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.

    Wednesday, February 14, 2018

    The Alphabet of Outer Beings - I is for Idol


    I is for Idols

    The golden calf, the golden idol of the Hovitos, the statue of Zeus at Olympia. Idols are depictions of a god and worshipped as that god, or a conduit to them. Though any such image may qualify as an idol we are focusing on idols in the form of sculpture or worked materials that represent the Outer Being in three dimensions. These may be as simple as a small wooden carving, or as grandiose as a massive statue in gold and gems.

    Table I1: Idols Primary Materials (roll 1d20 then continue to Table I2)
    1. Obsidian/Volcanic Glass
    2. Marble
    3. Granite
    4. Sandstone
    5. Wrought Iron
    6. Silver
    7. Gold
    8. Bronze
    9. Copper
    10. Brass
    11. Jade
    12. Finely polished wood 
    13. Painted wood
    14. Animal Materials (Bones, skins, feathers, etc)
    15. Human(oid) Bones 
    16. Textiles
    17. Roughly carved wood, or bound branches
    18. Wax
    19. Artificial Materials (plastics, resins, etc.)
    20. Mixed (Roll again twice and combine the results)
    Table I2: Idol Details (roll 1d20 then continue to Table I3)
    1. The idol is encrusted with precious gems.
    2. The idol is aged and weathered.
    3. The idol is covered in dried blood.
    4. The idol is holding a candle or torch. 
    5. The idol is depicted with an enlarged body part appropriate to the Outer Being's dominions. 
    6. The idol is partially encrusted with gems, but noticeably some are missing (roll on Table I2a to determine type of gem).
    7. The idol is holding a weapon of some kind. 50% chance the weapon is removable and usable. 
    8. The idol is tarnished, cracked, eroded, or otherwise showing age and lack of care. 
    9. The idol has been painted, hiding the materials of its construction (roll on Table I2b for color).
    10. The idol's eyes are a large pair of gems (roll on Table I2a to determine type of gem).
    11. The idol is covered in an intricate pattern that mesmerizes the beholder.
    12. The idol's eyes are painted and seem to follow you. 
    13. The idol is extremely angular, with edges sharp enough to cause minor cuts if not careful.
    14. The idol is covered in fresh blood.
    15. The idol is highly polished and well cared for. 
    16. The idol is holds a single large gemstone (roll on Table I2a to determine type of gem).
    17. The idol is in pieces either smashed or disassembled.
    18. The idol is clearly missing something of note (a body part, a weapon, a held item, etc).
    19. The idol is strangely heavy (1-50%) or light (51-100%) for its size. 
    20. Mixed (Roll again twice and combine the results)
    Table I2a: Gemstone Type (roll 1d6)
    1. Diamonds
    2. Emeralds
    3. Rubies
    4. Onyx
    5. Sapphires
    6. Amethyst
    Table I2b: Paint Color (roll 1d8)
    1. Black
    2. Sickly green
    3. Bright red
    4. Yellow
    5. Royal purple
    6. White
    7. The idol has been lacquered with a semi-transparent varnish. Roll 1d6 on this table to determine the color of the lacquer.
    8. The idol is painted accurately to portray the Outer Being.
    Table I3: Idol Size (roll 1d6 then continue to Table I4)
    1. Tiny, 2d4 inches tall. Easily fits in one hand.
    2. Small, 1d10+6 inches tall. Can likely be carried in one hand. 
    3. Large, 1d4 feet tall. Requires two hands to carry.
    4. Very Large, 3d4 feet tall. 
    5. Huge, 1d10+10 feet tall
    6. Enormous, the idol towers 2d4x10 feet tall!
    Table I4: Idol Surroundings (roll 1d20)
    1. The idol rests atop a strange altar.
    2. The idol sits upon a small plinth of rune carved stone. 
    3. The idol is fitted into part of a complex stela.
    4. The idol lays upon the floor at the foot of a smashed altar.
    5. The idol rests inside the emptied chest cavity of a recently slain human(oid).
    6. The idol sits on a shelf surrounded by ritual paraphernalia. 
    7. The idol is encased within a glowing field of magic.
    8. The idol rests in the center of a shallow pool of filthy water.
    9. The idol is surrounded by burning incense and flickering candles.
    10. The idol is covered by a black silk cloth.
    11. The idol is held in the hands of a long dead and well preserved priest.
    12. The idol rests in the center of an eternal flame but is not consumed.
    13. The idol sits discarded and forgotten in the corner of the room. 
    14. The idol is covered in cobwebs and dust in a room long abandoned.
    15. The idol draws all light toward is, seeming to glow within the dim gloom it causes.
    16. The idol is at the center of an active service to the Outer Being it resembles.
    17. The idol floats without any visible means of levitation.
    18. The idol is wrapped in chains of cold iron. 
    19. The idol rests in a shallow pool of fresh water supplied from a small waterfall.
    20. Mixed (Roll again twice and combine the results)

    Friday, February 9, 2018

    Review: Assault on the Sky High Tower (Mutant Crawl Classics)


    Assault on the Sky High Tower (henceforth "Assault") is the Zero-level funnel found at the back of the Mutant Crawl Classics RPG core rule book. It's going to be the first stop for a great many game groups and campaigns, and in so doing it will be used as a benchmark by Judges for how to start a campaign as well. Let's take a look at how it stacks up.

    While I do not plan to spoiler this adventure in full the process of a good review more or less requires that I discuss aspects of this adventure, and therefore some degree of spoiler is to be expected beyond this point. Tread carefully ye who plan to play.

    The Setup

    If you're here I'm assuming you know about the DCC & MCC concept of a 0-level funnel. If not the gist is that instead of starting at level 1 you start at level 0 as a nobody who doesn't even have a full character class. Players usually play multiple of these and many perish. Those who survive may just become heroes.

    In Mutant Crawl Classics the zero level PCs are young adults sent out on a rite of passage to find artifacts for the betterment of their community. Returning alive is good, returning with a working artifact is better. The better the artifact the better your standing in the tribe. In Assault your zeroes are sent out on just such an excursion, but soon afterwards they are whisked away to an ancient structure, the titular Sky High Tower, where treasures of the past may be looted.

    There are dangers however, in the form of long unattended robots, mutant ancient ones, and fellow denizens of the hot house jungle. Possibly even your fellow tribesmen; after all there's only so much loot to go around.

    The Good

    The adventure starts out slow and gives the players and the Judge time to suss out how they want to play things. I generally like actions to be as descriptive as possible, and try to reward such things. Clever and thorough players have a chance to find some good loot early on with very low risk to themselves. Of course there is the risk of trying to understand artifacts, but that's built into the game.

    Once things get going there's a transition to a different environment and an early combat with a robot that seems like it could be a bloodbath, and it's certainly likely to start the process of whittling away at the excess characters. The adventure takes it's time alternating between action/combat and exploration. This pacing is pretty great but it can lead to things running long toward the end if the players dawdle. As Judge the last third to quarter needs to be run a little lean if your players have taken their time, but it's easy enough to delete some encounters or make some things a little easier to keep the pace moving.

    The Bad

    Oh man there are some seriously mean spots here. Probably the meanest is the treadmill the PCs have to deal with to get into the Sky High Tower. Maybe I'm a bastard, or maybe I ran it "wrong" (I doubt it), but I can easily see this specific location being the bloodiest part of the adventure. It's tough, and I think it's the only part of the module I felt was under-written, I could have used a little more detail to help Judge the encounter with. It's tough, but it is also fun and memorable, so just keep an eye open if you're Judging this.

    There's also a big bad (as such) that is sort of an optional encounter that I feel is a little on the unfair in a not fun way.  Perhaps it was the way the group approached which split the party between the game world and the real world, or maybe it was the insane stats for the game world version of the bad guy. When I read it I wondered how any of the PCs would survive, but when I ran it the dice had other ideas. I'd almost like to run this again and get a better idea of what a more normal run through this encounter would look like. Again, memorable, but maybe a touch heavy on the TPK side.

    The Ugly

    OK, so there's a couple of things at the end of the adventure that are pretty boss if the characters figure out how to use them. Unfortunately there is a reasonable chance that the characters could set off a party killing explosion but also not have a chance to get out or away. See, there's a flying car they can steal, but it's tech level 5, which means you need at least a 15 Intelligence to even try and roll to use it. I don't think it's impossible that by this point in the adventure they could be "locked out" of a chance at escape by simple lack of a smart enough PC. I'm OK with a TPK but I want to earn it because of what they PCs do and not what they are unable to do. In this case I ignored the tech level entirely and I would suggest you do so as well. If they try and fail (which is still likely as it has a Complexity Modifier of 10!) that's on them, but at least give them the chance to try.

    Final Thoughts

    It's hard to say just how good this adventure is or isn't. It's one of three I've run and I've played in a fourth not counting the bits and pieces of a tournament funnel at GenCon and so my breadth of experience with MCC adventures is pretty narrow thus far. That said I think that it's a pretty good module. The pacing is pretty tight until the very end and while brutally difficult in spots I think it played well. As a start to a campaign it gave the PCs some powerful artifacts which will impact what they can do going forward, and so we'll see if I come to regret the medipack they gained or the flying car or not. I'm going to give this three rads out of four. It's a solid starting place weighed down mostly (at least in my eyes) but a couple mistakes and a really weird final "boss."