Showing posts with label silly. Show all posts
Showing posts with label silly. Show all posts

Friday, 14 November 2025

One Neolithic Evening

Before the door even opens, awareness born of experience warns him that his home isn't empty. A figure sits quietly beside the fire, wearing black. He doesn't show any surprise. Feigning it would be an insult to both of them. Instead, he sighs deeply and takes a seat. Might as well get it over with.

The fire casts long, deceptive shadows, like flickering memories. Neither of them looks directly at it, carefully preserving their night vision. It's an old habit, and like any old predator, those die hard and mean.

"Come back, Rick. The team needs you. I need you." His visitor sounds almost wistful for a moment. There's a glint in his hand, a polished piece of amber that catches the firelight as he rolls it in a neat circle. It draws the eye and traps the mind, winding thoughts into slow loops. He knows the trick, and knows that won't keep him from falling to its lure.

He leans forward and stirs the fire. Charcoal rattles; sparks drift into the air, burning bright for a moment, and wink out, like a human life. "Stop calling me that. Rick is dead and gone. I let him die a long time ago."

"Fine, Freddie. Real life isn't that simple. You can't stick your head in the sand forever and wait to fossilise. This new situation, it's more than we can handle-"

"Bison coprolites. You just can't let go, can you? Well, I don't do that any more. I walked away into the sunlight."

Little circle, little circle. "I watched you do it. Against my better judgement, I might add. You expect me to believe you've forgotten it all? Haven't thumbed the edge of a flint in all these years? Step into a cave without checking every exit? Never stare into the moonlit night and think about the past?"

It stings to hear the truth so bluntly. But it doesn't matter. "I have a family. A job that means something. A real life." He glances at the wall, at the crude figures drawn in charcoal by tiny hands - bison, bears, brontosaurs. He can almost feel the touch of those soft fingers in his calloused hand, holding him fast.

The amber stops rolling. The figure in black finally turns to make eye contact. "And what do you think will happen to that sweet life of yours when they find out about your past? How will they look at you then?"

The man in black furs feels his shoulders hit the wall, driving the air from his lungs, before Rick's movement even registers. Ancestors, the brute was still so fast. Eyes as emotionless as any Megalodon's bore into his own, so close that their eyebrows threaten to tangle. Powerful muscles, not quite gone to fat, pin him against the stone.

"We're through, Ug. Pick up your club and walk away. There's nothing here for you any more."

Moments creak by, breathlessly, before Ug recovers enough to nod. He's made a mistake, but he's far from a fool. He knows a lost cause when it stares him in the face. The hands slowly lower him, unwind themselves from his tunic, and smooth the rumpled fur back into respectability. Neither of them speaks as they walk to the front door, every stride another step away from the past.

At the threshold, Ug pauses, half-turning to speak over his shoulder. "Listen, Rick-" The look in his old comrade's eye silences him. Rick - no, Freddie, there's no question now - gives a barely-perceptible shake of his head, and swings the door closed.

"Yabadaba don't."

Monday, 30 June 2025

The armoury review, week 614

Picture a wildly stereotypical Cyberpunk BBS as your read this


Halondove reporting in, still alive. Today's telltale is "vexed cinnibar precludes wastrel solipsism". You know the drill, gang. Gear and guns, honest impressions, no mercy.

Friday, 4 November 2022

Deeply mediocre GURPS abilities

Sometimes when I'm out running my mind goes wandering. Here are some powers you could have in a GURPS game. They are arguably useful, but deeply questionable nonetheless.

X-Ray Vision Vision

6 points. You see distinct traces whenever someone views an area with their X-ray vision. This power doesn't reveal people, but the extent of their X-ray vision is clearly visible to you, and you can use it to deduce their location.

Detect (Rare; X-Ray Vision; Reflexive, +40%; Vision-Based, -20%) [6]

Ringtone Replication

6 points. You can accurately mimic any ringtone you've heard, and have an extensive repertoire of memorized ringtones to call on. If you have the Mimicry (Electronics) skill, you can roll against Mimicry rather than IQ to use this ability.

Mimicry (Accessibility, Only ringtones, -90%; Voice Library, +50%) [6]

Recover Teaspoons

6 points. By calmly concentrating for 30 seconds, you can cause lost and 'borrowed' teaspoons within 32 yards to teleport to your location. The ability is subtle enough that colleagues don't notice anything; however, the strain it puts on your body leaves you paralyzed for 1 minute, with an HT roll to recover once per minute thereafter. As such, it's best used when you can guarantee some privacy.

Affliction 1 (Accessibility, only misplaced teaspoons, -100%; Accessibility, Useless under stress, -60%; Advantage, Spoon Warp, +1%; Area effect, 32 yards, +250%; Backlash, Paralysis, -150%; Emanation, -20%; Malediction 1, +100%; No Signature, +20%; Requires Concentration, -15%; Takes Extra Time (x32), -50%) [6].

Spoon Warp is Warp (Anchored, afflictor only, -40%; Blind Only, -50%; Exoteleport, -50%; Modified Carrying Capacity, 0.05 lb, -90%) [20], reduced to [1] by GM fiat to represent its realistic value.

Detect, Evil

60 points. You are capable of supernatural feats of deduction and preternetural sensitivity, but drawing on your gifts risks imperilling your very soul. When you activate your detective powers, you gain a +4 bonus on Body Language, Criminology, Detect Lies, Intelligence Analysis, Interrogation, Observation, Savoir-Faire (Police), Search, Shadowing, and Streetwise. Displays of talent also gain a +5 reaction bonus from police officers and PIs. Alternatively, by meditating for a few seconds, you can attune your mind to virtually any substance or object of interest, and sense them at a distance. However, each use of your powers is a diabolical bargan that requires a Will roll to activate - for good reason!

When you use your powers, you are wreathed in a choking fog of sulphurous brimstone, and a withering aura of evil. Your eyes glow red, teeth sharpen, and bony spines extend from your temples and vertebrae. All reaction rolls incur a -4 penalty from anyone who can observe these; animals react at -8 instead, while those who see animals' reactions or have Animal Empathy take a further -1. Your presence causes grass to wither and insects to curl up dead.

Thanks to your diabolical appearance, while channeling these powers, you suffer -1 to your Disguise and Shadowing skills, and others gain +1 on attempts to identify or follow you (including their Observation and Shadowing rolls), or +3 in outdoor environments. They also gain a +2 on rolls to deduce the truth behind your abilities.

Cruelty seeps into your mind, making you cold to the emotions of others (see Callous, p. B125) and bestowing 20 points of Corruption each time you accept your infernal bargain (see GURPS Horror, pp. 146-8).

While you channel evil power, you are vulnerable to "turning" by particularly holy individuals. Worse, if you perish under its influence, your soul will go straight to the Hells! Even at the best of times, your aura is steeped in second-hand evil - you can stride unharmed through the shrines of dark gods and wield their artefacts, but you balk at the powers of goodness as though you were yourself an agent of Evil.

Functions and Detects as Evil [0] + Natural Copper 4 (Corrupting, -20%; Temporary Disadvantage, Bad Smell, -10%; Requires Will, -5%; Temporary Disadvantage, Callous, -5%; Temporary Disadvantage, Damned, -1%; Temporary Disadvantage, Detect as Evil, -1%; Temporary Disadvantage, Frightens Animals, -10%; Temporary Disadvantage, Lifebane, -10%; Temporary Disadvantage, Unnatural Features 3, -3%) [34] + Modular Abilities 30 (Divine Inspiration; Trait-Limited, Only Detect, -50%; Corrupting, -20%; Temporary Disadvantage, Bad Smell, -10%; Requires Will, -5%; Temporary Disadvantage, Callous, -5%; Temporary Disadvantage, Can be Turned by True Faith, -1%; Temporary Disadvantage, Damned, -1%; Temporary Disadvantage, Frightens Animals, -10%; Temporary Disadvantage, Lifebane, -10%; Temporary Disadvantage, Unnatural Features 3, -3%) [26].

Anti-Material Rifle

Take the stress out of mortal combat by imaginging your enemies nude? Not content with laser cannons and monomolecular blades, you have sought out or invented the ultimate weapon. Roll against Guns (Rifle) to attack a target within 100 yards, with normal range penalties (p. B550). You can aim to benefit from Acc 3. On a successful attack, you deal 5d corrosion to creatures and objects made of cloth. The weapon doesn't harm other targets, but any fabric they wear has its DR reduced by 1 for every 5 points of damage rolled.

Since it's a weapon, your rifle can be destroyed (DR 10) or stolen (with a Quick Contest of DX or ST).

Corrosion Attack 5 (Only fabric, -80%; Based on Guns (Rifle), Own Roll, +0%; Breakable, DR 6-15, -10%; Size -1 or -2, -20%; Can be stolen, Quick Contest of DX or ST, -30%; Superscience, -10%) [10].

Curse of Inevitable Death

You can afflict your enemies with a terrible curse, if you're willing to pay the price. If your enemy loses a Quick Contest of HT vs. your Will, they are subject to constant misfortune - the first to suffer, the last to benefit, and always at the GM's whim. However, you die immediately and unpreventably from natural causes.

Affliction 1 (Disadvantage, Cursed, +75%; Malediction 1, +100%; Temporary Disadvantage, Terminally Ill (One Month) (Time-Spanning (One Month Prior) +50%), -150%) [13].

Wednesday, 13 April 2022

Questionable styles for GURPS

Through relentless questioning and furtive research, I have unearthed the secrets of two heretofore obscure martial arts and brought them, quivering, into the light. These rare traditions are presented below in the GURPS format for the interest of hoplologists.

If you'll excuse me, I need to phone up and find out why my life insurance policy has been abruptly cancelled.

Bibliokration

6 points

This style claims to have originated in the Great Library of Alexandria, where weapons were forbidden. It was first documented in Byzantium in the 9th century, and slowly spread across Christendom as literary culture did. The books of the period were both immensely valuable and often heavily bound, making them effective improvised weapons and even shields for monks who rarely carried weaponry. It has persisted in academic institutions, benefiting from the secrecy and heavy traditionalism that lingers in library circles. Tight-lipped librarians don't discuss the style with outsiders, and usually profess ignorance.

In other worlds, Bibliokration is one secret style amongst many. The stern librarians of arcane universities or secretive institutes may use this style to defend their collection from thieves, black-ops assault teams, and brawling students. Proprietors of occult bookshops meld it with psychic talent and magical defences.

Because the style revolves around wielding books, practitioners may learn the Improvised Weapons (Books) perk as soon as they have a point in Brawling (instead of the usual 10 points in skills and techniques).

Skills: Brawling; Intimidation; Professional Skill (Librarianship); Stealth; Throwing. At appropriate TLs, add Computer Operation/TL.

Techniques: Disarming; Ear Clap; Fighting While Seated; Hammer Fist; Kicking; Papercut; Two-Handed Punch; Uppercut.

Cinematic Skills: Invisibility Art; Kiai; Light Walk; Mental Strength.

Cinematic Techniques: Focus Kiai; Hand-Clap Parry (Only with an open book); Shush.

Perks: Extra Option (Rapid Fire with thrown weapons, Only with books); Fearsome Stare; Grip Mastery (Books); Form Mastery (Books); Hefty Tomes; Improvised Weapons (Books); One-Task Wonder (Spot book theft); Professional Quiet; Sure-Footed (Ladders and kickstools); Unusual Training (Hand-Clap Parry, Only with an open book); Unusual Training (Invisibility Art, Only in libraries); Unusual Training (Kiai, Only against noisy targets); Unusual Training (Light Walk, Only in libraries); Weapon Adaptation (Melee weapons to Brawling, Only with books).

Optional Traits

Secondary Characteristics: Improved Perception.

Advantages: Contact Group (librarians); Eidetic Memory (Only book details, -80%); Higher Purpose (Curate knowledge); Language (any); Rank (Academic or Company); Silence; Single-Minded; Trained By A Master.

Disadvantages: Callous; Focused or Single-Minded; Odious Personal Habit (Pedantry); Phobia (Fire); Vow (Silence, Only in libraries); Workaholic.

Skills: Detect Lies; Fast-Draw (Book); Lip Reading; Speed-Reading; Research; Shield; Teaching; any appropriate subject-matter skill.

Techniques: Attack from Above; Low Fighting; Memory Palace.

White Hall

6 points

This style arose amidst the brutal wrangling of parliamentary lobbies. It is a patchwork style above all else, shamelessly stealing from other traditions without heed for anything other than brutal effectiveness.

The style’s distinctive feature is its seamless fusion of self-defence and self-aggrandisement, blending one-to-one brawling with mass media offensives. Few White Hall practitioners survive long without acquiring an array of scars, though they are typically ethical rather than physical. No known schools exist for White Hall, and even the style’s name is more a matter of popular association than a formal title. It’s perpetuated through exposure and apprenticeship.

Skills: Brawling; Carousing; Fast-Talk; Savoir-Faire (Parliament); Sleight of Hand (Rhetorical).

Techniques: Coordinated Attack; Counterattack; Evade; Pig in a Poke; Reverse-Sacrificial Block; Short Change; Spinning Attack; Targeted Attack.

Perks: Dirty Fighting; Drunken Fighting; Technique Adaptation (Coordinated Attack defaults to Propaganda); Technique Adaptation (Evade defaults to Fast-Talk); Technique Adaptation (Feint defaults to Makeup, Only during interviews); Technique Adaptation (Projection defaults to own guilt, Only when lacking moral high ground); Technique Adaptation (Short Change defaults to Public Speaking, Only against the general public); Technique Adaptation (Spinning Attack defaults to Propaganda); Technique Adaptation (Staying Seated defaults to Propaganda); Technique Adaptation (Strangle Hold defaults to Propaganda, Only against the Overton Window).

Optional Traits

Advantages: Administrative Rank; Contact Group (Media Proprietors); Contact Group (CEOs); Contact Group (Disgraced Millionaires); Political Rank; Status; Wealth.

Disadvantages: Alcoholism; Bully; Callous; Compulsive Liar; Cowardice; Greed; Lecherousness; Low Empathy; Megalomania; Obnoxious Personal Habit (Braying Laughter); Selfish.

Skills: Connoisseur (Wine); Current Affairs (Business); Diplomacy; Finance; Law; Makeup; Politics; Propaganda; Public Speaking; Savoir-Faire (High Society); Scrounging; Shadowing (Only when “in the wilderness”).

Techniques

Bookmark Face*

Hard

Default: Prerequisite skill-3.

Prerequisite: Brawling or Judo, the Improvised Weapons (Books) perk, and Trained By A Master; can't exceed prerequisite skill.

You can snap an open book closed around an opponent’s face. You must first take a Ready action to open the book; a successful Fast-Draw (Book) roll can negate this.

While their face is trapped, your victim can’t use bites and similar attacks (except to attack your weapon) and is blinded. Targets with unusual anatomy may be affected differently.

You suffer a -5 penalty on Quick Contests when your target tries to break free, or if you attempt a takedown (+0 if you are using both hands).

This technique may be used defensively to parry a bite, headbutt or similar attack; base it on the prerequisite skill’s Parry.

Focus Kiai*

Average

Default: Kiai-2.

Prerequisite: Kiai.

You can channel your chi more tightly, preventing anyone other than the victim from hearing it.

Papercut*

Average

Default: Brawling-3.

Prerequisite: Brawling and the Improvised Weapons perk; cannot exceed Brawling.

You deftly rake the edge of a document across an opponent’s skin, creating a shallow – but painful – cut. Roll Papercut and note the margin of success, minus any DR. Instead of injury, your victim suffers moderate pain (p. B428) for a number of seconds equal to this total. On a critical success, your victim suffers severe pain instead!

Shush*

Average

Default: Prerequisite skill-1.

Prerequisite: Intimidate or Kiai.

Instead of inflicting mental stun, this technique renders a target temporarily speechless, preventing them from talking or even crying out.

Under-Bus Block*

Hard

Default: Politics-8.

Prerequisite: Politics and appropriate Rank; cannot exceed Politics-3.

This technique allows you to interpose a subordinate between yourself and physical or professional danger. To use it, a subordinate must be within stepping distance of you. This is a type of Block; roll this technique instead of your normal Block. On a success, your subordinate becomes the target instead of you; he can defend himself as normal. You can attempt this technique even with a superior, but any failure is treated as a critical failure!

Modifiers: A modifier equal to the difference between your own relevant Rank and your proxy's; this is a bonus if you have higher Rank, and a penalty if you have lower Rank.

Perks

Hefty Tomes*

This perk combines the benefits of Huge Weapons (SM) and Huge Weapons (ST), but only for using books as improvised weapons.

Professional Quiet

You can use a specific Professional skill instead of Stealth to move quietly and avoid drawing attention. Typical examples are servants, waiting staff, librarians, and duty nurses. This only applies in the course of your duties or in similar circumstances, e.g. eavesdropping on customers’ conversations, or exploring a library without being noticed.

It’s not appropriate for professions that revolve around stealth, or for sneaking up on people; assassins, snipers, and the like must raise Stealth instead.

Monday, 29 July 2019

Inglenook's Lesser-Used Spells: for the worried waiter

Your irregular extract from that invaluable compilation of the overlooked arcane.

For those who cater to the tastes of others, the fickleness - nay, the mendacity! - of the customer is an eternal poltergeist: bursting forth unpredictably, often in the midst of what was otherwise a pleasant conversation; impossible to pinpoint, and extremely difficult to prove; unwelcome, noisy, frustratingly stubborn once roused; and of course, liable to begin hurling crockery at one's head. The chief distinction is that the application of a simple Persuivant's poltergeist parlay can compel such spirits to honestly set forth their complaints and how they might be remedied. For customers, alas, the host has no such convenient method.

A particular burden for many establishments, be they public house or the marble halls of an elven palace, comes in the form of over-demanding diners. No sooner is their bespoken dish set before them than they are overcome with dissatisfaction, envy, curmudgeonliness or base self-importance. Scorning the cook's sweated labours over a hot stove, the delicate ministrations of the pâtissier, the hours that may go into preparation of the dish specifically ordered by the customer, they instantly demand a change.

The dish is inadequately cooked, they proclaim. The sauce is too thick; the vegetables too cold; they did not expect fish in the Seafood Supreme. In the most flagrant cases, they resort even to the bare-faced "No, I ordered the venison". Deaf are they to the evidence, thrice-confirmed, of the waiter's little notebook, or even their more shamefaced relatives across the table.

The genesis of the following spell was undoubtedly in such a case. Nothing more can be ascertained; indeed, mages of the culinary inclination generally refuse even to discuss its existence, fearing rightly that publicity might only make customers more suspicious. I present it, however, to the discreet and discerning scholarly eye of the subscribers of this little publication.

Waiter’s Weal

School transmuation; Level bard 1, lackey 1; Servitude 1

CASTING

Casting Time 1 minute
Components S, M (a drop of saliva)

EFFECT

Rangetouch
Target one touched serving of food
Duration instantaneous
Saving Throw none Spell Resistance no

DESCRIPTION

This spell proves its value in restaurants and great houses, where diners insist that they actually ordered the veal flechettes. You invoke a meal that might have been, gradually transforming the chosen meal into another of the same or lesser cost. The meal must be one that could have been prepared by the chef with the ingredients available.

As part of the spell, you can choose the arrangement of the dish (though highly complex arrangements require a Craft [cuisine] check) as well as determining its temperature and freshness. Common condiments of negligible cost can be applied. The form of the dish’s container changes to suit the chosen meal.

It’s generally considered polite to go around the corner before casting this spell, giving the patrons at least the illusion of having been pandered to.

Tuesday, 18 June 2019

Inglenook's Lesser-Used Spells: for the humanoid-about-town

Your irregular extract from that invaluable compilation of the overlooked arcane.

Fionnuala Magwhite, a promising scholar, suffered the triple misfortunes of a large family, a position firmly in the middle tier of the country aristocracy, and a timid demeanour.

As a result, her studies and travels were constantly hampered by the obligation to attend tedious social events, and the determination of inebriated half-uncles, maiden aunts, waggish tradesmen, wagon drivers, acolytes of Ghreld the Librarian, evangelical clerics of Lord Sol, and adventurers who thoroughly overrated their personal attractiveness (and indeed, personal hygiene) to engage her in conversation.

Frustrated by this, she turned to magecraft, studying the intricacies of illusion and experimenting at length until she devised a spell to defend her from aural inconvenience. Magwhite's bore baffle has become an invaluable gambit in the back pocket of those who can't face small talk.

Magwhite’s Bore Baffle

School illusion [phantasm]; Level socialite 0, wizard 0

CASTING

Casting Time 1 full-round action
Components V ("No, please, go ahead, I'm sure we're all ears")

EFFECT

Range 15’ radius
Target creatures of your choice in range
Duration 10 min./level
Saving Throw Will disbelieves; Spell Resistance no

DESCRIPTION

You cloak yourself in a comforting illusion, giving those who observe the impression that you are listening attentively to their words and making appropriate responses. A successful Will saving throw allows them to perceive the situation normally (for example, that you are in fact completing a crossword while loudly humming the latest lute hits). If a creature fails their saving throw, conversation is not considered interaction for the purpose of granting an additional saving throw.

Tuesday, 24 April 2018

Bedrolls and Backpacks

This post is the fault of Rich at Swordnut Radio.

Okay, I like a challenge. And I have a mind like a weasel.

Bedrolls

Roll up the bedroll. Place it in your actual bed, giving the impression that you are sound asleep. This is useful both when an assassin's quarrel pins it to the bedframe through what would, in other circumstances, have been your heart, and when a servant peers through the secret peephole to reassure the king that yes, you are respectably abed, and definitely not treasonously committing hanky-panky with his husband.

Use the bedroll to guard against sharp points: place it over a wall to protect you from spikes or glass shards, or hold it in front of you while leaping through a window without opening it first.

Use the bedroll as emergency quick-release padding when falling onto abrasive surfaces, such as when hurling yourself from a third-floor window to escape an enraged monarch.

Wrap it around your arms while facing down a wolf or training a warhound. Many smallish animals will struggle to get through that. Especially useful for low-level mages in cat-dense areas.

While travelling through the desert, saturate the bedroll when you find an oasis. Drape the soaking bedroll over you to help cool you by evaporation. Before departing, roll it and place in your waxed canvas backpack, so it can serve as an improvised water-carrier.

With just a bit of rope, transform it into an inadequate camel-saddle, still superior to trying to sit directly on the accursed creature.

Flick your wrist to unfurl the bedroll over a smallish mass of vipers, scorpions or similar unpleasantness, buying yourself a moment to rush across unmolested.

Place the rolled-up bedroll on your head and wrap it in bright fabric. Tell the people of the next town that you are a Tzeetvolf, one of the great nobles of the distant land of Gnasht, on an important diplomatic mission to the king, but temporarily impecunious after your caravan was caught in a storm. Point to your improbable headgear as confirmation that you must be some kind of foreigner, because everyone knows foreigners dress funny.

Fold the bedroll the other way to form a draught excluder in the cheap tavern room where you are hiding from the royal guard, or the cramped cabin of the ship you were forced to seek passage on in your attempts to flee the country. Bonus: also keeps out many kinds of vermin, especially if treated with camphor.

Practice slipping the bedroll from atop your backpack and unrolling it in a single smooth movement. This can serve to impede and temporarily blind attackers, deflect light weaponry or capture small animals.

Soak the bedroll in oil and place it in a bottleneck, or amongst a large stretch of dry vegetation. When the troll conjured by the king's archwizard steps unwittingly onto it, simply toss your flaming torch to engulf the creature in fire.

Soak the bedroll in holy water before sleeping in a location you believe to be frequented by the undead, or when harried by pesky minor demons summoned by the king's deputy archwizard.

Wedge a corner of the bedroll under a door to prevent interruption during important diplomatic meetings, such as a highly personal rendezvous with the king's husband.

Wrap fragile items, such as expensive china, magical potions or stolen crowns, to protect them from the shock of rough journeys.

Form a haybox by wrapping your hot food tightly, allowing you to cook meals while you hasten cross-country in search of a haven from royal wrath.

Keep hot items hot by using it as insulation.

Keep cold items cold (because that's also what insulation does).

Dip the bedroll in delicious beef dripping and use it to distract wild dogs; leave it behind as a decoy for bloodhounds.

Dip the bedroll in delicious chocolate and use it to distract elves.

Dip the bedroll in soup and chew it in a desperate attempt to stave off the agonising pangs of hunger.

Cut a hole in the centre of the bedroll and transform it into a useful poncho, keeping off the rain as you trudge through the backwoods to avoid detection by the king's bounty hunters.

Use the bedroll as an improvised sledge to speed down the snowy slopes of the Heavenclutch Mountains, evading the howling ice-ogres that pursue you.

Look, we know how it is. Adventuring can be a lonely occupation. Six months in the wilds, constantly pursued by a variety of slavering beasts and amoral humanoids, plus the occasional diabolical monstrosity; never knowing the touch of a lover, inebriated colleague, courtesan, sailor, love golem, Margrek's Illusory Bedmate, affectionate sheep, doppelganger, siren, thinly-disguised bilefiend, really persuasive enchanted staff, on-again-off-again nemesis or Blanket of Really Good Massages. Your bedroll doesn't judge.

Slice the bedroll into thin strips to use as improvised bonds for captives, reins for the horse you stole from a pursuing bounty hunter, or rope to escape your top-floor room when you hear the stealthy, padding footsteps of a royal assassin approaching.

Conceal an assortment of bladed objects from unenthusiastic guards.

Inscribe important messages on the bedroll before rolling it up.

Cover one side of the bedroll with silver foil. This will serve as a useful sunscreen against the baking heat of the Dying Sands, where only the foolish and desperate venture.

Also, when the mischievous winds and cunning pathways of the Dying Sands lead you inevitably to the Tower of Many Bones, you can whip the bedroll in front of you as you turn round at the sound of skittering claws, slaying the foul gorgon with its own baleful image.

Clasping the bedroll in one hand at your waist, allow it to discreetly unroll as you step back from your onrushing adversary; then, as her foot lands upon it, seize it with both hands and yank sharply upwards, tipping her backward and buying a moment's respite. Use that moment to hurl the bedroll over your adversary's face while applying blade repeatedly to kidneys.

Before inserting your hand into suspiciously-sized openings in a ruin, temple or vault, roll up a bit of the bedroll and insert that instead.

Use a pitchfork to hold up the bedroll a short distance from your body before racing through the Hall of Slaughter. The padded fabric will catch and entangle the barrage of poison-tipped darts that shower you, allowing you to move far faster than the members of the palace household trying to weave their way between pressure plates.

Wrap your bedroll around the tip of a pole and soak it with oil. Use it as a durable torch, anti-troll countermeasure or festive outdoor lighting.

Eke out meagre provisions with small, chewy chunks of bedroll. Few companions will ask too many questions about the precise origin of the ingredients in their stew, for fear you will tell them.

Tie and soak the bedroll, the excess weight giving you a functional improvised club. Insert a walking stick or other pole for easier wielding. Not much cop in most situations, but useful against small foes and wild animals that can be readily scared off.

Use a small measure of ice magic to freeze the sodden bedroll into a substantial club. When you are later captured by the watch, feign outrage and point out that you could not possibly have bludgeoned anyone to death; all you have is a bedroll and a backpack.

Backpacks

Carry your familiar, pet, or a small mystical child you have rescued from a peculiar imprisonment but whose beatific smile and cherubic features are frankly too nauseating to keep on display.

Fill the backpack with stones to use as a counterweight on a pulley or lift mechanism, such as when assisting the king's husband to lower himself safely from a high tower.

Fill the backpack with sand and swap it with a valuable archaeological artefact you plan to steal, hoping to prevent the triggering of a weight-sensitive trap mechanism. Tip: ensure the item you plan to steal weighs about as much as a backpack full of sand.

Fill the backpack with feathers and put it on backwards, forming surprisingly-effective armour against light weaponry and animal attacks. Works particularly well if you have a waist-high wall or window to defend.

Put the backpack over your head to conceal your hideous features, you repulsive cretin.

Store large and thoroughly dull books in the backpack. This assists your disguise as a travelling bore - not only does it add verisimilitude, but few people will wish to question you closely. Moreover, the books will provide a layer of protection against the arrows and poisoned knives of the royal assassins.

Put a helmet on top of the backpack and place it by a window or wall, lit from behind, to give the impression of a sentry.

Put many scorpions inside the backpack, and drop it out of the window to create a distraction.

Transport other, smaller backpacks.

Write important notes on the inside of the backpack, which few people will bother to check for paperwork.

Leave the backpack prominently in your room, secured with a shiny padlock which is not in fact closed. Fill it with rubbish, on top of which you place an envelope sealed with an important official's name. Inside the envelope, place a hastily-scrawled letter with an explosive runes or horrific curse amongst its lines.

Put heavy objects inside the backpack and practice wielding it as an improvised weapon.

Completely waterproof the backpack, and use it to transport water. When travelling to the sea-realms to seek aid against the murderous vengeance of the king, use it to transport air instead.

Place the backpack over a slain gorgon's head before opening your eyes, allowing you to look about you without fear. If you tie the strings tightly before severing its neck, on inverting the backpack the head should fall neatly inside.

Pretend the backpack contains incredibly valuable items you are secretly transporting on behalf of the Wizards' Guild, and not the head of a gorgon. When the ruffians who have been watching you ambush you and demand you hand it over, do so while screwing your eyes shut in apparent fear. Bandits often carry valuable items stolen from previous victims. Protip: Practice locating a swede, pumpkin or leather football by sound alone and replacing it in a backpack!

Determine which pocket of your backpack is the most accessible to someone else when worn. Encourage hornets to construct a nest in that pocket.

Tie a stout, camouflaged rope to your backpack and hurl it onto the parapet of your enemy's castle. When a bemused guard picks it up, heave with all your might; most will reflexively tighten their grip, allowing you to yank them bodily from the parapet.

Balance your adventuring backpack atop a door, so that the guard passing through on a routine patrol is struck atop the head and stunned by the weight of copper coins and damaged goblin armour within.

Cut a hole in the back of your backpack and wear it at all times, concealing the leathery wings you have sprouted through unwise negotiations with the Order of Damnation.

For a quick disguise, throw on an oversized coat on top of your backpack, and claim to be a hunchback. Works best if nobody sees you do it.

Balance a waxed backpack atop your head to keep off the rain.

After a regrettable encounter with Hesidian Rage-Moths, use your bush knife and backpack to construct rudimentary clothing in order to enter the city without summary arrest for public indecency.

Insist on publicly and fairly dividing up the loot from your latest immoral escapades. Patiently pour the shares, one handful at a time, into an appropriate number of backpacks. Do not inform your colleagues that you have employed hobbits to crouch beneath the table, reaching into the backpacks through cunning holes to extract the gems and replace them with lumps of worthless glass.

Place a cannonball inside a backpack, enchanting it with a spell of weightlessness, and pour a variety of more ordinary goods atop it. Encourage thieves or enemies to make off with it, then dismiss the enchantment. Dispose of them at your leisure.

Conceal an extradimensional space within a backpack, and place low-level contraband in the bag itself. Arrange for it to be confiscated by the guard. After a prearranged interval, have the thief emerge from the aforementioned extradimensional space, steal everything valuable within the guard's vaults, and put them inside the extradimensional space, before breaking out. Have the bard turn up disguised as an embarrassed noble and pay a bribe to retrieve the barely-illegal backpack.

Hire a small warehouse. Fill it with backpacks. Leave a clipboard on a shelf, with a purchase order for 10,000 mimic eggs. Leave a single boot and a broken dagger in a pile of chicken blood near a shelf, spattering that also with blood. Cast magic mouth on a large but random selection of bags, each time enchanting them with a very occasional snore, each one different. Capture the PCs, and have them wake up tied together near the clipboard.

Sunday, 19 February 2017

Per Plunum: a game of making do

The premises of the Great Enchanter occupy a prominent, yet not fashionable, location in a moderately well-trafficked part of the town. The Great Enchanter's name is not bandied about on the lips of the vulgar, but thanks, in no small part, to the aid of certain mnemonic incantations, a general awareness of their presence and location permeates the populace, so that anyone in need of magical aid might find themselves wandering uncertaintly in that direction. The large brass plaque prominently fixed on the ancient, stout oaken door displays the name of the Great Enchanter in letters that are just large enough to bespeak confidence, yet not so large as to appear desperate; fancy enough to convey a hint of wonder, yet not so gaudy as to seem frivolous.

The Great Enchanter's door opens upon a modest reception room, with fine claw-footed wooden chairs where a customer may await attention. Reassuringly respectable landscapes hang upon the neat wallpaper; reassuringly mystical books and orbs line shelves behind the heavy wooden counter; a fine balance is struck between allaying the qualms of the hesitant first-time visitor, and delicately suggesting the proprietor's bona fides.

The customer is politely ushered into a consultation room.

For this client, a modest and businesslike office with little sign of arcane learning but the names of the gold-lettered tomes that line the shelves, a faint scent of incense and the ornate carvings on several locked cupboards. A plain blue rug keeps their feet from echoing on the wooden floorboards of the office. Sunlight streams through the windows, supported by the steady light of several lamps to give the atmosphere of any pleasant morning call. They take a seat in a comfortable armchair by the fire, and enjoy light refreshments while the Enchanter, or perhaps one of their assistants, clad in the garb of any respectable professional, delicately elicits from them the nature of their difficulty and - even more delicately - the depth of their purse.

For that client, a dim chamber redolent of magical learning, lit by the multicoloured flickering of myriad fat, dribbling candles. Shelves of gold-lettered tomes fill one wall; elsewhere heaps of mysterious paraphernalia threaten to flood from several open cupboards. Feet echo on the rune-etched floorboards of the chamber, and scrolls of strange Boreal writing hang from the walls. The heady scent of incense and less identifiable things waft through the air. Two chairs, swathed in cloths woven with mysterious symbols, are huddled by a fire over which a bronze cauldron bubbles with sweet-smelling liquid. A tray of exotic sweetmeats and spiced wine are placed in the outstretched claws of a gargoyle, while the Enchanter, or perhaps one of their assistants, garbed in outlandish outfits, interrogates them on the nature of their difficulty and - somewhat indirectly - the depth of their purse.

On the rare occasions that two clients visit in quick succession, they are often kept waiting. This is not, as they are informed, because the Great Enchanter must update their records, or meditate to clear their mind of distractions, or realign the lunar resonances of the chamber, but because locking or unlocking the cupboards, moving the rug, dispersing the scent of incense or dragging that wretched gargoyle in and out of the corner cupboard - to say nothing of changing outfits - are quite time-consuming. You'd know. It's your job.

It's a tough life being an apprentice. And the magical business isn't exactly booming.

Now, for the first time in weeks, someone has come to seek the aid of the Great Enchanter whose name is prominently displayed upon the brass plate outside your office! Fortune, or at least the ability to pay off the more pressing of your debts, beckons!

But the Great Enchanter is not there.

Incapacitated in a magical mishap? Drunk? Struck down with Dancing Fever? Engaged in a scandalous liaison at a weekend villa which you are strongly and sorcerously abdjured from interrupting? Dead? Just plain feckless?

But you really, really need the money.

And so you, the stout-hearted apprentices of the mage, must spring to the task for which your studies have in no way prepared you.

Don't panic!

It's not all bad. After all, you have spent months, perhaps years in the service of the Great Enchanter, who selected you for your undeniable arcane potential, and certainly not because you were cheap, found sleeping rough in the outhouse after running away from home, nearby and in need of a shilling when an old school rival showed up with a new apprentice, the child of a particularly persistent yet remote relative, hired as a bootboy but insist on calling yourself an apprentice, or you just wouldn't stop pestering them.

You know:

  1. How to pack a very heavy rucksack really efficiently so you can carry all the mage's stuff as well as your own
  2. Basic self-defence
  3. How to evade a variety of adversaries
  4. The fundamentals of business, as filtered through the idiosyncrasies of your mage
  5. A little bit about theoretical magic
  6. An assortment of minor incantations, mostly used for domestic chores and tiresome tasks the mage refuses to undertake.

You also know two genuine spells, which fall into one of the following categories:

  1. The mage taught you this in a rare moment of determination, due to an urgent need to get something done, reluctance to risk taking part in a particular ritual, a brief flash of pedagogical responsibility, a drunken haze or an attempt to show up a rival. It is useful, perhaps impressive, though difficult to perform.
  2. You learned this spell without the mage's sanction; perhaps you stole down to peruse a heavy tome of ancient wisdom, or accidentally broke a precious globe containing an imp who taught you the spell in thanks for its freedom, or peered through a crack in the floorboards and watched the mage conjuring. It is a potent, illicit spell which you had best not perform openly. You're pretty sure the chances of horrible death are quite low.

And of course, you have your own personal merits, (in)competencies and capabilities.

But more importantly, you really, really need the money.

Yes sir, madam, the Great Enchanter will take care of that right away.

Saturday, 18 February 2017

Ogham II: Ogham Strikes Back

A little while ago, I happened to get involved with the creation of a sinister Lovecraftian artefact.

I had a few candidate stones gathered at the same time, and Shannon carelessly left a comment which includes the words "Man, I want one now. :)"

Well, I'd already got the Ogham and the design pretty much down. I didn't have any inspiration for a particularly different carving, so I stuck with the original. I vaguely like the idea of doing some others at some point though. I actually did this project last summer, but with one thing and many others, I haven't got round to writing it up before.

As you can see, I felt this artefact really called for a suspicious dark organic stain. Well, that's easy enough.

I actually used a hyper-strong solution of coffee for this. I dissolved a full spoon of coffee powder in a small amount of water, and carefully dripped the resulting fluid onto the artefact.

Note to self: "carefully dripped the resulting fluid onto the artefact" is ideal material for sinister handouts

The staining was applied in dozens of individual doses, left to dry in the summer sun inbetweentimes. It slowly built up into something that's at least vaguely reminiscent of ichorous stainings over decades of sacrifice, I like to think. Although it does still smell faintly of coffee. I also carefully dripped tiny amounts into the rivulets of the carving, which firstly looked authentic, and secondly helps them stand out starkly against the stone.

The odd shape of this stone made it a more challenging carve. The Ogham is oddly broken up.

Peripherals

Of course, having composed two scruffy letters for the first carving, I could hardly let Shannon down with the second, now could I?

I thought it over for a while, and decided to just go with it being something she purchased from an eBay seller. Which of course needed an origin story. And some historical ephemera. And she was doing a certain campaign at the time, and why not after all take the time to offer a mysterious tie-in to a certain NPC...

Okay, I may have gone slightly over the top this time.

The backstory

So to begin with, obviously I needed a fictitious eBay page. Luckily this is relatively easy.

I say relatively easy; it's one of those things where I've completely lost the ability to judge that. I mean, I just saved a local copy of a plausible-looking eBay page to my local computer, then used the element editing menu on the browser to change individual sections without having to plough through the database-based code (straight-up HTML is so much easier to reskin). I have no idea where that actually falls on the mean or median scales of easiness.

I enclosed a PDF copy of the eBay page with my message, since sending people whole webpages is hard.

Then I composed a message from the seller, which was supposed to be straightforward, and naturally grew increasingly intricate as I went along. Naturally, I edited this in my email program to actually be from collectorkeith, and sent this email to Shannon for her own use if desired.

Dear Shannon,

thanks for your purchase of the Celtic engraving. I'll ship it over as soon as possible; it should take 5-7 working days to arrive.

Just to confirm, the package includes the artefact itself, plus its original label from Dr Richardson's collection, and two letters that have been associated with it for nearly 100 years.

This is a really interesting piece and honestly one of my favourite curiosities. It was found buried in fenland in the 1850s near Norfolk - unfortunately I was never able to find records of the exact date. It was referred to in a couple of minor journals (Norfolk Anthropology mostly, but also Zeitschrift für celtische Philologie) in the late C19th and early C20th, as mentioned in one of the enclosed letters. The researchers seem to have lost interest around 1913 when Beidecker (ZfcP) published arguments that the markings are simply ornamental rather than fragments of Pictish. It's a reasonably convincing case but I still wonder!

I was interested to see you purchase it as this piece has actually been to Australia before! It seems the piece was purchased in the late 1920s (I can't quite make out the date) when the collection was being sold off after Richardson's murder, and shipped to an antiquarian named Jackson Elias who was staying in Australia at the time. I believe this may have been an American anthropologist of that name who published some articles on lesser-known religions and folk practices, but it's not really my area.

The two enclosed letters date from that occasion, and include some intriguing biographical notes. It made me curious what sort of trouble Elias had been getting himself into. Knowing archaeology of the time I wonder whether he'd been involved in some less-than-legal excavations and removal of antiquities, which some countries were starting to crack down on.

The piece and its letters found their way back to London sometime after the second world war. According to my notes, it was retrieved from a cache of stolen goods in 1952, and its owner at the time, a Mr Neil Wharfdale, ended up in a mental institution suffering from severe paranoia following a series of unexplained burglary and assault attempts. It ended up in an auction run by the House of Ausberg in the 1970s where they were purchased by Professor Giles Moreton of Lincoln as part of a substantial lot. He didn't have much interest in Celtic material (I believe most of the lot was Egyptian) and I bought them in 1997.

Unfortunately I've had no more luck in deciphering the mystery than the old archaeologists did. The Celtic scholars I consulted agreed that it is an authentic C1-5th piece, but one suggestion is that it's actually a non-Celtic copy (possibly Romano-British or just plain Roman) made as a curiosity or just for practice by someone without a grasp of Ogham. It could even be an example of Ogham used to transcribe another language, although I couldn't make sense of it in Latin either. Perhaps the carver used a different transliteration?

The staining doesn't appear to be blood, which was the obvious (and more romantic) thought. I suspect it's some kind of oil, possibly an oily resin or perfume used in a burial, although if it's a ritual piece it could be from the ceremony. Or, of course, it could simply be that oil has leaked into the ground where it was buried - much less satisfying but perhaps more likely.

I hope you find it as intriguing as I did, and if you do learn any more about it, I'd be fascinated to hear from you.

Best wishes, Keith

The label

Letter to Jackson Elias

The 'typed' letter - worth reading as it has Edie's annotations as well as the text below!

Adelaide, Australia

Tuesday 15th 192~

My dear Elias,

I ran across the enclosed at a pretty dull auction of a country house in the quaint little town where I've been staying. Some ancestor had a collecting mania but frankly the rest was tedious books, pots, arrowheads and stuffed birds. I thought this repulsive little enigma might tickle your fancy. The little charms were long sold by the time I arrived, alas.

Tiresomely they refused to give me the collector's catalogue, so you will be delighted to see that I have lovingly transcribed their entries for you and now type it up for your delectation. I hope I have it right, but peculiar dead languages are rather more your area than mine, dear boy.

As you predicted, a foreigner of some sort has been loitering in the neighbourhood where you were staying. I had Norris approach him (with the utmost discretion, I do assure you) and with a little tact elicited the information that he was on the lookout for 'an old friend' with a predictable resemblance to your good self. I do trust you have not been agitating?

Norris was, with his usual skill, able to convey the impression that he might be willing to assist in this matter, and report that the foreigner showed a disposition to accept the offer. Tell me how you'd like to proceed, and don't go out without your revolver.

I ordered the books you requested from Blackwell's, and will send them on to your hotel. It will cost a pretty penny but if you say air mail, so it is. In the circumstances I say you ought to keep them well out of sight; I believe the staff at Blackwell's are beginning to look askance at me. I did call at the Bodleian, but even they drew a blank at this 'Sand Bat' of yours. I suppose the Antipodes aren't exactly their focus.

Yours and all that jazz,

Edie

The catalogue record

These copies of the catalogue are also annotated by a grumpy Edie

Carved stone of Celtic design found in bogs near Norwich. Originally buried in a bark container, which also held eight charms or amulets (holdings R-83N/hap1 to R-83N/hap8). Appears to depict a bearded figure, originally identified as the Dagda, but questionable due to lack of the distinctive club. Possibly a tribal chieftain or priest. Gordon (1896, Norfolk Archaeology) suggested the 'beard' is a symbolic representation of breath or speech, and the projections to the left are a harp, making this a bardic figure or possibly Áillen.

Carved with 36 ogham glyphs around perimeter. Left perimeter damaged at some point and the glyphs crudely repaired, leaving bifurcating set of glyphs. Lower part of stone and parts of carving stained with dark substance.

Transcription below from Winstable (1857).

Fngluimglupnazctulurle q u g ahnaglzta g n g

Inability to identify clear Old Irish words led Kleinhoff (1903) to suggest a druidic code and Rhys (1906) to argue for a Pictish origin.

Billings (1911) suggests an abbreviated or shorthand message to fit the available space, and identifies possible Primitive Irish words within the passage:

1)

finn-gl[as/an/é] ... ma[c/g] lu[gh] [b]námae c[a]thu rí ... leth-... ná-glé-se [do]gní

great brightness ... mac? lug was.enemy battle king ... half... not-bright.emph he-make

Finn-Glé (name)... Son of Lugh the Enemy? [perished in] battle with the King... half... no longer bright (emphasised; a play on death and his name?)... he did.

2)

finn-gl[as/an/é] ... im-gal[af] .... c[a]thu rí lé[g]- guth-gáeth...

great brightness ... was-valorous ... battle king with/reads voice-wind

Finn... showed courage... the king (with/who could read) voice of the wind (epithet for a chieftain?)...

Billings argues that, like most early Ogham stones, this was a grave marker or tribute, and is simply a more compact form of language used due to the limited space. A similar phenomenon is common in Latin engravings.

This is another one of those areas where I had a lot of fun. Well, frustration and fun. Coming up with plausibly bad interpretions of the Ogham, without spending as much time on it as the actual fictional Celticists would over the years, and without actually learning Old Irish (I'm fine with just the modern Celtic languages, thanks) was a tricky one.

Wednesday, 12 October 2016

In Brief: Random Wizard Generator for Mages

So I thought I'd knock up a quick Random Wizard Generator for use with Mages: the Awakening because why not? Also I needed to briefly rest my brain from paid work.

How it works:

  1. First, roll 1d6 to determine the Puissance of the Wizard. This has no particular mechanical effect but may guide the GM in portraying the Wizard.
  2. Roll 1d6 and read horizontally across the columns to determine the Tradition from which the Wizard comes. Each Tradition has its own thematic titles and names.
  3. All future rolls are read vertically down the same column.
  4. Roll 1d6 to determine the Title of the Wizard. Not all Traditions bestow Titles.
  5. Roll 1d12 to determine the Name of the Wizard. These are of course only a sample of suitable names.
  6. Roll 1d6 to determine the Epithet of the Wizard. Where a Tradition has two columns of Epithets, roll twice and combine the results into a single Epithet.

Names alternate as traditionally masculine and traditionally feminine in each table, but wizards do just as they please.

Tradition
Imperial Order of Wizardry Conclave of the High Guild of Truth Seekers Adepts of the Sign Thaumaturgical Cabal New Wave Sorcerers
Title
the auspicious...




Ascendant Crazy
the eminent...




Questor Slim
the marvellous...




Inquisitor Dead
the venerable...




Magister Bad
the perspicacious...




Annunciator Smoking
the ineffable...




Rubricator Weird
Name
Peregrine Actulf
Geraint Guillaume
Amadeus Jimmy
Andromeda Ermengaud Angharad Annabelle
Cecilia Alice
Tobermory Frodwin
Hywel Pascal
Tiberius Fred
Desdemona Osthryth
Branwen Noemie
Paloma Sue
Marmaduke Hrodegang Osian Raoul
Valerian Phil
Esmerelda Gudrun
Myfanwy Gabrielle
Cornelia Zoe
Hildegard Coenwulf Caradog Hilaire
Octavius Ralph
Leonara Osburh
Nerys Yvonne
Aurea Tina
Caspian Walpurgis Islwyn Blanchard
Gnaeus Ted
Jezebel Linveig
Tegan Lucienne
Marcella May
Quasimodo Aelfric
Tristan Sylvestre
Agrippa Neil
Serafina Wynflaed Eluned Marceline
Eliana Terri
Epithet

Eagle  Rider of the Ninth Eye Midnight Lightning
Haze

Dragon  Whisperer of the Four Gates Scarlet Flame
Susurrus

Tiger Caller of the Thousand Stars Emerald Tempest
Fractal

Serpent Hunter of the Fifth Wind Silver Blade
Vortex

Phoenix Master of the Seven Syllables Diamond Anthem
Quasar

Griffon Slayer of the Eight Secrets Dusk Wrath
Flux

For example, you might roll up the mighty archmage (Puissance 6) of the Imperial Tradition (1), The Perspicacious (5) Caspian (9), or the middling sorcerer (Puissance 3) of the Thaumaturgical Cabal (5), Questor (5) Eliana (12), or the feeble apprentice (Puissance 1) of the Conclave of the High, Osburh (8) Dragon (2) Slayer (6). Bit of an overreach there, Osburh...

If I get time I will write up a code snippet to handle this, but right now I can't spare the time.

Sunday, 9 October 2016

The Merchants of Menace

A while ago I was riffing on some "write a game in [small number] words" things, and had an idea which I didn't quite get around to doing anything with.

In the interim I've spent several months unexpectedly house-hunting, moving house and coping with a huge uptick in day job that coincided with remarkably low not-being-off rates amongst my colleagues - no fault of theirs, just unfortunate - so haven't touched the blog much. Where possible I was focusing my limited energy and free time on higher priorities, like actually playing games, trying to finish a fairly major bit of scenario writing, and doing very undemanding things to try and restore some SAN.

Here's that game, such as it is. I'm not likely to do any more to it, so I might as well throw it out here.

Fritz Wagner Holländische Handelsherren

The Merchants of Menace

Everyone knows merchants are fat and jolly, with comically-small ponies to ride, and inclined to throw up their hands in alarm when trouble brews. Well, except for the gaunt, gimlet-eyed merchants who smile thin-lipped humourless smiles as they close trapjaw deals with unfortunates, who lovingly tell their coins over again each night.

You are not those merchants.

You lope effortlessly through the city, eyes drinking in the opportunities. There is steel in your gaze and iron in your sinews, and when you shake hands you hear the heavenly clinking of gold spilling into your pockets. There are platinum rings on your fingers, set with gems, and when you drive them into the faces of unwary extortionists they leave marks like the claws of lions. You dine with princes at tables groaning with peacocks and wine, and before your silver tongue they pledge armies and sign laws. The world is your oyster, and at its heart is a pearl ripe for the harvest; a shame if it must die.

Broadly speaking this is a game of adventurers. Or rather, venturers. Merchant venturers, to be precise. You are cunning, tough and semi-piratical mercantile rogues who play the great game of profit and loss on the stage of the whole world. Thrones? An affectation best left to the weak-minded.

You are expected to indulge in fairly typical adventurer behaviour, with rather more striking of trade routes and rather less heroically hunting down monsters. Establishing a monster-hunting subsidiary company, now... that's business. Invading and plundering catacombs, on the other hand, looks like clear profit, and if a little hostile takeover is needed, you're not going to quibble at it.

Mechanics

It's a gimmicky system, because I was thinking about that sort of thing when I started writing it, and more importantly because it's thematic. The principle is that a lot of your activities revolve around money. Either you're directly using money to buy goods (or services, or people, or advantage), or you're throwing money at problems - or quite often, you're engaging in psychological conflict or outright games of chicken with other people, staking unspecified amounts of money on unspoken rules and trying to blink second.

That being so, the mechanics are all about money. Coins are your resource pool, your hit points and your resolution mechanic. Also, there are no shades of grey; you win, or you lose. The market is unforgiving.

Conflicts are resolved using coin flips. You establish the nature of the conflict, the approximate stakes in play, and hopefully roleplay to some extent how it's going down. Determine also whether it's an Open Conflict or a Secret Conflict, and whether they are Risking their resources. Then each of the two parties selects and flips a coin.

Each player character begins with the following Purse:

  • 5 x 1p
  • 3 x 2p
  • 2 x 5p
  • 1 x 10p

In an Open Conflict, both parties know how much their opponent is prepared to risk, and so they see what coin is being chosen. You can change your mind until you both eventually settle on a coin to use.

In a Closed Conflict (probably more common), you do not know what coin the other party will use until they are flipped.

If the conflict is likely to tax the character's resources, harm them physically, damage their social standing or face, or otherwise limit their ability to influence the world, it is considered Risking. For example, striking a deal, staring down a competitor or engaging in a fight are Risking. Convincing a bystander to give you information or looking for clues are not Risking.

The outcome is as follows:

  • Heads beats tails
  • Highest value coin wins ties
  • Matching ties are treated as ties if possible; if that makes no sense, try again
  • If Risking, the loser discards the losing coin to their Vault
  • If a PC wins a Risking conflict, they regain their lowest-value coin from their Vault

Typically an entire conflict is resolved this way, but in some circumstances it may feel more appropriate to have some back-and-forth calling for multiple flips.

When there is no obvious opponent, but the outcome of an effort is uncertain, this is an Environmental Conflict. The GM chooses an appropriate difficulty, signified by the size of the coin. The GM never runs out of coins. For a particularly easy challenge, the GM can declare that the difficulty is 1p with ties going to the player.

  • If the GM picks a 1p, with ties to the player, player wins 2/3 of the time
  • If the GM picks a 1p, the player wins 1/2 with a 1p or 3/4 of the time with any other coin
  • If the GM picks a 10p, the player wins 1/2 with 10p or 1/4 of the time with any other coin

Empty Purses

If a player runs out of coins, their resources are exhausted for now. They must rest and regroup before they can attempt anything else. If they are in danger or otherwise in a difficult situation, they may be captured, forced to retreat and so on. The player can still flip 1p against Environmental Conflicts; they can also flip 1p against standard Conflicts, but the best result they can attain is a tie (where this makes sense).

Characterisation

Each character can have one of the following advantages:

  • Bottomless Pockets: the character has two additional 1p coins.
  • High Stakes Gambler: whenever the character Risks a 10p, they can flip a bonus 2p.
  • Dead Cat Bounce: when the character loses a Risked coin, they can choose to lose a higher-value coin instead. If they do, they still lose the Conflict but something works in their favour.
  • Big Spender: the character can choose to Risk a coin in a challenge that doesn't require it. If they do, they can flip the coin twice and choose the better result, but must do so before seeing the opponent's result.

Each character selects three of the following traits at which they are particularly adept: Athletic, Dextrous, Hardy, Iron-Willed, Manipulative, Perceptive, Quick-Witted, Well-Informed. When they are relevant to an interaction, the character treats their primary coin (not any bonus coins) as having a value 1p higher.

Each character has one Persona that describes their outward character, and one Quirk that describes their behaviour, talents or physical nature. The player can devise these. When these factors are relevant in an interaction, the character can flip a bonus 1p.

Example character

Rogan Cordwainer is a Well-Informed, Hardy, Iron-Willed merchant with a Paternal Air and a Sophisticated Palate. He guards his resources carefully, giving him the Bottomless Pockets advantage. This makes him a solid, reliable character who weathers trouble well and generally feels in control of what's going on.

Ichabod Llewelyn is a Manipulative, Perceptive, Quick-Witted merchant with Light Fingers and an Eye for Detail. He always has another plan, giving him the Dead Cat Bounce advantage. Ichabod is erratic and takes a lot of risks (deception and outright theft tend to get you in trouble), but is good at minimising or avoiding the consequences.

Penelope Thornwick is an Athletic, Iron-Willed, Dextrous merchant with a Confidential Grin and a Love of Excitement. She is an adrenaline junkie who enjoys the rush of confrontation and challenge, giving her the High Stakes Gambler advantage. Overall, she's a gung-ho character who confidently throws herself at obstacles, and often succeeds on determination alone.

Sunday, 7 August 2016

In Brief: Mage: the (other) Awakening

So you might recall a couple of posts where I devised new versions of games based purely on their titles, including one called Mage: the Awakening.

It's back. I read a "200-word RPG" thing that was going about a while ago, and decided to try my hand at it. So here's the 200-word version (title excluded).

Mages: the Awakening

You ended up at the remotest, loneliest branch of Lie Inn (No. 666) because you’re a bunch of losers. But nobody reckoned on magic. Now a wizards’ conference is on, and travelling sorcerers in need of lodging. Impossible coffees must be brewed, flying tomes kennelled, silken robes spotlessly dry-cleaned at 4am, wake-up calls made yesterday and of course, breakfast served in bed.

Characters: Pick ten descriptors. Assign 4/5/6 to Endurance, Morale & Employability.

Mechanic: Roll 2d6, +1d6 per keyword that helps. Pick two. One determines how Successful you are. One determines how Conciliating you are.

Troubleshooting

Find out what’s going wrong and fix it! Work together to survive.

Difficulty: 1 Trivial, 2 Simple, 3 Difficult, 4 Very Difficult, 5 Complicated (several), 6 Gordian (interconnected & several customers) – overcome with Successful plus roleplay.

Customer: Food, Sleep, Interpersonal, Facilities, Weather
or
Crisis: Spells, Behaviour, Paraphernalia, Familiars, Monsters

Wizards

Character: Confused, Irascible, Pompous, Spiteful, Affable, Businesslike – pick one.

Appearance: Handlebar Moustache, Enormous Beard, Twinkly Eyes, Dreamy Lashes, Sixpack, Piercings, Bald, Rainbow Hair, Bizarre Tattoos, Frills, Starry Robes, Pinstripes, Pyjamas, Corset and Stilettos, 9-Inch Nails, Withered, Shadowy, Faintly Glowing – pick two.

Touchiness: roll 1d6 to generate – overcome with Conciliating.

When things go badly, your stats drop. Don’t run out.


UPDATE: A supplementary Random Wizard Table is now also available on the blog, but this is a tool, not part of the core 200-word RPG.

Wednesday, 8 June 2016

Warfare in D&D

The Daearn Line

A team of giant eagles fly overhead, masked by an Improved Invisibility spell. Each carries a veteran elven warrior, also invisible.

At a command, the flyers drop their riders, who plummet to earth at enormous speed, halted seconds before impact by a single-use feather fall effect. Landing at a strategic point between enemy units, each elf places a Daern’s Instant Fortress and speaks the command word, springs inside and closes the door. In mere seconds, a formidable strongpoint has appeared in the midst of the enemy. As yet, the elves are still invisible.

Tuesday, 22 March 2016

Cheap Lovecraft knockoffs

I had a whimsical surge while getting an international flight, and thus I present the works of Lovecraft on a reduced budget (with apologies to I'm Sorry I Haven't A Clue).

  • The Chemist
  • Azathoth - Gesundheit!
  • Beyond the Wall of the Back Garden
  • The Morning Call of Cthulhu
  • The Suitcase of Charles Dexter Ward
  • The Collar out of Space
  • The Curse of Pig
  • The Dairy of Alonzo Typer
  • The Train That Came to Sarnath
  • The Dreams in the Beach House
  • The Dunwich Haulier
  • Fax concerning the Late Arthur Jermyn and His Family
  • From Behind
  • The Haunter of the Park
  • Herbert West—Animator
  • In the Walls of Eric's
  • The Lurking Beer
  • Out of Ian's
  • Pickman’s Model Railway

This is actually more difficult than I envisioned, because so many of the titles are pretty mundane to begin with. There are some you could easily treat as low-budget puns (The Shadow over Innsmouth, for example; and indeed The Case of Charles Dexter Ward I only tweaked for clarification) but obviously people won't necessarily get what you're talking about...

Sunday, 6 March 2016

Visitant: Hostile Takeover

The latest installment of terrible game fiction for my incomplete sci-fi hack of World of Darkness.


Francis sat in his office, idly tapping an executive toy with his paperknife. The chrome spheres swayed and clacked softly as he waited. Everything was prepared. There was a knock.

“Come in.” He laid the paperknife carefully on his desk, and straightened up.

“Good afternoon, Mr. Hawarden.”

Saturday, 14 November 2015

Visitant: Inside Job

It was a cold night. Frost was settling on the ground, glinting where the security lights touched it. Rounding the corner of his rooftop patrol, Geertz paused and stared dutifully around, scanning the grounds with naked eye, then thermal goggles. Nothing, as usual. The last group of protestors had been nine months ago. Still, they had to stay watchful. Seeing Thompson and his Alsatian making a counter-circuit below, he waved a habitual ‘nothing’, then turned and paced away. The outer wall was three hundred yards away and ten feet high; a fence topped with razorwire separated the car parks and grounds from the compound itself. It would take an intruder several minutes to make the crossing, let alone get inside, and that was plenty of time for the guard patrols to spot them. Nobody was breaking in, not after that business four years ago.

Nobody human, anyway.

Friday, 6 November 2015

On the Night-Wind: a ghoulish game

For those who care about such things, this post will contain massive spoilers for a story written a century ago.

Listening back to the archives of HP Podcraft recently, I was struck by a certain turn of phrase in the story that inspired me. Let me cite.

Now I ride with the mocking and friendly ghouls on the night-wind, and play by day amongst the catacombs of Nephren-Ka in the sealed and unknown valley of Hadoth by the Nile. I know that light is not for me, save that of the moon over the rock tombs of Neb, nor any gaiety save the unnamed feasts of Nitokris beneath the Great Pyramid.

And somehow this filled me with the desire to do a game where you play mocking and friendly ghouls. There's a sense of hidden richness in that brief couple of sentences. Plus, funereal is cool set-dressing, as Vampire knew full well.

The Premise

So, drawing loosely on the collected works of Lovecraft, the premise is that you are all ghouls: dog-faced, rubbery, meeping, corpse-munching, tunnel-dwelling ghouls. By night, you ride the night-wind seeking not-very fresh bodies, adrenaline rushes, and the cheap thrill of scaring jocks at popular makeout spots. By day, you retreat through myriad secret ways to a moonlight realm that lies somewhere over there, wherein lie the catacombs of Nephren-Ka and the tombs of Neb and many other cities of the dead, which though once part of the waking world have drifted by degrees into the nightlands. Here you rollick and play and feast and rest awaiting the next excursion.

Being mocking and friendly ghouls, of course, you are no monsters. You eat dead people, but they don't mind. In fact, you take a benevolent interest in the affairs of mortals - you were one once, after all. And so, in your midnight revels, you keep a friendly eye out for your human neighbours, and take steps to guard your shared world against some of the more strange and terrible things that the universe holds. There are many secrets known to the ghouls, things buried with the dead or secrets whispered by the ancient things of the world.

Astute readers may notice that this bears a certain resemblance to Necromancers, and this is entirely true. For some reason I quite like the idea of combining friendly, benevolent adventurers with a gothic horror aesthetic. This is all compatible stuff really, settingwise, although arguably some necromancer concepts (like summoning armies of the dead) might not work in a fairly-strictly Lovecraftian 'verse.

I'm still trying to work out what system I'd like to run this in. There's a certain argument for FATE, except that I don't really have any confidence in my ability to run a successful FATE game and my players didn't seem particularly sold on the system. BRP is too swingy for lighthearted adventure. Either way, I'd better hold off any further work until I find out whether my players are actually interested.

Friday, 7 August 2015

Podcasts and the Nerds who Host Them

I listen to a lot of RPG podcasts, and I'm starting to detect some recurring themes.

The following is offered with the utmost affection to those who provide so much of my entertainment.

Wild Talents in yellow

So it looks like we might end up running Definitely Not X-Men for Wild Talents, and based on my previous posts Dan suggested that trying to stat up characters you already have in mind is the way to get into the system. He's been playing with making X-Men characters. That seems eminently sensible. Wild Talents is pretty much made for running some humans with a bunch of special powers.

Naturally I consider this laughably childish in its simplicity, so instead I am going to play at making the Adeptus Astartes for Wild Talents. What could possibly go wrong?

Wednesday, 15 July 2015

Visitant: Mistaken Identity

Observant readers may notice that, for someone trying to approximate a White Wolf game in a sci-fi setting, I have some major omissions.

Looking closely, almost everything published for Visitant so far is rules, of all things, while the rest is setting material. Where, oh where, is the terrible game fiction?

As mentioned, the six chapters of Prologue: We walk amongst them are only available to premium subscribers. I wouldn't breach their trust by betraying that. But that doesn't mean you get off scot-free you have to go without entirely.

Here, for your delectation and nausea, is the first ever piece of Visitant gamefic.