Owen K.C. Stephens's Blog, page 54
December 4, 2020
ShadowFinder Campaign Sketch
ShadowFinder is a concept for a Modern Urban Fantasy setting using heavily-modified Starfinder.
The idea behind ShadowFinder is that there used to be magic in our world, but it went away when the Gods of Old Egypt left to go a place Beyond. Then there was no magic to speak of, until a group of mystic champions arrived in Siberia during WWI to kill Rasputin, and accidentally left a few magic devices behind.
Now it’s the Modern era, and magic is common enough that most governments and many international organizations have at least one department that knows about it, and as needed deals with it. But the greatest protection a mundane creature can have is to believe magic does not exist, and so these in-the-know groups are literally protecting the world by keeping magic a secret. Further, just as vampires cannot be seen in mirror, they (and all magic effects and creatures) cannot clearly be recorded or sensed by any camera, film, or recording device, but are vulnerable to atomic weapons. So magic threats tend to try to stay out of sight, so they don’t force the whole world to grapple with their existence and potentially over-react with devastating power.
Both sides work to keep magic in the Shadows, and to find sources, allies, threats, and lost relics in those shadows to bolster their own side in a never-ending was keep just out of sight.
[image error] (Art by grandfailure)
Classes would be drawn from various sources. Soldiers and operative from the core rulebook, certainly, with little change. Likely mechanics, but with neither drones nor exo-cortexes as common options, replaced with some other variable class feature. No solarions or vanguards at all, but maybe sword saints. Warlocks and witches seem more appropriate than mystics or technomancers, though it’d be a shame to not have some kind of modern-device-focused spellcasters — again variant classes might do the trick. Biohackers are out, witchwarpers likely in. The precog is a definite maybe, depending on how it turns out.
Weapons would scale differently, with an equipment list that didn’t assume you got higher- and higher-level weapons, but instead use weapon damage benchmarks to scale up the damage a character does as they gain levels, allowing things like pistols, shotguns, and rifles to retain utility even at extremely high levels.
In a standard characters would at least initially be part of one of the groups that monitor, track, and if needed neutralize supernatural threats, and action would primarily take place in wilderness areas, abandoned towns, lonely highways, and defunct sewers, basements, and subway lines. As players got used to how the ShadowFinder world worked, some scenes might burst into the bright light of day, only to be misconstrued by the public (and maybe even misremembered by witnesses) as gas main explosions, terrorist attacks, or herds of feral hogs.
Plots could include locking down viral zombie outbreaks before they turn into zombie apocalypses, retrieving the book that got moved to a university’s accessible library that is bring people’s nightmares to life, undead serial killers that haunt campgrounds, tracking down wererat colonies that are feeding on the homeless, rescuing student filmmakers from nighthags in the woods, capturing souls that have escaped hell, slaying evil clown demons, and racing against time to beat cultists to the artifacts of power in the bottom of dungeons built in the ancient era to prevent them from falling into mortal hands. Along the way other weirdnesses might be encounters, such as cannibalistic humanoid underground dwellers, giant alligators in the sewers, giant cockroaches mimicking humans, and genetically engineered giant spiders.
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I have a Patreon. It supports the time I take to do all my blog posts, but especially longer and more experimental ones like this. If you’d like to see more game-bending rule options (or more fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!
December 3, 2020
KOLONY – A Campaign Framework
“KOLONY” is a campaign framework for Starfinder, and any other rpg you care to adapt it to.
Matter, it turns out, simply cannot exceed the speed of light. However, a sufficiently advanced civilization can rotate artificial wormholes around one another in order to transmit data at vastly greater speeds. This being the case, with only data able to leap between stars in less than centuries, it might be thought that interstellar empires and hostile takeovers of alien worlds are impossible.
It might be thought… but it’s not true.
In 2047, the first transmissions from the Kastellan Collective were received from an artificial wormhole array in orbit of Mars. Though there was a delay averaging from 5 to 20 minutes for signals to move back and forth from the Martian Orbital Wormhole Array (MOWA) to Earth, there appeared to be essentially NO delay from MOWA to wherever the Kastellan Collective is. The Kastellanians claimed with was due to ftl communication, though numerous theories suggest that in truth some intelligence, real or artificial, is physically present at the MOWA.
It doesn’t really matter.
Though unable to physically affect Earth at all, the Kastellians immediately set about being power brokers and empire builders. They could focus MOWA transmissions so tightly that only one receiver on Earth would pick it up. They began making promises, cutting deals, and handing out schematics for advanced technology as their currency of choice. Strong AI. Antigravity. Cold fusion. Genetic engineering. Cloning. Quantum flux manipulation so amazing that to a casual observer, it is indistinguishable from magic.
Major corporations, world governments, and various individuals the Kastellians found useful suddenly had vast knowledge, science, and power. And as long as they did what the Kastellians wanted, they got more. The “Kaste System” quickly went into effect, with those willing to vote for politicians who promised to abolish local government and law in favor for the miracles of the Kastellan Collective getting the best of everything, while everyone else was a second-class citizen almost overnight.
A generation has passed. Upper Kaste humans claim they are still the ruling class, that the Earth is still a Human world for Human habitation.
But it’s a lie.
[image error] (Art by grandfailure)
Genetic modification has created dozens of substrains of humans, built to Kastellan specifications. Lashunata. Shirren. Vesk. Ysoki. Kasatha. Brethedans. Genetically still 95% or more human, but so clearly designed for something else. Many are Upper Kaste… but some show more loyalty to their ancestors than theowners of their breeding tubes.
The world is being molded to suite the Kastellians, who claim they’ll send just a few observers, via cryosleep, who will arrive in 5,000 years. Nothing to worry about…
But already Earth culture is being wiped out and replaced by the Kaste. Cemeteries are dug up and the remains and artifacts scanned, so data about them can be sent via MOWA to curious Kastellians… and are often scanned at a molecular level which destroys the original. As Kastellian language and ethics and art begins to dominate culture, old Earth languages and art is lost, and sometimes outlawed. The United Nations is a pale vestige of Human power. Even where they should be contrained by local law, those who call themselves Kaste look down on anyone who does not serve and swear allegiance to the Kastellian way of life. Robotic soldiers and overseers built to Kastellian specifications control more of the streets, and answer only to commands from MOWA.
Sure, the air has begun to smell acrid, but the water is safe. Yes, most of the world’s power is taken up running calculations on Kate computers designed and built for the Kastellians, which spit out answers to the MOWA without any Human ever even knowing what the question was. But that’s a small price to pay for progress, isn’t it? Who cares if we are slowly losing what it means to be human, since we have androids, regeneration machines, and 100,000 years of Kastellian art to catch up on.
And yes, of course, now other interstellar powers have begun to make inroads. The Mygus offer alternatives to Kastellian service… for those who swear obedience to the Mygus. The Chardalos are happy to give even greater scientific advances, in return for human minds to be digitized into pure data and send through their own Wormhole Array to power Chardalos machines. The Favirzon just want to encourage rebels to damage and slow Kastellian servants, especially upper Kaste.
It’s 2080. Alien collaborators control every major nation, and to one degree or another ever big city, major corporation, and even most churches. The idea of humanity, and every art, culture, philosophy, and language of terrestrial origin is at risk of being wiped out. And anyone who doesn’t bow to one or more interstellar information empire is seen as a second-class citizen at best, and a savage or even vermin at worse.
And you?
You realize there’s not much time left to save the Earth from being nothing more than an alien Kolony.
[image error] (Art by Melkor)
Resist. Preserve. Rebel.
Kolony is a game of conflict against an alien culture that has opted to consume and reshape Earth to match its own wants and desires. None of those aliens are physically present, but enough Terrans have chosen to become Kaste that they have the upper hand. No one is you enemy because of the species they were born into, or even the nation they hail from. Instead, you oppose members of the various Kaste because of the choices they have made, to prioritize gaining the wealth of alien tech and data at the cost of selling out everyone else on the planet. The Kaste all know that eventually there will be nothing left of humans but museum exhibits, but as long as that happens after their own long life spans, they don’t care.
You do.
As a Starfinder campaign, all magic is presented as quantum manipulation, a form of technology so advanced that even the Kaste who use it don’t understand it. Most regions have laws restricting such quantum tech to approved Kaste members – no one else can legally use any spell, spell-like ability, supernatural ability, or magic or hybrid item. Of course, as rebels, the players are likely to flaunt such rules, but must do so cautiously. Casting a spell while in disguise raiding a datacenter is one thing—it’s worth the risk to prevent people’s minds from being digitized so they can serve as virtual assistants in some distant system, or ancestral relics be put behind paywalls so only Kastellian virtual tours can see them. But in day-to-day life, such displays will bring visits from the automated Patent Police, or Kaste Commissars.
[image error] (Art by Kit8 D.O.O.)
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I have a Patreon. It supports the time I take to do all my blog posts, but especially longer and more experimental ones like this. If you’d like to see more game-bending rule options (or more fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!
December 2, 2020
Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 7, part 3)
Wrapping up the after-action report for Session Seven of the Really Wild West: Doomstone campaign. The Knight rangers have headed out in their converted Martian Excavationg Machine, now known as The Armadillo, to the Montana city of Hellgate as part of their quest to find and defeat Professor Barkane Adrameliche, who has become the darkling Lord, the Venom King.
But first, they want to check in on the family of the ogre ranch-hand and ally Bo Hoss, who live near Rexburg and stopped communicating with him months ago, though they only ever sent him messages once a season.
Notes adapted from the notes of my wife Lj, a player in the game, and told from her point of view.
>>Later on May 6th day we come to Rexburg.
The Knight Rangers decide to visit Bo Hoss’s family before going in to Rexburg. The ogre clan live in a small valley between Rexburg and Hibbard, in the vents of a mostly-dormant shield volcano.
· There’s a Pony Express post at the edge of the valley, which looks abandoned. An investigation reveals an old smell of blood in the floor – a Kasatha was stabbed and bled to death right there – no blood drops leading out of the shack. It’s been at least 7-8 months since the pony has been here, and no foot prints nearby for months.
· The post itself has a hobo mark on it – means this place is unfriendly and unsafe
· Strongly smells of vulture-like bird – either a large flock or a huge roc visits here every few days but is smart enough to clean up their sign (only their scent gives them away)
· Place is clean and packed like they left it on purpose
· The Soldier and Operative, both with DaVinci Wings, take to the air and scout the valley.
o The soldier determines that there is wildlife, but they are all acting like there are predators around. He finds and talks to a fisher (a weasellike mustelid) using speak with animals. It says there are “big, death birds” – they crow and dance and speak all the wrong words. They’re all feathered, but they talk to fleshy people
o The operative sees at the other end of the valley, beyond the volcano, there is a creepy looking lodge up in the side of the mountainside, in a wetland area. It’s old and rundown, but there’s a light on. Between 100-200 years old, or maybe just a really hard 40 years. Smells of at least two half-elves.
Drive the Armadillo in, but it can’t make it up the mountain to the vents where Bo Hoss’s family live. There are carved-in stairs the Knight Rangers take to get up.
· There are old stones here carved with South Pacific language, which no PC speaks
· Also some larger, new stones carved in a very different language
· We see someone inside the cave – a Bo Hoss-like ogre– carving on the wall.
· There is a vrock overseeing him. It sees us and screeches – it’s on
FIGHT!
· The operative shoots and misses, but startles the vrock.
· The centaur paladin charges and shouts “I name thee demon!” The Knight Rangers conclude it’s a demon.
· The vrock screams and causes fear, though no one in the area is affected
· It slams its beak into the paladin for a LOT of damage. It seems to be augmented.
· The cartograthurge technomancer moves up to see if the new stones are doing something that may effect the ogres
· The ogre, being now free to move as he will, turns to the stones at the entrance and starts to chisel away the runes yelling “NO!” with each blow
· The soldier PC spots another figure down the other tunnel
· The vrock dances and creates a cloud of spores, affecting everyone but the soldier, who is out of range. The centaur paladin grows pustules on her skin from it – blech – but just ignores the penalties and keeps fighting.
· The technomancer says the menhirs are summoning rocks – brings more demons here, and infuse the area with demonic energy. The ogre keeps trying to destroy it, but it’s taken months to make and is resistant to destruction.
· The roboticist engineer and her drone joins in to destroy the menhir with the ogre, using her engineering knowledge to help break up its structure. They speed up the destruction quite a bit
· The figure the PC soldier spotted down another tunnel is a half-elf male with a red, glowing pentagram over one eye who has a wavy-bladed dagger and a pistol. He waves his dagger in the air to cast a spell while he fires. A screaming bullet fires past the Soldier, the bullet crying out obscenities in Infernal.
· The ogre hits one of the runes on the menhir (natural 1 on a skill check to damage it), and it disintegrates his chisel and damages him mildly.
· The fenrin Operative bounty hunter moves into the tunnel near , sees another set of stones and alerts the cartograthurge technomancer. Operative shoots the vrock, but the attack bounces.
· The roboticist mechanic moves into the tunnel to deal with the second menhir. She spots three more ogres manacled and gagged deeper in the tunnel, and lets the other OCs know.
· Te half-eld cultist and PC Soldier exchange gunfire in a different tunnel. The half-elf staggers to behind a third menhir in that tunnel, and smears his blood on the menhir – his eyes roll up – he chants in Ancient Sumarian and keeps firing at the Soldier. His bullet missed, but the soldier felt the vileness of it as it passed
· The Operative bounty hunter moves over to the bound ogres, and identifies that their manacles happen to be compatible with her manacle keys. Ha! She unlocks one, tells it to free the others.
· The centaur paladin continues to solo the vrock but has to lay on hands for herself – she was running too ragged. It’s smite evil lance strikes against fiendishly-empowered beak bites.
· The technomancer successfully breaks the front menhir. Half the sense of fiendish energy infusion in the area goes away.
· The mechanic begins to dismantle the second menhir
· The soldier (able to ignore the half-elf’s cover), shoots him again – this time, killing him
· The first menhir broken, the ogre who was attacking it picks up a rock and assists the centaur paladin fight the vrock by flanking it with her. The ogre takes an attack of opportunity from the Vrock to get into position and is bloodied (runs out of stamina), but doesn’t seem to care.
· The centaur paladin bloodies the vrock – woohoo! Then it smashes her with its beak again, bloodying her.
· The technomancer unleashes his steampunk bee-bots (the spell “microboat assault) at the vrock, distracting it
· With Engineering and her drone’s strength, the mechanic roboticist destroys the second menhir, ending the “evil temple” feel entirely, inside this tunnel. The vrock is visible weakened.
· Soldier, Technomancer, and Mechanic PCs move on to break the third menhir in the other tunnel, byt the dead halg-eld cultist.
· The manacled ogres frees themselves and follow the fenrun Operative into battle. Second.
· Aided by the Operative and the orges, the centaur paladin finally does in the vrock. It diminishes into ropey cords of muscle, pus, and rot before it disappears.
· A second vrock is spotted flying this way. The Knight rangers and freed ogres destroy the remianing menhir, and wait for it to arrive. It is visibly weaker than the first vrock, and faulters when the last mehir is destroyed.
·During the wait, the freed orgres explain two half-elves arrived months ago and summoned a vrock on a stormy knight. Then the vrock captured the ogres and forced them to make the new, evil mehirs. When three were done, the vrock did a dance that turned on half-elf into a second vrock. Then they began being forced to make more menhirs, to turn the last half-elf into a vrock, so the three vrocks could then open a gate to the Abyss.
· Most Knight Rangers take cover to fight the vrock, but the centaur paladin and the ogres stand in open view to draw it in.
· The second vrock arrives at half health since there are no menhirs, and he’s trying to get to the third one.
· Paladin charges, Operative and Soldier shoot, Technomancer uses the beebots, Mechanic sics her drone on it, so the vrock is flanked by drone and paladin. Orgres pick up and throw rocks they have prepared for their home’s defense.
· Vrock is outmatched, though it does ignore magic missiles cast by the technomancer thanks to Spell Resistance, and on a critical hit inflicts a bleed effect on the drone. It dies, much less impressively than the first vrock.
AFTERMATH
· The ogres are Bo Ghun, Bo Ghran, Bo Deir, and Bo Fo. There are 20 total in the Bo clan (babies grow to full size within 2 years). They invite the Knight Rangers to eat and rest.
· PCs check out the shack at the end of the valley first — was an abandoned cult house. Find a demonic text telling them how to summon a vrock. The cultists were still 5 months from completing the rocks needed to summon the third vrock, but needed the ogre’s exert stone-carving skills to do it. They told the local townsfolk that the post had been destroyed and that the ogres would come into town to get their mail, townsfolk didn’t care enough to check on why the ogres never did that.
LOOT: Magical Sumerian wavy-bladed dagger; sixteen sets of size-large manacles; demonic text (which is put in a lead-lined safe n the Armadillo the mechanic deigned for radioactives, but will work great for magic too)
· The ogres give the Knight rangers us a return letter for Bo Hoss.
· When the Knight Rangers get into Rexburg to mail the letter to Bo Hoss, they tell local officials that because they ignored the inquiry about the Bo clan, demons nearly overran the world.
XPs: 1300
20,270 current total, (23,000 to 7th)
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December 1, 2020
Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 7, part 2)
Continuing the after-action report for Session Seven of the Really Wild West: Doomstone campaign. The Knight rangers have headed out in their converted Martian Excavationg Machine, now known as The Armadillo, to the Montana city of Hellgate as part of their quest to find and defeat Professor Barkane Adrameliche, who has become the darkling Lord, the Venom King.
Notes adapted from the notes of my wife Lj, a player in the game, and told from her point of view.
>>Campaign Day 31
· About an hour after we set out, we see Waterlily (a ranch hand from the Circle Axe Ranch) riding up behind us
· We pull over and she hands us a large, fancy, international letter that arrived right after the Knight Rangers left the Circle Axe.
o Formal Eastern European letter
o Carries appreciation and amazement at our accomplishments from Princess Allegra Gullveig of Stythencia (a tiny Tiefling City-state in Eastern Europe in the Carpathian Mts. near Transylvania).
o She wrote and sent it, referring to the Knight Rangers by name, about six hours after we decided on our group name. Info doesn;t travel that fast without magic.
Camping first night, spot a glow-in-the-dark figure on a horse coming toward the camp. Skeletal man in law officer duds, with a badge that says he is “Deputy D. Nails.” His horse is bandaged like a mummy and has a necklace of severed heads. As the figure approaches it gets cold and snow begins to fall – not cloudy
· The heads – there are at least three – are from men who fled when the Knight rangers attacks the Venom King’s forces at Neblin Hill.
· He says he’s taking over after Deputy B. Hill was recalled. He’s hunting the grave jumper (Venom King).
· We trade information. The Knight Rangers learn the Prof. has split himself in to two – flesh and bone – but they’re right next to each other. He’ll be at full strength in 180 days from tonight if not stopped – he needs a specific conjunction to accomplish this so it cannot be rushed. His vulnerability is the metal from coffin nails, not silver or cold iron, that have been used to keep bodies in the ground.
· If the Venom King isn’t brought down soon, “the Marshall” will come down to earth personally and get him.
· Deputy Nails heads away toward Montana
Campaign Day 32
· Pass through Rollings, WY
· Get to Rock Springs, WY
o Stop here to camp and resupply
Day 33
· Eden, Farson, Boulder, and Pinedale, WY – all of which are wrecks – wiped out during the WotW
· Stop at a battlefield on our path – the centaur paladin stops to honor the dead
Day 34
· Come to a pass through the mountains – gorgeous
· Stop in Hoeback
Day 35 (fifth travel day – May 5th)
· Idaho Falls, far eastern Idaho – decent sized town
· Bear River too deep to cross in the Armadillo
· Use the cattle bridge and end up in the edge of town
· A crowd gathers, looking at the amazing converted Martian tech. Begin to cheer, because they think the Knight Rangers took it from the Martians
· Cartographothurge Technomancer gets off to resupply
· Centaur paladin gets on the train station platform and tells a tale of defeating the forces of the Venom King’s snakeperson allies, who are quickly dubbed “the Scorpion Gang.” Though she tells the tale accurately, the crowd is already making it bigger that she tells
· We head out five miles from town to camp
· A handful of horsemen come out to us – five
o Three young men, one older man, and a middle-aged woman
o Professor Virgil, and students from the Eastern Idaho Technical College
o They want to ask about the Armadillo
o They brought us potatoes au gratino They talk to the technomancer roboticist, talking to dawn and learning from her. Invite her to come lecture whenever she likes
Campaign Day 36, which is determiend to be May 6th
· Around noon, we spot a herd of brontosauruses.
· We slow down and drive by at a safe distance
· Soldier outlaw with DaVinci wings goes out and flies over them – sees the babies
· The technomancer sketches his heart out
Later that day, the Knight rangers reach Rexburg, and head to the nearby shield volcano to visit Bo Hoss’s family.<<
What do they find!? We’ll discover that tomorrow, in part 3!
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November 30, 2020
Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 7, part 1)
After nearly a month break, I finally ran by Starfinder-Really Wild West-Doomstone campaign again, and people have been asking about getting to see the after-action report. So here’s a write-up adapted from notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”), mostly in second person, as a report for Session Seven!
You can find Session One here: Part One, Part Two.
Session Two here: Part One, Part Two.
Session Three here.
Session Four here.
Session Five here: Part One. Part Two.
Session Six here.
If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.
A lot happened in this one, so it’s been broken into multiple blog posts.
>>We’ve traded the digging bits of the Martian Embanking Machine we captured (that had already been partially-converted by Professor Adrameliche, who turns out to be the Venom King) to the Circle Axe Ranch in exchange for the parts, materials, tools, and assistance we need to convert it into our base of operations. Conversion takes two weeks, during which time we are guests of the Circle Axe. The group decides on a group name (the Knight Rangers), and name the soon-to-be-finished mobile base of operations “The Armadillo.”
[image error] (A standard Martian embanking Machine, before any modifications. Twenty feet tall, twenty feet wide, and forty feet long. Art by Jacob Blackmon)
The local Fonts and Bismarck Station Chief, Adler, comes to visit and receive a briefing on the Knight Ranger’s recent activities. Agrees to use official Fonts and Bismarck channels to make inquiries about whether Professor Adrameliche has been seen in Montana. Also helps discover that the Professor’s style of technological invention is very similar to that found in several train robberies (performed with the aid of a robotic derailing machine) performed a few years back that accrued a great deal of cash.
Since the Knight Rangers believe the Professor is in Montana, the fenrin operative bounty hunter looks up bounties in Montana.
· The situation is complicated, with the state new to the Union and in a very unstable place due to massive damage from Martian Walkers during the War of the Worlds. Various Copper Kings (like cattle barons, but for copper) are in near-open warfare and set bounties on each other, many with local (though not legal) support. State bounties are legal, but often lack local support and are likely to anger one or more factions. Mostly only official Federal bounties are seen to have the weight needed to be legal and not likely to bring reprisals.
· An exception is that the rare bounty placed by “Gotham Jo” – Josephine Fiery, are also respected throughout Montana.
o She is a madam and business owner of a hurdy gurdy house in Helena
o She’s married to a man who’s present, but not in charge. In fact she seems to have him under her thumb, with lcoals knowing not to allow him to drink or gamble.
o has a reputation for taking care of her employees, and only put out bounties on those who have wronged her people, never on an ex-employee
· There are currently no active bounties safe to take
Knight rangers made some inquiries about Beard-cutter Ben (who sold them “walking meat,” a chewing gum that turned out to attract the Monstrous Jerusalem Bugs that attacks the PCs back in Session Two.
· Upon hearing they are looking for him, he shows up at the ranch to apologize and offer us refunds and reparations. He got the material from the East Hudson Fur Trading Company. He will never do business with them again, and he’s spreading word that it’s bad, hired a lawyer to sue the EHBFTCo.
· We ask him to tell us when he finds out more information
· As part of reparations, ask him to give discounted shaves for law enforcement. He also gives some cash.
Station Chief Adler reports Professor Adremeliche has been spotted in three places in Montana in the last 60 days.
· Helena, the capitol (It is 680 miles from here – if Knight Rangers go there, can visit Bute-Silverbow on the way. Economy fueled by lead, silver, and gold mining. Capitol buildings under construction. Most millionaires per capita in the US. Many movers and shakers – includes Gotham Jo. The Copper Kings who are so influential elsewhere in the state have very little control here. Population 13,000. No real bad part of town. Almost no unemployment. The rich people compete in charitable giving.)
· Butte-Silverbow (Closest to the Knight Ranger’s current location – 450 miles. Population of 15,000 – biggest city in Montana. Center of War of the Worlds refugees in the state. Major EHBFTCo. base of operations–no Fonts and Bismarck office there. Center of where the Copper Kings are waging war against each other. Center of the Asteroid Mining Co. – mine adamantine and other star metals. Growing copper industry. Center of Martian tech research in the state. Two scummy red light districts. Grimy and smoke-filled. Gangs based on foreign national or ethnic origins divided up the town, most with ties to one or another Copper King.)
· Hellgate (800 miles from here – due to limitations on moving the Armadillo through mountains and damaged infrastructure from the War of the Worlds, have to go around a forest to get there. Third largest city in Montana – pop. 3,400. In Hellgate Valley [Sections of which were choked with bones due to French fir traders fighting with natives, which is how it got its name. Fur trade has moved out.] Now largely trades in lumber. Home of Hellgate University [oldest in the state and includes the only accredited and licensed school of necromancy not in Eastern Europe]. Next to the Rattlesnake Mts. One of only two places in the world with a Badlands City embassy.
Most information comes from Station Chief Allison Flynn of Helena, Montana.
· Her information was gathered under the radar. She is convinced Professor Adrameliche is connected with one of the power structures in the state. Found a picture of him for us – he wears black with accents of the same green as the Venom King. He is, of course, the Venom King. Mechanical arm. Cane with human bones and a green skull pommel – [Likely the Venom King’s actual bones.] Eyes = black with tiny, green dots
The Knight Rangers decide they are going to visit the university in Hellgate first, to see if they can find a way to put down the dead spirit that is the Venom King, and who now seems to inhabit Professor Adrameliche.
· We can make 40-50 miles per day in the Armadillo. Get to the university in 16 days using an alternate route. Our route will take us through Yellowstone, Idaho Falls, Salmon, Hamilton, Lolo, then Hellgate
Around Day 10 into the 14 days it takes to put together the Armadillo. Dwargus invites us up to the big house for supper and new. Circle Axe has been granted 75% of the disputed lands they were arguing with the vicious Hippogriff Ranch – including Neblin Ridge.
· Dwargus gives us a Federal salvage deed for the Armadillo from the Sixth Federal Circuit Court in Ohio. It might be overturned, but it should at least take a court case to do so.
· Mention that Texas Helium Magnate Tex Tanner has sent word he’s sending a representative to make an offer to buy the Armadillo… but the rep won’t arrive until two days after the Knight Rangers have left. We decide not to wait for him.
Around Day 12 into the 14 days elven ranch hand Waterlily wants to talk to us. She mentions the Ogre ranch hand Bo Hoss has a problem he doesn’t want to bother us with. His family lives in a shield volcano near Rexberg, Idaho. Communication with them has ceased. Dwargus sent an inquiry – got no information. They’re all ogres – only a few speak English – mostly immigrants of Pacific Islander descent.
A Shirren lady comes to measure Liam for some clothes. As a sensate, she asks if she can lick the Armadillo. The Knight rangers are okay with it, and she experiences 15 new flavors she’s never tasted before. In thanks, she gives us all spider silk umbrellas (+2 KAC/EAC against liquid-based attacks if held, but only 1 HP and takes damage if attack it is used against does any damage).
On Campaign Day 31 – it’s time to head out to Hellgate
· The roboticist mechanic and operative bounty hunter are the best drivers, with the cartogramancer technomancer a close third.
· The centaur paladin can drive, but her armor gives her penalties
· The others we set up on rotation to learn
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November 27, 2020
The Gelatinous Cylinder, Part 3
Yep, yet more abilities for Gelatinous Cylinders, to round out the holiday week. Add them to the gelatinous foe of choice in your favorite d20 game. Each gelatinous cylinder can have just 1-2 abilities from this series, or you can mix and match up to all 6.
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Goes Great With: Gelatinous cylinders with this ability have formed a symbiotic relationship with some other creature. The how and why of such bonding it not well understood, and even creatures that benefit from such partnering have no idea why the cylinder came to accompany them.
A gelatinous cylinder does no harm to the creature it goes great with, and can even provide air and water if the creature is within the cylinder. Additionally, the accompanying partner gets to roll all attack rolls, saving throws, and skill checks twice and take the best result when within 30 feet of the gelatinous cylinder.
Old-Fashioned: A gelatinous cylinder with this power has two forms–one the standard cylinder (which emulates the stats of a gelatinous cube), and one a more lumpy, spread-out jelly. While still bright red, in this form the gelatinous cylinder emulates the stat block of one slime, jelly, or mold selected when this ability is picked. The gelatinous cylinder can switch back and forth between the two forms at the beginning of each round as part of the first action it takes that round.
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November 26, 2020
Thankful, 2020
It’s been a dark year.
A dark 14 months, in fact, as my year-of-very-bad-things began in Sept 2019.But that doesn’t mean there is nothing to be thankful of. And while its a tad cliché, I DO like taking these national moments to take stock of my own wealth of blessings and support and good fortune, and put off worry and gnashing of teeth over the very-real problems until tomorrow.
I have a roof over my head, I am secure in my next meal, I have a tight social bubble of friends I have known for 20-37 years. I have a loving wife, a dear housemate, a supportive family, and a panoply of friends who are no less great just because I only get to see them online at the moment. Many of my friends are so kind, generous, and supportive it staggers my well-exercised imagination.
I have a career that, though not free of hiccups, I am genuinely proud of, and that I believe makes a positive difference in the world. Many of my friends are part of that career, from bosses to work-for-hire producers, but even beyond those in my work life I deal with many of the smartest, kindest, most ethical people I have ever met.
And I have you, a community of geeks, gamers, thinkers, writers, players, weirdos and outcasts, who have embraced me in a way I would scarce credit had I not seen it, and felt it, over and over for years, and repeatedly and strongly during the rough past year.
And I am thankful.
It is less that I am thankful despite it being 2020, and more that I am extra thankful because it’s 2020.
The Gelatinous Cylinder, Part 2
Yep, more abilities for Gelatinous Cylinders, the bright red, reshaped gelatinous cube variant. Add then to the gelatinous foe of choice in your favorite d20 game.
[image error] (Art by the amazing Stan!, used with permission)
Phantom Faces: Though gelatinous cylinders are no more intelligent than other forms of gelatinous monster, some can form a face, generally locked into one or two expressions, and repeat overheard phrases. They often repeat things said by those they consume, from prior to the victim realizing they are in trouble. This mimicry is mindless, but the sound is so perfect it cannot be distinguished form the original voices.
Tantalizingly Preserved: Gelatinous cylinders with this ability stop the passage of time for any nonliving material stuck within them, and do not dissolve items that were not living when they entered the gel. Thus they often have foodstuffs, valuables, and even high-end clothing preserved and visible, juuuuust out of reach unless you want to plunge a hand into the cylinder…
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November 25, 2020
The Gelatinous Cylinder, Part 1
Yeah, it’s themed and silly. But there are some ideas here you can apply to gelatinous foes in your d20 game of choice.
The Gelatinous Cylinder
Gelatinous Cylinders are a reshaped, deeply-red-colored offshoot of gelatinous cubes. While sages agree they are magically created rather than naturally occurring mutations, and it’s generally accepted the cylinders aren’t the desired end result, there are numerous competing theories as to what the creators were trying to do.
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It’s often suggested their coloration was either an attempt to make sewer-cleaning creature that was more easily spotted by repair workers, or to make gelatinous foes more frightening by seeming to be soaked in blood. The cylinder-shape is also often held up as proof these were custom-built sewer cleaners, designed to fit through pipes. Others theorize are that they were literally made to be festive and silly-looking, possibly to serve as court jesters for the Oozing Empire of sentient slimes.
Gelatinous Cylinders can have a variety of strange powers. You can emulate a gelatinous cylinder by adding one of more of these abilities to your gelatinous cube state block of choice.
Sliceable: A gelatinous cylinder with this ability takes no damage from slashing weapons. However, when a slashing attack hits it, the gelatinous cylinder has a “slice” taken off. This slice is a gelatinous cylinder one size category smaller than the original and has the same stats, but with 20% of the original’s max hit points. The original loses 10% of its max hit points each time is spawns a slice. Slices cannot themselves form slices.
Small and Innocent Looking: A gelatinous cylinder with this ability can shrink down at rest, compressing itself to Tiny size. While in this reduced form and motionless, any ability or skill check to identify it as anything more than an innocent bit of edible food takes a -15 penalty. Once touched, the gelatinous cylinder explodes out to its full size and begins attacking.
We’ll do more gelatinous cylinder abelites tomorrow and Friday!
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November 24, 2020
Technomancers of the Really Wild West 5: Teslics
Not so long ago I noted on Facebook and Twitter that in the Really Wild West, the most common kinds of technomancers are Cartogramancers, Edisonades, Lovelacers, Telethurges, Teslics, and the Prophets of John Moses Browning.
I thought it might be fun to examine those ideas, and we’ve gotten to the Teslics.
[image error] (Image by Nejon Photo)
Teslics
Teslics are technomancers who attempt to reconcile the weirder scientific theories of mechanic Nikolai Tesla with their theosophic technological equivalents. Though Nikolai Tesla is a relative newcomer to the technological world stage, Tesla’s AC system and motors driven by it were adopted by Westinghouse in 1888 (following a war of publicity with Thomas Edison) giving Tesla international attention.
When Tesla claimed to be able to communicate with spirits of the dead in 1889, and that they warned an invasion from another planet was imminent, numerous serious researches and companies wrote him off. When he revealed he was boosting his own intelligence with the applciation of electircal current through an implant, there was serious discussion of having him committed.
When the Martians invaded, and tesla proved able to intercept their communications, predict their movements, and was the first to begin understanding their technology, all that changed. The US War Department has since given him nearly unlimited funds and facilities, and his Grand Street Laboratory in Manhattan has rapidly expanded to cover most of a city block. As a result, Tesla’s creativity has exploded.
Spirit phones. Cosmic auras. Teleforce. Broadcast energy. Death rays. Polyphase converters. Oscillating generators. Radiant energies. Remote controls. Magnifying transmitters. Tesla creates ideas in frenzied dashes of invention, rushing from one concept to another and forgoing sleep in favor of direct electric stimulation of his body. Some ideas he completes, and can be put into near-immediate use. Others are barely described at all, with little more than a single working prototype and a few scrawled calculations and theories. All efforts to bring tesla back to flesh-out his more esoteric concepts fail, and the War Department is so desperate for the inventions he completes–which they believe will be crucial in predicting and possible preventing a second War of the Worlds–they refuse to cut off his support.
After some weeks of having top-secret panels try to make sense of the fragmentary advances in technology Tesla has already abandoned for new ideas, the War Department generally leaks what little is know to private think tanks, and over months they become more widely disseminated. While dedicated mechanics and engineers attempt to recreate the pure-science answer Tesla has clearly discovered, some going to far as to install electric “exocortex” stimulators in their own brains, some technomancers seek to bypass the need for understanding the core principles of these technologies by building theosophic, sympathetic magic answers that can create the same end result without knowing exactly how it is done.
Teslics are often considered to be toying with forces no mortal mind can comprehend, and thought of as likely to become unreliable and possible even dangerous with little or no warning. At the same time, a Teslic’s willingness to risk their mind to unlock some discovery that might help the Earth defend itself from Mars is also seen as crucial on a grand scale, even if most people prefer Teslics do their crucial work far, far away.
Technomancer Alternate Class Feature: Teslic
Theoretical Theosophy: One spell known of each spell-level the technomancer can cast is randomly determined, representing what concepts the technomancer doesn’t quite understand they have managed to temporarily lock into a theosophic frame. However as the stars alignment changes, planets move, weather patterns shift, and the technomancers own understanding of the universe evolves, the tehcnomancer can loose the ability to use an old random spell, and can a new spell in its place.
Normally the randomly-selected spells shift once per month, and each time the technomancer gains a new technomancer level. These spells may be drawn from any spellcasting class (roll 1d10– 1-3 random mystic spell, 4-6 random technomancer spell, 7-9 random witchwarper spell, 10 technomancer may select a spell from any class allowed in the campaign). The random spell is always of the same level as the spell it replaces and one the technoamncer can use (for example, if a personal spell only functions with some class feature he tecnomancer lacks, a different random spell is selected).
Additionally, the technomancer may select one spell known at each spell level that is drawn from the mystic or witchwarper spell list. These may be any spell of the same or lower spell level. The technomancer may never select more than one such off-class spell known at each spell level in this manner (such as if they later swap out spells known upon gaining a level). However, the spell-per-spell-level-known that is selected randomly does not count against this limit.
Teslic Magic Hacks
The following magic hacks are available for selection by Teslics, beginning at 2nd level.
Broadcast Magic: You can attune a number of technological devices equal to your key ability bonus. This takes an hour, and they remain attuned until you attune new items in excess of your maximum. When these items are within short range (25 feet +5 feet/2 levels) and within your line of sight and line of effect, as a move action you can make them the origin point of a spell you cast that has a range greater than personal. You must cast the spell by the end of your next round to do this.
Teleforce: If you cast a damaging spell with a casting time of 1 standard action or less as a full round, you can change the type of damage it deals to be bludgeoning damage, and it becomes a force effect. If you cast the spell using a spell slot one or more levels higher than normal, you can also force the target to make a Reflex save (at the DC for a spell of the level of slot you used) or be pushed back 5 feet for every point by which it fails its save, and knocked prone.
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