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Wednesday, December 25, 2013

Tony DiTerlizzi on D&D Monster Origins

In case you missed it, Tony DiTerlizzi posted a neat little article on the origins of several iconic D&D monsters.  (Apparently, they come from a set of dime store "dinosaurs" that can only be called such by truly generous souls.)

Read about it here.

Also, happy Christmas!  (Or, if you prefer, happy birthday to alchemist, mathematician, physicist, and noted jerk Sir Isaac Newton — 371 years young today!  Or, if you're in a fighting mood, happy Takanakuy!)

Monday, December 23, 2013

The Cenobites of the Pleasure in Pain, the Hierophants of the Order of the Gash

Unsurprisingly, this was inspired by too many recent conversations about Hellraiser.  I decided I wanted a faction comparable to the Cenobites (also at The Other Wiki) in my D&D 4e game.  Here's what happened:

The Cenobites of the Pleasure in Pain, also known as the Hierophants of the Order of the Gash, is a shadar-kai cult of personality gathered around an entity known as the Architect of Pleasure and Pain, or alternately, the Engineer of Pleasure and Pain.  (Occasionally, this entity is called "Leviathan" for unknown reasons.)

The origins of this group are unknown.  Anyone's best guess is that the Cenobites (or Surgeons, as they are also known — they seem to be quite enamored of epithets) form from a confluence of three factors.  The first, is the shadar-kai themselves — when the shadar-kai first arrived in the Shadowfell, they found that they would fade away without strong emotions.  As such, they took to the extremes of living to maintain their own identities.

The second factor is a now-disbanded Sigil faction called the Society of Sensation.  Before they disbanded after the Faction War, the Sensates believed in experiencing all things to achieve enlightenment.  Despite their reputation as hedonists, they sought to experience all available experiences — positive and negative.  Although the Sensates as a group disbanded after the Lady of Pain's decree, some keep their traditions alive.  It is not precisely clear how a group of shadar-kai came across the beliefs of the Sensates, but the shadar-kai would easily take to their worldview of empirical thought and experiential enlightenment.

The third factor is the Architect itself.  This entity is apparently a somewhat potent baatezu, as those shadar-kai pledged to it are almost universally warlocks.  The Architect appears as a striking, sensual male humanoid with pale skin and leather clothing.  This figure appears to be constantly in a mixture of ecstasy and agony from the various hooks, pins, and piercings worked through its flesh.

Whatever their origins, the Cenobites typically keep to themselves in their own demiplane forged partially from the Shadowfell and partially from the Nine Hells.  However, they sometimes emerge to explore the boundaries of experience, and to proselytize their experiences to others.  While they consider themselves evangelists and explorers, most communities encountering the Cenobites consider them to be invaders and fiends of the worst sort, arcane torturers who typically leave their victims dead or worse.  The Marquis d'Ennui of Sorgtomb has a standing bounty on any Cenobites found in his domain.

The Cenobites usually travel between realms through the use of arcane puzzle boxes provided by the Architect.

Unbeknownst to the Cenobites, the Architect is actually an aspect of Belial, Lord of the Fourth and Lord of Pain and Sufferings.  Belial is using the Cenobites as a cult to further his goals, and also as a militant order in case he needs to counteract any plans of his scheming daughter, Fierna.  It is possible that Fierna controls a group similar to the Cenobites.

Playing a Cenobite

Cenobites are universally shadar-kai (Dragon 372, page 5) and almost always have the Sensate theme (Dragon 414).  They are usually of the warlock class (Player's Handbook), although some may not be directly bound to the Architect by contract.  Some Cenobites learn how to use a spiked chain; those who do take the Spiked Chain Training Feat (Dragon 372, page 11) and may take the associated Novice, Expert, and Specialist Feats as well.

Cenobites' warlock powers usually manifest as barbed chains appearing from their bodies or nearby shadows.

It is, of course, possible to play a former Cenobite (much like the typical repentant warlock character).  In such a case, the character is likely being hunted by his or her former comrades.

NPC shadar-kai appear, among other places, in Monster Manual and Monster Manual 2.

Enterprising DMs could use probably adapt the Cenobites for use in other editions of D&D.  The shadar-kai appear in the 3e Fiend Folio, while warlocks appear in Complete Arcane.  It is also possible that they could created using the rules for magic-users, clerics, elves, and suchlike in earlier editions.

Friday, December 13, 2013

Better Than Any Man: Unknown Armies Conversion Notes, Part 2

A quick update: the Unknown Armies excursion into Better Than Any Man continues to go hilariously.  Some bandits died, a clockwork robot died, and a lot of PCs quite nearly died.  (Read about it here.)

Since the PCs are quickly exiting Thüngen next session, it seems probable (although not completely certain) that they will miss Dittmar, the bandit leader.  He gets a roughly two sentence description in Better Than Any Man, but since his potential presence seemed notable, I gave him full statistics in Unknown Armies.  So, without further ado...

Dittmar

Personality: Two-Face from Batman.  He seems like a somewhat suave gangster, but his reliance on chance tends to add a little capriciousness and viciousness to his demeanor.
Obsession: Power.  Money's part of it, but Dittmar really likes the control his position brings.  His reliance on chance is just to keep things interesting.  He's likely to become a postmodern Entropomancer if he's not careful.
Wound Points: 65

Rage Stimulus: Messing with his dice.  He will seriously go apeshit.
Fear Stimulus: (The Unnatural) Predestination.  Really, anything that makes him feel boxed-in or otherwise out of control really bothers him.
Noble Stimulus: Gamblers.  Dittmar has a soft spot for people who roll their own bones, and might join them for a game or cut them some slack.

Body: 65 (Toughass)
General Athletics 25%, Hold Your Liquor 20%, Struggle 50%
Speed: 60 (Ready to Move)
Dodge 35%, Horseback Riding 15%, Initiative 30%, Missile Weapons 50%
Mind: 45 (Pragmatic)
Conceal 20%, General Education 15%, Notice 30%, Strategy 25%
Soul: 50 (Superstitious)
Charm 30%, Intimidation 40%, Lying 35%, Roll the Bones 15%

Violence:  7 Hardened, 3 Failed
Unnatural: 1 Hardened, 1 Failed
Helplessness: 0 Hardened, 0 Failed
Isolation:  0 Hardened, 0 Failed
Self:  2 Hardened, 1 Failed

Possessions: Light armor, dirk (+3), short sword (+6), crossbow (maximum damage 50), wheellock pistol (maximum damage 80).  He also has his lucky dice and 8 ducats on him.

Notes: Roll the Bones is a skill Dittmar rolls every time he rolls his dice to determine an outcome.  With a successful Roll the Bones check, Dittmar gains a hunch (UA, pg. 7).

Friday, November 15, 2013

Better Than Any Man: Unknown Armies Conversion Notes

I'm not going to post everything as yet, but here are a couple of my scattered notes.  I'll probably put them in a pdf or something when I'm finished running Better Than Any Man in Unknown Armies.  Obviously, these notes assume familiarity with both games.  The following notes also reference the Unknown Armies books The Ascension of the Magdalene, Hush Hush, and Postmodern Magick.

Willibald Schwartz

Obsession: Conquering death.  Death is a form of spiritual alchemy.  By controlling the doorway, you control that potential.
Wound Points: 45

Rage Stimulus: Pointing out that he might be insane or deluded.  Schwartz might be a murderous psychopath, but he really doesn't enjoy being reminded of it.
Fear Stimulus: (Isolation) Dying of old age.
Noble Stimulus: Helping children.  Willibald crafts art of the bodies of young children because that's the highest gift he can bestow to one killed so young.  He can't help it if his glass tiger gets confused from time to time.

Body: 45 (Living Well)
General Athletics 25%, Hold Your Liquor 20%, Struggle 25%, Work Without Rest 20%
Speed: 50 (Steady Hand)
Dodge 20%, Horseback Riding 25%, Initiative 25%, Taxidermy 35%
Mind: 75 (Learned)
Conceal 35%, Notice 40%, Occult Correspondences 60%
Soul: 90 (Transcendent)
Avatar: The Magus 60%, Charm 30%, Lying 50%, Magick: Thanatomancy 70%

Violence: 7 Hardened 2 Failed
Unnatural: 7 Hardened 3 Failed
Helplessness: 2 Hardened 2 Failed
Isolation: 6 Hardened 1 Failed
Self: 4 Hardened 5 Failed

Possessions: Rapier (+3 damage), dagger (+3 damage), various fine clothes and ritual components

Notes: Occult Correspondences is Willibald's General Education skill.  It also covers his general knowledge of folklore and occultism.
Avatar: The Magus originally appears in The Ascension of the Magdalene, page 53.  Magick: Thanatomancy originally appears in Postmodern Magick, pages 111-115.
In addition to his own magickal prowess, Willibald Schwartz has access to the rituals Song of Ancient Days (detailed below) and Fires of Pure Will (Hush Hush, page 47).

Schwartz's Glass Tiger

Wound Points: 120

Body: 120 (Savage)
General Athletics 50%, Rip and Tear 65%
Speed: 80 (Swfit)
Dodge 35%, Initiative 40%, Sneak 70%
Mind: 30 (Cunning)
Notice 50%
Soul: 50 (Weird)

Notes: The Glass Tiger's exceptional Body stat grants a +3 to all melee damage.  This is in addition to the beast's teeth and claws, which also grant a +3 to damage.  The glass tiger reduces damage equivalent to heavy armor, removing the +3 damage for sharpness and the +3 damage for heaviness in hand-to-hand combat while also reducing rolled damage by three-fourths.  Guns are deal hand-to-hand damage, but aren't reduced but the tiger's armor.  Magick deals damage normally, although it's not made of flesh, so Magick: Epideromancy blasts do nothing.

Song of Ancient Days (significant ritual)

Note: This is the Unknown Armies version of Schwartz's Journey to the Past spell.  In my version of Better Than Any Man, Schwartz was kind enough to give the PCs all the components to enact the ritual, including a copy of the Fires of Pure Will ritual (a charge-building ritual).  Your Schwartz may not be so accommodating.

Power: significant

Cost: 7 significant charges

Effect: The caster and a group of up to eight individuals participating in the ritual are sent back in time to July 14, 10,000 B.C.  They are sent to the same point in time, although they appear in the same geographic location they left.  (So, if the caster casts this ritual in downtown London, he'll end up in the middle of downtown London...before it's ever built.)  To the outside observer, no time appears to pass — the ritualists appear to flicker for a fraction of a second after the ritual ends.  However, the casters are cast back to 10,000 B.C. for an amount of time equal to ten times the sum of the dice.  As such, a caster rolling a 45 will spend 90 minutes in the past, while a caster rolling a 12 will only spend 30 minutes in the past.
Being sent to the past is a rank-7 Unnatural check.

Ritual Action: This ritual requires a simple stone hammer, particularly of the sort that would have been used in the Neolithic.  The caster should use this hammer to break a sandclock, shouting, "Ula atolnay!" with each hammer blow.  When the clock is smashed, the caster should use the hammer to draw the seal of Prince Seere (a goetic demon) in the spilled sand while reciting a chant in Latin depicting a litany of the demon's praises and epithets.  Once finished, the caster should then use the hammer to smash a sundial, deface a calendar, and destroy a seal of King Philip II Augustus.  Again, with each hammer blow, the caster should shout, "Ula atolnay!"  The ritual completes with the final hammer blow.

Note: For easy reference, Prince Seere's seal looks like this:


Unknown Armies: Early Modern Magick

I finally made a homepage for the 1610 Unknown Armies campaign.

Check it out!

Wednesday, November 13, 2013

Better Than Any Man, UA edition Part 2: Never Bring an Antlion to a Robot Fight

We actually got into Better Than Any Man this time.

So, last time, some mysterious guy told them that they needed to deliver a note to someone in the past, and if they talked to a guy named Willibald Schwartz...

Laaaaaaaaaaaadies.
...that he would lead them where they needed to go.

At this point, my players seem to adopt the same strategy whenever a dungeon crawl/James Raggi adventure occurs and proceed very cautiously.  They have enough food for a couple of days, so they avoid towns.  They don't talk to anybody.  They meet some Swedish soldiers on the road, but Goffhilf — himself Swedish — manages to avoid any nasty entanglements.

The PCs find the Mound without incident, and having been warned about the oil pit, don't light themselves on fire.  They approach Willibald cautiously and courteously (more or less), and walk away with a time travel ritual and a lead on several ducats' worth of ruby ant statue for their trouble.

The caves and insect shire on Goblin Hill similarly go hilariously, because they avoid random encounters and have a map of the complex.  Once they're sure they have everything they need, the PCs cast Journey to the Past (rebranded as Song of Ancient Days, a UA-style ritual requiring enough significant charges that Goffhilf went whole hog and sacrificed his hand for a major charge).

Once in the past, everyone learned that Maksymilian is a clockworker, because his "bodyguard" Aleksy is actually a gear-powered robot.

Pitting one robot against a bunch of ineffectual prehistorical cultists went something like this:


Upon their return to the present, they managed to kill the antlion guarding the ruby ant statue through a combination of robot punches and magic.  Goffhilf dealt the killing blow with a critical hit blast spell, reducing the giant antlion to so much hemolymph.

As with most of my dungeon crawls, massive player casualties were avoided through luck and skill.  Also noteworthy is a trend I've noticed in supernatural games: weird things don't give the PCs any trouble (giant antlions, crazed sorcerers, etc.), but mundane things give the PCs major headaches (soldiers, constables, etc.).  It was like that in Deadlands, too; we tangled with a Rattler in one of our first sessions, and were routinely clashing with The Devil Himself, but we were terrified of being arrested.

Where will the intrepid time-displaced 1611 occultists end up next time?  Stay tuned.

Monday, November 11, 2013

Kentucky Route Zero

I try to keep my video game talk minimal around here, but I keep coming across video games that seem relevant to table-top gaming.

Besides, every moment you spend not playing this is a disservice you do to yourself.

This one is called Kentucky Route Zero, and it's a point-and-click adventure in five Acts.  As is the style with some games at the moment, it is being released in installments; currently, only the first two have been released.

Kentucky Route Zero revolves around a truck driver named Conway and his dog as they try to make a delivery to Dogwood Drive.  As the adventure progresses, it becomes obvious that Conway needs to find his way to the Zero, a strange subterranean road, to complete his delivery.

KRZ is a linear experiment in much the same vein as Goichi Suda's killer7 — it's not terribly innovative in terms of gameplay or graphics, but it does play with how the player identifies with the main character(s) in the story.  The only meaningful choices the player makes involve how the characters interact with others; the game seems as though it plays similarly no matter what choices you make, but what is the mood of the game?  Tired?  Wistful?  Hopeful?  You help influence that by way of your dialogue.

In terms of story, I'd particularly recommend it.  It falls within the slippery genre of "magic realism," placing it among the works of artists such as Tim Powers and David Lynch (when the latter isn't out-and-out surrealist).

More relevant to this discussion, it oozes mood for Unknown Armies.

Without getting into the metaplot of Unknown Armies, the Zero is clearly an "Otherspace," any one of a multitude of alternate realities that bleed into our own.  Some claim that they're the leftovers of potent or repeated magic, while others claim they're the remnants of dead realities.  Whatever the case, sometimes it's possible to find a place where the rules of reality run a little strange.  The Zero is clearly such a place, running on symbolic and narrative rules rather than physical laws.  Likewise, the area of Kentucky surrounding the Zero clearly has been influenced by this strangeness — an abandoned church plays a tape recorded sermon to no one (strangely enough, mirroring a similar church in Act II), while on the other side of Route 65, two guys push a propeller plane up the road.  For that matter, you come across an accident that may have happened years before, and the person who leads you to the Zero might be a ghost (or at least, has a particularly fluid relationship with reality these days).

Once the whole thing comes out, I'm sure I'll adapt some parts to Unknown Armies, because seriously, how could one resist?

If you head over to the KRZ site, you can find the game available through Steam and Humble Bundle (the Humble Bundle version gives you Steam download codes as well as a DRM-free version).  I believe that grants you access to the new Acts as they are released.

If you're not quite so sure about all this, you can also check out Limits & Demonstrations, a free mini-game featuring three characters wandering around an art museum.  This side story details the artwork of a minor character in Act II, and grants a little more insight into the setting.  It plays just like the main game, so if you feel comfortable with the point and click interface of Limits & Demonstrations, you'll be fine with KRZ.

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