
3 Crude
4 Sinister
5 Worn-Out
6 Foreign
7 Fancy
8 Ancient
9 Gigantic
10 Mediocre

Inscribed
The weapon has some kind of inscription on it. It could be meaningful, or total nonsense.

Practice
The weapon is for training purposes and is not meant to be lethal. The damage becomes d4 regardless of what kind of weapon it is.

Crude
The weapon appears to be crafted in a rush or by primitive methods. While it works just fine, it looks like a piece of junk.

Sinister
The weapon is scary looking, or has some kind of creepy decoration. You will spook commoners carrying something like this around.

Worn-Out
The weapon is a hand-me-down, was scavenged, or is otherwise very old and battered and it shows.

Foreign
The weapon came from another place, and looks kind of weird.

Fancy
The weapon is elaborately decorated. Worth double the asking price, but makes you a target of pick-pockets.

Ancient
The weapon is from another age, dug out of the ground of pilfered from ruins. Is of great interested to historians and collectors.

Gigantic
The weapon was crafted for a humongous person. Damage is considered to be die step higher, but only if you have 12 or more STR. Otherwise, all attacks are impaired.

Mediocre
Nothing special about this weapon at all.

Thursday, February 15, 2018

Gun Hexes for Into the Old West

I was putting together a list of magical gun effects, when I decided it was much more interesting to have gun curses. Listed below are the kind of afflictions a witch might place on your gun. Guns can usually be cured by a gun doctor if treated within 1 to 2 weeks, but after that the curse may become permanent.

1 Humphrey's Snack Attack
Regardless of what kind of ammunition you load, the gun continues to shoot peanuts. These peanuts deal no damage, but they kind of sting at close range.

2 Skyward Sniper
Bullets fired seem normal, but after about a foot will start flying straight into the air, far off into space. Shots fired are impaired unless your target is directly above you.

3 Guntongue
The gun no longer fires bullets, but instead fires out a string or profane insults. Luckily, this hex is easy to remedy. You just need to clean the gun's mouth out with soap.

4 Isolda's Eternal Gunman
The gun is stuck in your hand by an unrelenting force. You can still use it, of course, but try using anything else with that hand of yours.

5 Thirsty Man's Madness
Your gun now squirts water. Also it's salt water so you can't even drink it.

6 The Friendly Assassin
Each time you intend to pull the trigger, you are compelled to shout a warning out to whoever may be around. It's usually something like, "GET DOWN," or "WATCH OUT."

7 Action Hero Hex
You are unable to pull the trigger without saying a witty one-liner. If the one-liner is terrible, the attack is considered impaired.

8 Lacracia's Turnabout Bullets
Bullets fired loop around and fly at whoever fired the gun. Particularly dangerous, unless you you're shooting people behind you.

9 Garden Gun
The gun fires seeds, which after a few months (with enough sunlight and water) will sprout a bullet flower.

10 Gunman's Impotent Rage
Bullets fired always peter out and fall to the ground after a few feet. The gun's still lethal within a yard or two, but outside of that even the peanut curse is better.

11 The Insatiable Monster Mouth
The gun fires normal bullets and operates fine, however you have no idea where these bullets come from because the chamber has been replaced with a mouth that constantly begs for water. No water, no bullets.

12 Pervert's Only Shot
The gun ejects a strange sticky substances that latches on the target and will attempt to reel them in like a fish. Certain particular weirdos don't even consider this one a curse.

13 Queen's Curse
The gun fires bees, which could be a useful method of attack if the bees weren't impartial and just as eager to sting you as anyone else.

14 Lacracia's Coward Bullets
Bullets fired only hit people who aren't looking at you. For anyone who can see you, the bullets pass cleanly through them.

15 Slippery Hand Hex
Every time this gun is fired, it falls out of your hands. It doesn't matter if you nail the damn thing to your wrist--it will find a way to wrestle itself loose and fall to the ground.

16 Underwear Snare
The gun will only work if you are stripped down to your underwear. You have no idea how the gun knows this, and for whatever reason it doesn't work if you're naked.

17 Poet's Curse
Everytime you fire the gun, you must recite the phrase, "I shoot the gun," and then follow it with a line that rhymes. It has to be a different line every time, or the gun misfires.

18 Beuracracy Bullets
Each time the trigger is pulled, a small contract ejects from the barrel that must be read, signed, and returned to the barrel. After this has been done, a bullet will fire within 3-6 minutes.

19 Nosey Neighbor's Nightmare
Each time the gun is fired, your nose gets longer.

20 Elzandra's Metronome
This gun sends out a never-ending clicking sound that repeates infinitely, and can only be fired to the beat.

Tuesday, February 13, 2018

Into the Old West (ItO Old West Tables)

Here is your starting equipment table for Into the Old West.



1HP 2HP 3HP 4HP 5HP 6HP
3-7 Pistol (d6)
Hidden Blade (d6)
Bottle of Whiskey
Sense nearby sorcerers
Pistol (d6)
Hidden Derringer (d4)
Bottle of Whiskey
Sense nearby Arcana
Shotgun (d8)
Bowie Knife (d6)
Immunity to acid, lye, etc.
Pistol (d6)
Saber (d6)
Immune to charms
And poison
Pistol (d6)
Bottle of Whiskey
Darkvision
Longbow (d8)
Hatchet (d6)
Arcana
8-9 Rifle (d8)
Bowie Knife (d6)
Hound (3HP, d6 bite)
Arcana
Rifle (d8)
Hatchet (d6)
Hawk
Arcana
Rifle (d8)
Protective Gloves
Arcana
Shotgun (d8)
Pistol (d6)
Cologne
Arcana
Shotgun (d8)
Rope
Grappling Hook
Arcana
Longbow (d8)
Hatchet
Eagle
Antidote
10-11 Saber (d6)
Bottle of Whiskey
Hound
Arcana
Rifle (d8)
Mule
Arcana
Hatchet (d6)
Manacles
Arcana
Pistol (d6)
Bowie Knife (d6)
Ferret with telepathic
Link
Cutlass (d6)
Shotgun (d8)
Talking Parrot
Minty Breath
Saber (d6)
Chain
Never Sleeps
12-13 Pistol (d6)
Perfume
Salt & Pepper
Arcana
Pistol (d6)
Bottle of Whiskey
Rat
Pickax
Pistol (d6)
Smoke Bomb
Hound
Shovel
Rifle (d8)
Locksmith Tools
Game Set
Cat
Shotgun (d8)
Hatchet (d6)
Lyre
Mirror
Rifle (d8)
Bottle of Whiskey
Tallow
3 Candles
14-15 Pistol (d6)
Cologne
Spyglass
Arcana
Pistol (d6)
Bell
Rope
Smoke Bomb
Shotgun (d8)
Darts
2 Dynamite
Pistol (d6)
Saw
Animal Trap
Spyglass
Pistol (d6)
Tallow
Hand Drill
Drum
Saber (d6)
Fire Bomb
Mirror
16 Rifle (d8)
Robin
Potpourri
Rifle (d8)
Weasel
2 Dynamite
Pistol (d6)
Candle
Crowbar
Flute
Pistol (d6)
Bowie Knife (d6)
2 Candles
Dual Pistols (d8)
Magnifying Glass
Lost Eye
Darts
Longbow (d8)
Hatchet (d6)
1 Dynamite
17 Shotgun (d8)
Hourglass
Bottle of Wine
Darts
Pistol (d6)
Tallow
Glue
Pistol (d6)
Net
Burnt Face
Pistol (d6)
Whip (d6)
Cigars
Lost Eye
Rifle (d8)
Guitar
No sense of smell
Shotel (d6)
Shovel
1 Dynamite
Glowing Eyes
18 Shotgun (d8)
Bowie Knife (d6)
Whisper of a Voice
Pistol (d6)
Net
False Leg
Pistol (d6)
Paint
Repels Animals
Pistol (d6)
Bottle of Whiskey
Illiterate
Saber (d6)
Rope
Debt (3g)



Roll 2d6 for your hat as well.

 Sombrero
3  Coonskin Cap
4-5   Straw Cowboy Hat
6-8   Bowler (Derby)
9-10 Felt Cowboy Hat
11   Slouch Hat
12   Tophat



Monday, February 12, 2018

Mexican Standoffs and Quick-Draw Duels in Into the Odd

It occurs to me that making Into the Odd work in the old west basically only requires messing around with the equipment and starter tables. You could argue this is true with almost any setting. However, I've decided to go a step further and create rules for Mexican Standoffs and Duels. I tried to keep them as simple as possible to keep in the spirit of ItO.

Please note, these aren't a replacement for normal combat and shouldn't be used all the time. Standoffs can be a good way to start off a fight, but only when it makes sense. Duels are more involved affairs, and either incredibly deadly or hilariously awkward depending on the skill of the duelists.

Mexican Standoff
Each person involved secretly designates a target. Do this by writing them on an index card or something.

Each combatant then makes a DEX save and records the difference between their roll and their DEX ability score. We'll call this the DRAW. Anyone who fails their DEX save either hesitates or misses their shot.

Starting from the highest DRAW, the player reveals their target and rolls damage as normal. Anyone shot this way forfeits their ability to fire during the standoff, regardless of whether they were rendered unconscious or not.

This continues until everyone has fired or been shot.

Here is an example.

Four gunfighters stand in a circle: Lil Bob, Big Bob, Bobbina, and Dog Horseman. Each of them secretly designates a target, and makes their DEX save. 

Lil Bob fails his DEX save right away, so he hesitates. Big Bob rolls a 4 vs a 10 DEX, so his DRAW is 6 (10 minus 4). Bobbina's DRAW is 8, and Dog Horseman's DRAW is 11.

Starting with Dog Horseman who scored the highest DRAW, he reveals his target which is Bobbina. He rolls damage, and Bobbina is shot. Normally, Bobbina would shoot next since she has the 2nd highest DRAW, but she can't because she was shot. Next, Big Bob reveals his target was Lil Bob and rolls damage. Lil Bob is shot, and never got to fire in the first place because he flinched. 

From here on, combat would continue as it normally would, favoring the party of the person with the highest DRAW. 

Duels
Duels use the concept of DRAW but in a different way. In a duel, two slingers face off until some external force compels them to shoot one another.

We do this in rounds. During the first round, both players simultaneously make a DEX save and record their DRAW. We continue doing this until either player fails their DEX save, recording their DRAW each time they roll.

After the first failed DEX save, both players build a dice pool. For each DRAW value that was recorded, find the closest die value that it exceeds, and add it to the pool. For example, if you have a 5, you would add a d4. If you have an 8, you would add a d8. Anything less than 4 is disregarded, and anything higher than 12 is considered a d12.

Both players roll their dice pool, and the highest scorer wins the duel and deals damage equal to the sum of the dice.

Here is an example. 

Loose McGoose is facing off against Lucky O'Ducky. In three rounds, they get DRAW values as outlined below. 

Loose McGoose: 4, 9, FAIL
Lucky O'Ducky: 2, 8, 7

McGoose's dice pool looks like this: d4, d8. 
O'Ducky's looks like this: d8, d6

One die is missing from O'Ducky, because any DRAW lower than 4 disregarded, since there is (for our purposes) no die smaller than d4. 

Both roll their dice pools. 

McGoose rolls a 7, and O'Ducky rolls a 12. O'Ducky scores fortune's favor and shoots McGoose, dealing 12 damage. 


Typically, a duel ends after the first shot, but a less honorable person may choose to continue firing. I leave that up to you.

FAQ
Q. What happens if both duelists roll the same amount?
A. They both take damage

Q. What happens if neither duelists scores a DRAW higher than 3?
A. They fumble around ineffectually or fire into the air.

Q. What if my character only has 3 DEX?
A. Try shooting people in the back instead.

Saturday, May 13, 2017

Alive

I am alive. I've been out of commission due to illness and our campaign pseudo-ended after we had trouble getting together a few weeks in a row. I've mostly been messing around with Tabletop Simulator making dumb board games and stuff.

Into the Odd lazy character sheets
See screencap for some ITO NPCs. Torah from Heaven, and a Suicide Elf (elves that live recklessly as an affront to the immortality of their fathers).

I think we may be trying FATE pretty soon just to see what it's like, but I really just want Bastionland.

Monday, February 20, 2017

Death by Bureaucracy

Saturday’s session was a city adventure. I’m growing really fond of them. Here are some bullet points.

  • Miles and Poco opened up a sandwich shop in the Temple District of Veztm called Sandwich Shrine.
  • They battled one of Barnabold’s lieutenants in an abandoned building and nearly managed to beat him before he escaped. He got away with 1 HP.
  • Poco, immediately after the previously mentioned battle, was challenged by a bottom-feeding duelist and managed to strangle the guy with a garrote while still bleeding out from his earlier wounds.
  • Made enemies of some local monks.
  • Escaped from corrupt privatized police-men by causing a massive explosion.
  • Poco was brought down to 0 Willpower while setting up a bank account, ending up temporarily brain-dead due to bureaucracy.
  • The party established a network of messenger pigeons.
I’ve never had a campaign go on for more than 2 or 3 sessions so this is pretty wild for me. I got the idea of starting a business into their heads, and they became weirdly invested in the shop. At least Sophia did. At one point I thought I had lost her attention completely until she revealed she was making a sandwich menu. This also has the added benefit of servers being able to pick up rumors from customers, which will let me dangle a lot of hooks at once.


Despite so much happening, I don’t have a lot to say. I’m just having a lot of fun.  

Merchant Prince Desideratus

Friday, February 17, 2017

Raganhar the Padling

Art by Me
Name: Raganhar the Padling
STR 12 DEX 16 WIL HP 11
Items: Ancient Sword (d8), Archaic Armor (Armor 1), Tattered Cape, Lots of Scars

Raganhar is old. Really old. In fact, his full name contains so many titles and honorifics that he's forgotten most of them. He can tell you stories about a time before Bastion, but you probably wouldn't understand him because he uses weird words like 'dost' and 'thou'. If you really press him, he might tell you about how he was a knight in a sacred order in a kingdom far away who was turned into a frog by a witch along with his knight companions.

Due to his nature he is capable of superhuman agility, often leaping from buildings like more of a man-bat than a man-frog. He is also capable of snatching distant objects with his tongue.

You will find Raganhar on the fringes of civilization, hunting massive beasts and protecting lost travelers.

Wednesday, February 15, 2017

Junot

Art by me via MS Paint

Name: Junot
STR 8 DEX 11 WIL 16 HP 4
Items: Pistol (d6), Knife (d6), Shovel, Crowbar

Some people do bad things for money, so maybe they can afford not to have to do bad things anymore. Junot, on the other hand, robs grave because he wants to finance bigger and better grave robberies. It's a sport for him, like boxing or chess.

He is a smooth talker who always has a lie queued up, and is especially adept at appearing innocent in scenarios where he's very obviously the villain.

You will find him in graveyards at night, or deep in tombs. Despite Junot's shady characteristics, he will not betray or otherwise try to screw over anyone who helps him out. Though, most of the time you won't even realize you're what you're helping him do. Sometimes grave-robbing is a team sport.

Sunday, February 12, 2017

How to Survive on Giant Spine Island

I. Adventure Update
While on the Inert Emir, Miles and Poco choose not to side with either the Candle-Wizard First Mate Yijun or the Pirate Captain Zuzanna, and thus are forced to man a ship on their own without any knowledge of sailing. A violent storm closes in. Understanding their fate, they fire up a distress flare for the Perennial Dandy’s attention. It works, and the Dandy turns around, only to engulfed by the storm.

The party washes up on the shore of a deserted island, losing a large part of their inventory. Fortunately, the Merchant Prince Desideratus (Dez) is present, and leads them to a camp of useless sailors. The sailors won’t take any orders from somebody without a captain’s hat, but the players find one and put them to work.

II. O Captain! My Captain!
Every week the party was able to give orders to the sailors.

HUNTING
Find lots of food, but danger of being hurt.

SCAVENGING
Finding a small amount of food but virtually no danger.

EXPLORING
Find items, locations, or even food on the island.

BUILDING
Work on building the rafts so they could get off the island.

Each sailor was secretly ranked 1-5 in each category, and at the end of each week an X-in-6 roll was made to see if they succeeded at their task. Each success in building moved up progress on the rafts by a single point, and 20 were needed to get off the island. If somebody succeeded at exploring, I rolled on the following table.

Exploration Success Chart:
1. Item
2. Food
3. Lee's Hut
4. Super Capacitor
5. Item and roll again
6. Food and roll again

Lee’s Hut was the home of a martial arts master that lived on the back of a large turtle. The party brought him some accordions that he wanted, and he taught them some special techniques. The Super Capacitor is one of the expedition sites from Oddvent Oddpendium. I had another table of items, and it was even possible to find real proper treasure.

In retrospect, I really bonered up the hunting/scavenging rules and nobody got hurt. If I were to do it again, I’d have a default 1 in 6 chance of something bad happening at the camp. Then, if somebody failed at hunting there would be a chance that they were seriously injured. I would also probably have included a way for people to get better at their tasks. At the time, the only way to improve somebody’s chances was to give them an item. For example, hunters were given rifles and explorers were given whips.

They spent 3 months on the island and at least one person was bludgeoned to death with a rock.

III. The Price is Right
Without any sort of appraisal ability, I never know how the party is meant to interpret the value of whatever treasure they find. I guess this isn’t a problem specifically with ItO, since a lot of other games don’t have rules for this either.


Do I just tell them how much it’s worth? Can they make some sort of roll? At the moment, the party happens to be friends with a merchant who can give them ballpark figures. I’m wondering how other handle this sort of thing though. Any input is welcome.  

Tuesday, February 7, 2017

Small Update

Miles and Poco board a ship to the new world in pursuit of their rival Barnabold. A few days into the trip, a traveling merchant points out that the ship has altered course and they appear to be following a galleon known as the Perennial Dandy. The party investigate the captain’s history with this ship and don’t like what they find.

I’m not good at making dungeons yet. I have this unhealthy dependence on Silent Hill style alternate realities, and things that are weird for the sake of weird. The idea was a ship with descending decks, each getting more strange until they were basically walking around inside the throat of some sort of massive creature. In practice everything was super cramped without any real room for the players to be creative.

My original plan was for a purely social adventure where the players would try to convince the obsessed captain to stop following after an invincible galleon towards certain doom. It would have been part Moby Dick and part Master and Commander, resembling something better served for Burning Wheel. A day before the game, I realized I didn’t really have the confidence to pull it off and turned it into a dungeon.

It went okay by all (2) accounts, so whatever.

I’ve been sitting on a stupid sci-fi setting for a while now, inspired by retro anime, shmups, Phantasy Star and Mega Man. I’m thinking of writing it out as a hack of Into the Odd. I’m super into spaceship combat ala Last Starfighter, so I feel tempted to focus a lot on that but I feel like any really complex rules run counter to what makes ItO so enjoyable to me. It’s something for me to think about, anyway.

Pending title: Space Battleship Bastion.



Wednesday, February 1, 2017

Sit with Mussold

I think I’m pretty good at NPCs. I worked in retail for the largest part of my adult life, and have had conversations with hundreds of people. I do voices. I do quirks. Yet the Oddest thing happened while running my second game of Into the Odd, which I wish I could say I wasn’t prepared to handle.

We use Rolz to play, and at some point I discovered the command to generate an NPC. After a long hex crawl (which I honestly kind of fucked up), the players ended up in Hopesend which put me back into my comfort zone. They had a lot of questions and love talking to random people on the streets, so it was only inevitable that they would come upon Mussold Schawnpfalz.

Name: Mussold Schwanpfalz, Occupation: Shipwright, Traits: strong, healer, Psychology: fetishizes sitting down, Age: 69, Hair: shaved red, Eyes: blue, Social Ties: sister (healer, openly despised by Mussold), spouse (enduring, openly despised by Mussold), History: became chronically ill at 18, had a minor accident at 20, witnessed a murder at 26, got away with a major crime at 35, was exiled at 62

I hate it when people drop random philosophy quotes, but I feel the following statement from Sir Anthony Ray (often incorrectly attributed to Abraham Lincoln) is relevant here.
“I like big butts and I cannot lie.”

Mussold loves to invite people to sit around him and accidentally sounds like the worst impression of Tim Curry you can imagine. I can only assume the reason he despises his spouse is that she prefers standing. I wonder what major crime he got away with. Pretending to be a chair? He asks the party to sit down while they speak, and Miles shuffles around uncomfortably.

Miles: I think I’ll stand.
Mussold: Groans
Poco: I sit down.
Mussold: Moans

I decide to give Mussold the honor of relaying the status of the party’s rival and betrayer Barnabold. Barnabold sat with him, along with his 3 companions, not too long ago. The party grill him for information on Barnabolds new band, however he is only able to recall the general shapes of their asses. Blood runs from his nose.

Will we be seeing more of Mussold? The party are hitting the high seas to chase Barnabold into the new world, but if they ever come back who knows? Mussold may be waiting around, sitting pretty.

Thursday, January 26, 2017

Thoughts on Into the Odd

I know I'm late to the party, but I finally got a chance to run Into the Odd. 

Into the Odd frustrates me in that every rule seems obvious in a way that is vaguely insulting, but presented with the sincerity of my grandmother trying to describe to me whatever strange new gadget she recently saw at the store, which makes it very hard for me not to like it. It aligns with my aesthetic sensibilities, but reminds me of times when a loved one would stay over and I couldn’t get a moment’s peace, even when peace was less desirable than their company. It seems the closer I get to my ONE PERFECT RPG, the more despondent I’ll become to the point where quotes falsely attributed to Buddha will no longer raise my spirits.

Not everything here is a completely new idea, but we get a lot of smart concepts packaged in a  digestible way without any kind of nefarious pretense or edge. The book is usable, with setting taking up a minimal amount of real estate, with the bulk of detail laced into the starting equipment table. There’s no sections defining role-playing, and nothing about how the game itself is different (which it doesn’t need because it simply is).

There lack of to-hit rolls jumped out at me considering how old-school the game feels otherwise. Players only roll damage, and my players can’t decide if they like it or not. I’m fine with this. I sometimes feel like knee-jerk reaction blog/forum posts have become the dialect of the RPG proletariat, and I was proud of my friends for engaging the game with an open mind. It would have been really easy to dismiss the rule outright, or (almost worse) embrace it without thought.

The saving throws work because the values are liquid, and because they’re only intended to be used in response to the world. I despise d20 roll under with 3-18 ability scores for aesthetic reasons, but in ItO your numbers are less about who you are and more about what is happening. Those numbers are on your sheet because they have to be, but they only play a small part in what measures the worth of your character. Your Strength might be 18 right now, but it could just as easily be 1 by the time you make it to the next room. In the same vein, you can choose to define yourself by your stuff, but at the end of the day even your most fantastical artifact is a thing that can be broken or lost.

My Bastion was designed with the aid of Vornheim, MS Paint, and a healthy amount of overthinking. The streets are littered with bums, wild animals, raccoons in trench coats, and nerds dressed up as elves. Miles and Poco wake up in their single room apartment in the slums, elbow to knee with their seven other roommates every day. Nobody’s hiring, student loan payments are through the roof, and the only prospects are out there where the Odd things are.

I ran the example dungeon included in the book, but instead of using some fishing town, I decided that Bastion was so unthinkably huge that an entire section of the city could sink into the water and nothing could be done about it. The players traversed the murky drowned quarter in wooden bathtubs. The dungeon went well, with the players triggering absolutely every trap, despite complaining about their low HP and the constant danger they were in. 

Note: one thing I love about saving throws is that people want to dip their toe in—to properly fuck up and see if they can make it out in one piece. I think the game understands that, and the dice system ensures that the probability of success or failure is always evident.


If it seems Odd that I’m writing about a game that came out years ago I must state that, in my defense, I am relatively new to this hobby. I wish I had more to say at the moment, but after only one session I’m still on the fence. I won’t say I’m in love yet. It’s more like a little crush.  

Sunday, January 8, 2017

Thoughts on Troika

1. An Adventure
Victorious the Venturesome Academic and Jib Duiggys (dwig-iss) the Monkeymonger are drawn to city of Wimborne by a common dream. Each time they sleep, they see images reassuring them of their absolutely unique place in the universe and their DESTINY, but only if they come to the city.

The city is bustling with travelers with the same thoughts. The tourists are corralled into a town square, and watch a presentation about the type of chronic foot pain that plagues travelers and adventurers. Of course, the point if it all is to sell shoes.

Victorious determines that the shoes reek of a low-grade enchantment, but is fascinated by the type of technology that could transmit images to dreams. Jib Duiggys sees this as an opportunity to sell monkeys.

The next day, they make their way to the abandoned baron's manor to seize this technology only to find out that it has been occupied by a terrorist theater troupe. City guards hide behind sacks and low walls while a talented archer (and soprano singer) fires at them with obnoxious precision.

One such guard sees the spindly magic student and derelict monkey-handler and, for whatever reason, decides that they are fit to infiltrate the premises. There is a rusted window on the prison tower that could easily be smashed, but to reach it you'd have to be some kind of MASTER CLIMBER.

2. Not a Review
I liked Troika almost right away. Getting Cake to play was easy. For Christmas, I got him Sorcery! on Steam and he kept making references to its signature monosyllabic spells. He is currently on New Game+. Sophia will play anything, but gets anxious with any system that has random or semi-random character creation.

The physical book itself is unimpressive, but cute. The cover features BOOB and WANG which makes it unacceptable for God's America, and prevents me from waving it in the face of small children which I do with all of my other books. It came with a bag of adorable, colorful dice used for initiative. Functional. Useful. Fashionable. But I would love a hardcover.

Both players were immediately captivated by the backgrounds, as I was. I immediately found myself theorizing backgrounds based on Dark Souls (something I had previously done with the Dragon Age RPG)--but for game one, at least, we would play RAW.

I'm a particular fan of RPGs with less than 64 pages, but I found myself wanting more. More books. A bigger book?

3. A Literal Troika
There is me, Cake, and Sophia. That's my group. Not much OSR content is great for small groups without the addition of hirelings or familiars, but Troika works for a few reasons.

NPCs will have Stamina and Skill, and that's pretty much it. Any NPC encountered is a potential ally, because all I need to do is pin them with a couple of arbitrary numbers and they suddenly become full-fledged party members.

Almost every time a sword is swung in Troika, somebody is going to get hurt. We've had entire enemy parties wiped out before the players ever had their own turn. In the few cases where we had tied rolls, it was thematic--swords clashing together, or tense stand-offs. Things were always moving forward.

I tend to judge systems based on how little they get in my way, and I am a very pushy person. Troika never got in the way. It actually pulled me ahead a few times.

4. Not an Adventure
I created the first adventure myself. The second game was Inn of Lost Heroes by Small Niche Games. It was a mistake? It was fine. I wanted to see how easily content for other games could be converted over. Without a monster book for Troika, I used some monsters from Advanced Fighting Fantasy and just eyeballed the rest.

IoLH is very much rooted in D&D, making specific references to classes and being a kind of commentary on the dangerous nature of the traditional RPG party. Not a good fit for Troika, but weirdly poignant as I find myself moving away from traditional dungeon crawls to more character oriented games.

5. Not an Adventurer
The crazed ex-cleric points at Sonny the Vengeful Child and says, "Her children were killed by adventurers like you!"

Sonny responds, "I'm not an adventurer," before asking me what the old man's name is so he can add him to the revenge list.

Tuesday, June 7, 2016

Interstellar Violence Intermission

Language of Loathing
The common language spoken by most people.

Language of Love
Spoken only by duelists and monks. While normal people cannot speak it, they can understand it inexplicably.

Duelists
People who have ascended to a higher form and live solely to kill each other in order to dictacte the fate of mankind. They speak the language of Love. Duelists very rarely interfere with normal people. Physically, they resemble clowns.

Monks
They devote their lives to the needs of duelists, while promoting peace. Any monk is obligated to help a duelist that needs them. Monks are explicitly banned from using any modern weapons, thus they use ancient wave spadas and luminous cannons when their hands are forced to violence.

Luminous Cannons
Very large guns usually worn on the back. They are powered by various energies given off by the user, thus monks often train in order to perfect their luminous beam.

Wave Spada 
Essentially cup hilt rapiers. The blades themselves phase in and out of the Bend thus cutting through most normal materials. Extremely rare, as they are often passed down from monks to pupils or taken off the corpses of dead duelists by monks. Also every duelist has one. Wave spadas will always match the phase of another wave entity it encounters thus it can parry other spadas or even wave rounds. When wielded by a person without sufficient SYMPATHY is is just a normal sword.

Laughless (Clown)
Soldiers cybernetically and surgically modified to look like duelists, though they use knives and rifles as opposed to wave spadas. Each clown has a chip implanted in their head with large amounts of knowledge which is only accessible via a split personality they've developed as a sort of operator. Clowns must work alone, and it is forbidden for them to come into contact with one another.

Wave Rounds
Certain rifles can fire a wave round which will phase through targets and pierce any armor. These are forbidden to use on spacecraft. A rifle can typically only fire a single wave round every few minutes or otherwise break down or melt.

Thursday, June 2, 2016

The Servant Weapons Pt. 1

Awakening
AKA: Sword of Awakening
Type: Sword +3

Supposedly crafted by a mad magician who wanted to be awake at all times to guard his secrets.

The wielder of Awakening has a 1 in 6 chance of actually being able to sleep or get the benefit of a long rest. 5 out of 6 times the weapon will unleash an otherworldly shriek directly into the wielder's mind in order to stir them awake. They suffer sleep deprivation as normal. If the wielder manages to go 11 days without sleep they simply die.

The sword has a bizarre effect against the undead who are typically immune to sleep spells. If at least one damage is dealt to an undead by Awakening, the undead must succeed in a saving throw or fall asleep.

Frozen Heart Slayer
Type: Sword +3

The original wielder died heroically, stabbing a frost giant from the inside after having their upper torso swallowed by the beast.

The wielder of Frozen Heart Slayer is always cold. Really really cold. While the cold is technically an illusion, the feeling is very real and can lead to sickness or death. If no attempt is made to ward off the cold (wearing multiple jackets, being near fire, etc.), every hour the wielder has a 1 in 6 chance of developing frostbite. This cold feeling will never leave, regardless of whether the user moves to a tropical island or falls into a volcano.

Attacks made by the Frozen Heart Slayer do not cause pain, and many will not even realize they have been harmed. If the wielder misses an attack with this weapon, the defender must succeed in a saving throw or suffer 1d6 cold damage as the breeze caused by the swing creates a deadly chill.

The Knives from Nowhere
Type: Knife +1

Nobody knows where these knives come from, because nobody knows where nowhere is.

If the wielder of this weapon is in need of a knife, they will find one--in their pocket, under a flower pot, behind somebody's ear. It doesn't really seem to matter. The knives eventually disappear after a minute or two if not being held. Supposedly they go back to nowhere.

When the wielder draws (summons/conjures??) a knife, there is a 1 in 6 chance that it will not be a knife. Roll on the table below to determine what appears.

1. A fish (type of fish decided by referee)
2. A fork or spoon (50/50 chance of either)
3. A scroll with an encouraging message.
4. A scroll with a disparaging message.
5. Any type of long slender vegetable (carrot, celery, etc.)
6. Literally just a handful of sticky honey.