Monday, March 5, 2018

MCC Recap - Hot hot hot!



This week I ran the fourth and final session of A Fallen Star for All with a ragtag band of seekers trying to uncover the secrets of an ancient stronghold.
  • +Craig McCullough as Tarn the Rover
    • Thorn the zero level Plantient
  • +Alex Perucchini  as Flik-flak the Sentinel
    • Porky the zero level pig-manimal
  • +andrew lyon  as Sinclair the Mutant (Chitinous armor)
    • Morrey the zero level Plantient
  • +Paul Go  Agutter the Healer
    • Stryder the zero level mutant
  • NPC'd for the evening
Spoilers for the end of A Fallen Star for All ahead...



In some sort of entertainment room of this strange ancient cave the seekers took stock of their options: backtrack, continue farther, or open the door in the wall. Porky strode forward and after examining the door in the wall pressed a small round spot beside it, which lit up green. After a moment the doors parted revealing a shaft like the one they had found earlier and the very same lift platform. Opposite them another opening led away from the shaft to a stair leading downward.

The group debated this new path but ultimately chose the old. Downward they proceeded. A jaunt down a curving stair emptied out into a strange laboratory of some kind, but more relevantly they stumbled into a combat between mutant beast things and some kind of ooze creature that spewed corrosive orange goo.

Momentarily forgoing their enmity with the beast things the seekers attacked the ooze creature and the two groups quickly destroyed it, rendering the monster into so much sludge. Agutter wasn't ready to consider parlay with the beast things however and threw a poisoned dart at their champion. Though the damage was negligible, the paralytic poison instantly rendered the him immobile. The beast things took this as a sign of hostility and the combat was quickly rejoined. The seekers, both outnumbering and bearing better equipment, quickly dispatched the beast things in a pitch battle.

The lab had little of value to the seekers save a strange tube set into the wall. Large enough for a man to enter the group persuaded Porky to step inside and see what would happen. The tube closed behind the pig manimal and the tube began to fill with strange green-white gas. In a mere moment the gas crystallized entrapping Porky in stasis. the group tried to smash the tube to release him but when cracked the gas escaped the pod crystallizing on the spear and almost entrapping another of their number. For safety they decided to leave Porky to his fate.

Moving onward the group found a control chamber where Tarn interfaced with the A.I. of the complex and gained limited control for a short time. He was able to display a map of the complex, view the rooms yet explored, and determine that there was some object lowered into the liquid rock of the earth below. He also brought more ire from the MATRON AI who yelled that "children should not be playing in the control center."

Confident now that there were no enemies ahead the group descended into the deepest chamber where they found a scorching hot pool of liquid rock and something submerged within. While scavenging items from some nearby storage the mechanism in the room raised a large sphere from the pool. This sphere disgorged a pair of man-shaped things with skull heads who immediately attacked. Though they outnumbered the new enemies by 4 to 1 they found these creatures unusually tough. The fought hard but were met with merciless attacks. Flic-flak was nearly killed by a thrown glob of lava, and Stryder was pulled into the lava where he quickly burned to death.

Once the creatures were destroyed and Flic-flak restored to health by Agutter they began to explore the area once more. Flic-flak entered the sphere and found a strange spiked staff, and a vial of glowing golden liquid. He open the vial and the strange fluid began to evaporate. Reacting quickly Flic-flak drank down the liquid before it could disappear. The strange fluid burned a little but prove to be a powerful elixir benefiting the sentinel with more hit points, improved personality, and even a touch of Luck.

Meanwhile Sinclair and Morrey were poking at a strange piece of equipment. It resisted their attempts to understand, and, after taking some joking advice, they began to pummel it. The damage inflicted set the unstable power generator to a quick degrading cycle. MATRON attempted to stop the seekers but only spurred them on. After dispatching some of the remaining robots within the complex in her command to stop them the seekers made their escape. Most of them climbing up to the next level to flee.

Confused and left behind Sinclair and Morrey instead entered the sphere and closed it. As their fellows continued to make their escape by climbing up and out of the complex Sinclair and Morrey dove the sphere into the lava trying to find another route out. Unable to find an outlet within the range of the tether and unwilling to sever the tether and continue without it Sinclair piloted the sphere back where he and Morrey made a hasty retreat just beyond the gasp of the MATRON's robots.

At the shaft Sinclair was forced to burn they very last of his luck to avoid breaking the lifting machine, and Morrey was similarly forced to burn his luck down to get the lift working and take them to the surface. Once there they found the others gone with only three strange symbols scratched into the dirt. A bird. A shelter. And a strange symbol neither had seen before. At this point the ground was shaking and things were looking bad.

Unsure of the meaning they decided to run in the direction the bird's beak was pointing. As they fled the others swooped down from the sky in a flying machine of the ancients and picked them up. Together the party fled before the MATRON and her complex erupted like a volcano.

Most interesting behavioral change:
  • Luck got burned hardcore this session, like way more than I've seen in other games I've run or played in that weren't convention one-shots. Up to and including Andy burning not one, but TWO characters down to 1 Luck ... yes, 1 Luck
Thing that my players did that I didn't see coming:
  • 3/4 of the group were climbing their way out of the lava chamber when some robots controlled by MATRON arrived. For some reason Sinclair and M-- climbed into the bathysphere and ... were utterly abandoned by the rest of the party. I think it was justifiable but I sure didn't expect it. 
In Memoriam: 
  • Porky the pig manimal - in stasis for 415 years (assuming the stasis chamber survived the explosion/eruption)
  • Stryder the mutant - burned alive in a pool of lava

Wednesday, February 28, 2018

The Alphabet of Outer Beings - H is for Holy Symbol


H is for Holy Symbol

Gods are holy, and their mortal worshippers often carry a token, a specific symbol, that summarizes their faith in their deity. These symbols are often stylized and representative of a core tenet of the deity's belief system. Clerics are most often associated with holy symbols as they must channel the divine magic of their deity through a symbol of their faith. Some clerics, especially clerics of war deities, may be able to wield an actual version of their god's holy symbol (if a weapon), or have the symbol emblazoned onto a shield or tabard. This free their hands to hold other items, but such is the exception not the norm.

Non-godly Outer Beings may have a symbol that their followers utilize in many of the same ways. While not technically "holy" these icons are a means for followers to show their devotion, and may aid in the use of channeling magics from their patron.

For each holy symbol roll once on Table H1 and proceed as indicated.

Table H1: Basic Shape of Holy Symbol (roll 1d6)
  1. Animal (proceed to Table H2)
  2. Body Part (proceed to Table H3)
  3. A natural object (proceed to Table H4)
  4. An abstract shape (roll 1d3 times on Table H5)
  5. A tool or object (proceed to Table H6)
  6. Mixed (roll again twice and combine, ignoring this result)
Table H2: Animal Type (roll 1d10 then proceed to Table H7)
  1. Bird, predatory
  2. Canine
  3. Feline
  4. Fish
  5. Bird, non-predatory
  6. Ruminant
  7. Dragon
  8. Horse
  9. Serpent
  10. Mixed (roll again twice and combine)
Table H3: Body Parts (roll 1d10 then proceed to Table H7)
  1. Hand
  2. Foot
  3. Arm
  4. Heart (anatomical)
  5. Head
  6. Eye
  7. Mouth
  8. Upper body
  9. Full Human(oid)
  10. Winged Human(oid)
Table H4: Natural Objects (roll 1d10 then proceed to Table H7)
  1. Tree
  2. Star
  3. Sun
  4. Animal (roll on Table H2)
  5. Flower
  6. Mountain
  7. Water/Waves
  8. Thunderbolt
  9. Leaf
  10. Mixed (roll again twice and combine)
Table H5: Abstract Shapes (roll 1d10 then proceed to Table H7)
This will require a little additional work. Roll 1d3 to determine number of component shapes and then 1d10 for each shape. Combine the results into your new symbol.
  1. Heart 
  2. Square
  3. Circle
  4. Triangle
  5. Star (roll 1d4+3 for number of points)
  6. Crescent
  7. Teardrop
  8. Line (curved/arc)
  9. Line (straight)
  10. Hollow shape (roll 1d6 to determine shape)
Table H6: Tools & Objects (roll 1d10 then proceed to Table H7)
  1. Weapon
  2. Anvil
  3. Helm
  4. Crown
  5. Sickle
  6. Cup
  7. Chariot
  8. Altar (or table)
  9. Flame
  10. Mixed (roll again twice and combine)
Table H6a: Weapons (roll 1d10)
  1. Dagger
  2. Sword
  3. Mace
  4. Flail
  5. Hand Axe
  6. Staff
  7. Battle Axe
  8. Spear
  9. Shield
  10. Paired weapons (roll again twice and combine)
Table H7: Specific Traits (roll 1d%)
  • 10% of symbols must always be a specific color, continue to table H7a
  • 10% of symbols must be made of, or contain, a specific material, continue to table H7b
  • 80% of symbols have no specific traits required.
Table H7a: Color (roll 1d8)
  1. Black
  2. Sickly green
  3. Bright red
  4. Yellow
  5. Royal purple
  6. White
  7. Deep blue
  8. Fiery orange
Table H7b: Materials (roll 1d8)
  1. Obsidian/Volcanic Glass
  2. Metal (roll on Table H7b1)
  3. Jade
  4. Finely polished wood 
  5. Animal Materials (Bones, skins, feathers, etc)
  6. Human(oid) Bones 
  7. Gems (roll on Table H7b2)
  8. Mixed (roll again twice and combine)
Table H7b1: Metals (roll 1d6)
  1. Cold Iron
  2. Silver
  3. Gold
  4. Copper
  5. Lead
  6. Bronze
Table H7b2: Gems (roll 1d6)
  1. Diamonds
  2. Emeralds
  3. Rubies
  4. Onyx
  5. Sapphires
  6. Amethyst

      Wednesday, February 21, 2018

      Nuts & Bolts #148 - Hacking the Cypher System - Skinchangers: The Wolfkin

      Image Source: https://www.deviantart.com/art/wolf-10458909

      The wolfkin are born with the soul of a canine. Stuck between two very different states of being the wolfkin must find a path between their human and animal selves. Contrary to the myths and legends, and despite the appellation, wolfkin can be ensouled with the essence of dogs, coyotes, and even jackals in addition to wolves. Being wolfkin means having to find a balance with the animal inside. Depending on the cycle of the moon the wolfkin was born into that balance may be canted toward the human, the animal, or may truly be an equal share. Regardless each wolfkin can transform from human form to the form of their animal soul and back. Unlike the Hollywood stories of the man-animal hybrid the wolfkin most commonly transforms fully into the same animal type as their soul and can do so at any time regardless of the phase of the moon.

      At Tier 1 you select a moon phase. This indicates the phase of the moon your character was under, and indicates where they have found balance with their animal soul.

      Full Moon
      You were born during the fullest portion of the moon, on or within a few days of true full on either side. Your animal nature is strongest and even in human form you tend to prefer the outdoors and a more natural lifestyle. This does not mean you are savage or uneducated, though this is also possible. Full moon wolfkin tend to act, and react, from instinct and think things over later. Likewise wolfkin of this phase tend to eschew technology in favor of natural abilities and simple tools. To be a full-moon wolfkin is to embrace your animal nature at the expense of your humanity.
      • You have Incompetence in Transformation to Human Form
      • You are Specialized in Transformation to Wolf Form 
      Gibbous
      The gibbous phase wolfkin are canted toward their animal nature, though not as much as full moons. Gibbous wolfkin struggle with their natures, with the animal winning out most often
      To be a gibbous moon wolfkin is to struggle with your humanity and find it often out of reach, or to ignore it in favor of one's animal nature.
      • You have Inability in Transformation to Human Form
      • You are Trained in Transformation to Wolf Form 
      Half-Moon
      Being born during the period of half moon these wolfkin are the most able to balance the two sides of their natures. The half-moon embrace the best of both sides and most easy set aside the worst of each as well. They easily strike a balance between the animal's instinct and man's rationality, the animal's love of nature and man's use of technology. To be a half-moon wolfkin is to be at peace with both sides of yourself.
      • Gain no advantage, nor suffer any penalty, when transforming between man and wolf form , or back.  
      Crescent
      The crescent moon is nearly dark and as such the human side of your soul is the stronger for it. Wolfkin of the crescent moon tend to be less attuned to nature in general, and often view their wolf soul as an inconvenience or a tool, and less a true part of themselves.
      • You are Trained in Transformation to Human Form
      • You have Inability in Transformation to Wolf Form 
      New Moon
      Human nature is your nature. Your wolf self is distant and difficult to embrace. You probably grew up in a big city and seldom spent time in nature as a child. All of this gives you greater centering on the human side of your existence.
      • You are Specialized in Transformation to Human Form
      • You have Incompetence in Transformation to Wolf Form 
      Because I needed a term for character with two negative steps of "training" I brought it up on the G+ group for ideas. Ultimately I liked "incompetence" best as I think it suits the condition the most.
      Incompetence - Like an inability Incompetence represents an area of diminished ability. The opposite of Specialized a character attempting a task for which they have an Incompetence increases the difficulty of the task by 2 levels.
      At Tier 1 a wolfkin character must give up one of their normal Type abilities to that the first rank of Wolfkin. Thereafter at each tier a character may give up a Type ability choice to instead choose from one of the corresponding Wolfkin tier options.

      Wolfkin Tier 1
      • Transformation (1 Intellect) - The Wolfkin transforms from human form into wolf form, or back. This requires a successful Level 3 Transformation roll (and Intellect based Task). The GM should feel free to adjust this depending on circumstances. It is more difficult to become a beast when not in nature, and harder to become a human when in combat for instance. During the phase of the moon corresponding to their birth phase gains an asset to this task. Action to initiate, the transformation itself takes 1 minute.
        • While in the form of a wolf the character gains the following:
          • Movement increases by one increment, the character can move a short distance and still take an action, up to long range without a roll (or with a roll and still take an action), or up to 200 feet with a normal roll.
          • The character is considered to have an asset for all tasks related to seeing in the dark and stealth, and two assets for smell-based perception, and hearing-based perception.
          • The character's unarmed attack becomes a bite that acts as a medium weapon.
          • Pack tactics: The character gains an asset to any task the an ally has attempted this round (including attacks but not including defense). 
        • There are drawbacks to being a wolf however. In addition to looking like a wild animal you suffer the following:
          • The character lacks hands and is unable to activate and use even the simplest of devices designed for hands or requiring fine motor control. 
          • Your transformation does not extend to your clothing or any carried possessions. When you transform back to human you'll be naked. Your personal sense of modesty will determine what happens next. 
        Wolfkin Tier 2
        • Canine Communication (2 Intellect) - For the next hour you can communicate with other canines, being understood, and understanding their replies. They are generally favorably disposed to you (you gain an asset to all such tasks) but are still limited to animal intelligence and understanding. Action to initiate.
        • Faster Transformation - Your transformation is faster, if not any easier, and takes only a single round. Enabler.
        Wolfkin Tier 3
        • Improved Animal - As the tier 3 Howls at the Moon ability, Greater Beast Form (CSR pg. 135)
        • Partial Transformation - With a successful transformation roll when using the Tier 1 Transformation ability you can shift only part of your shape into your animal form. You may choose one of the four animal form bonuses and use that while remaining mostly human in appearance. Your form will shift to accommodate the ability (golden eyes, dogs ears, and a more animal-like nose for senses, quadrupedal running for speed, etc.
        Wolfkin Tier 4
        • Alpha (5 Intellect) - You can call and command up to a dozen canines to form a pack around you. They will follow you as their alpha to the best of their ability. This does not allow you to understand them or issue complex commands (see the Canine Communication ability) but they will follow you and try to anticipate you needs and come to your aid. The pack is made up of up to a dozen level 3 canines, or fewer level 4 canines (as determined by the GM). The pack will follow you for up to 12 hours, or indefinitely if you are their master normally. Action to initiate.
        • Hamstring - As the tier 4 Stealth Flavor ability, Debilitating Strike (CSR pg. 53).
        Wolfkin Tier 5
        • Dire Wolf - As the tier 5 Howls at the Moon ability, Enhanced Beast Form (CSR pg. 135)
        • Go for the Throat (4 Speed) - You know the right time and place to strike for maximum effectiveness. Your next attack deals 6 extra damage if it hits. Enabler.
        Wolfkin Tier 6
        • Unnatural Transformation (5 Intellect) - Instead of transforming into a wolf or a man you transform into an unnatural hybrid. Such creatures are the melding of the best, and worst of both and few wolfkin are willing to attempt such a transformation. 
          • You gain the following:
            • +15 points to your Might Pool
            • +10 points to your Speed Pool
            • +2 to your Might Edge
            • +2 to your Speed Edge
            • Regeneration: Any remaining Recovery Rolls you have for the day become 1 Turn Recovery Rolls
            • Tooth and Claw: Your unarmed bite and claw attacks do 6 damage. 
          • You also suffer the following:
            • Savage Instinct: All Intellect tasks other than Intellect Defense tasks are 3 levels more difficult. 
            • Apex Predator: Any round in which you suffered damage you must make an attack or move full out to get into attack range. Discerning friend from foe is a level 7 Intellect task (the penalties of Savage Instinct are already applied).
            • Horrifying to Behold: Any non-supernatural being witnessing you in this form must make a level 6 Intellect task to resist terror. If they fail they must attempt to flee from you. This includes allies, both human and canine.