Wednesday, August 28, 2019

Nuts & Bolts #158 - Invasion!


Author's Note: I've been away from regular blogging for a bit, and even before I stopped I was posting a self made module for a while. Returning to this hobby has been on my mind for bit but I finally decided to do so with a kick in the pants from a few friends and an idea to potentially generate a sort of discussion via blog with my freind Andrew Cady over at my20sidedlife.com. We're going to give this a try and see how it goes, with one of us writing something and then the other responding either with a similar idea, or a rebuttal of sorts (depending on the post content). Here's my kickoff offering, a bit of discussion around my current Cypher campaign, and alien invasion story... you can find Andrew's offering here.

Welcome to Gideon IV, a world nearly 200 light years from Earth. A fringe colony; the people of Gideon IV are self sufficient in a way that the inner colonies are not; the travel time to Earth is nearly 2 years, and so they have to be. Not all is well on Gideon IV however. An alien object entered the system mere days ago at great speed and just three days ago it reached Gideon V where it apparently wiped out the terraformers there before continuing onward. Two days ago Gideon IV had two moons, but the aliens diced the smaller moon into chunks and harvested it in mere hours before moving toward the larger moon.

This is the setting for my current Cypher System campaign, which I call "Invasion!" It was pitched as an alien invasion, which it absolutely is, but in many ways I am running it as a horror game. The PCs, normal folks trying to go about their lives, a scout, a mechanic, a tough criminal, a drug manufacturer, and a cop. They are caught in events that they cannot escape, and may not be able to avoid. the aliens possess technology that is well beyond that of the colony. Even the colonial defense is unable to put up meaningful defense of the two moons of Gideon IV.

Why am I using the Cypher System? Because, it's actually pretty good at horror without also making the player characters helpless in the process. The characters have agency and they can strike out at the aliens. They have destroyed two robotic aliens (probes or scouts? who knows) with their combined effort of arms, but they also know that the aliens can harvest moons with ease, and swat the colonial fleet like they are pests.

Invasion isn't going to be a story that will get the Hollywood treatment. The players are unlikely to form a plucky resistance that will defeat the alien menace and win the day for the colony. Instead they must figure out how best to survive, for however long that requires. With Cypher they can do that. I can put them to the test, but still let them do impressive things. WIll they survive? Will they escape? How?

Not every RPG is about being the hero. Not every RPG set-up can be won. Sometimes survival is all you can ask for, but then maybe that just redefines what "winning" means. Getting out alive can be all the reward the characters want if the likelihood is very much the opposite.

Wednesday, May 22, 2019

MCC - Purple Pit of the Mole Men (Area 2-4)



Area 2-3 Reactor Chamber

This is the facility's reactor chamber, the source of the radiation flooding the lower levels, and the "throne room" for the mole men's queen. As an environmental hazard this room is exceedingly dangerous, requiring a DC 16 Fortitude save against 1d8 damage PER ROUND unless the reactor has been at least partially deactivated.

Once through the access chamber the door opens into a massive chamber. Nearly 150 feet across and rising and unknown distance upward (at least 100 feet based on the stairwell). This chamber consists of metal catwalks over a steaming lake of water tinged with shimmering bluish-purple light. The center of the camber is dominated by a massive purple crystal that glows from within with a sickly light (or a large empty area of open water surrounded by catwalks. The mole men here are the largest of those you have seen and the 6 warriors are instantly at guard and ready to strike down an enemy at the slightest provocation. A grossly obese or perhaps greatly pregnant mole-woman presides over the room from a throne of crates and cushions. She wields a strange artifact in one hand and wears a suit of form hugging shimmering metal cloth.

The guards are always at the ready and fiercely protective of their queen/matron. They have 15, 16, 29, 20, 8, and 26 HP. The queen is armed with a laser pistol and wears plasteel mesh. All of the mole people have the ability to regenerate 1 HP per round unless the reactor has been completely shut down, so adapted to the radiation they have become.

Mole Men:
Init: +2; Atk +1 Spear (1d7) or +1 Bow (1d6); Act: 1d20; AC: 13 (hides); HD: 3d10 (15); Mv: 20; SP Immune to Radiation; Sv. F +3, R +1, W +2
Mole Woman Queen-Matriarch
Init: +0; Atk +1 Laser Pistol (3d6, ranged, 1d20 charges) or +4 Mind Control (pg 75); Act: 1d20+1d16; AC: 15 (plasteel mesh); HD: 5d10 (30); Mv: 20; SP Immune to Radiation; Sv. F +4, R +0, W +4
The queen is willing to talk to visitors (they have proven themselves strong and worthy of domination) but will attempt to Mind Control them as soon as she is able. The Queen will use her 1d20 action die for mind control until she loses it after which she will use both action dice to attack with the laser piston until it runs out of ammo.

Aside from the Laser Pistol and Plasteel Mesh the only loot of note within the reactor chamber is the large purple crystal. Characters wishing to take a sample of the crystal are free to do so, and judges are free to decide how good, or bad, of an idea that is.

Exits to:

Wednesday, May 15, 2019

MCC - Purple Pit of the Mole Men (Area 2-3)



Area 2-3 Reactor Access

A larger airlock style chamber that provides access into and out of the reactor. Only one door to this room can be open at a time. If a character enters the access chamber with the facility comm badge the doors will cycle automatically within 1 minute. Alternately a DC 12 check by a Rover will engage the cycle. If neither option is available a total of 50 damage must be done to the mechanisms to force the closed door open.

A chamber no bigger than three long paces on a side. The door into this room is heavier and thicker than those you have seen prior. The door opposite is the same way and remains closed. Within the chamber are a triplicate of lockers on one wall. 

The ambient radiation here is high, unless the reactor was turned off, and requires a DC 14 Fortitude save every turn to avoid 1d8 radiation damage.

The lockers contain 1 medishot (pg 178) and 1 radshot (pg 178).

Exits to: