Friday, 30 October 2015

Selling your Soul in the Underground

Expeditions to the Far Lands are terrible undertakings. Those wanting just to sneak a look are more likely to be tempted into the Underground, which connects everything. Some explorers just want to know what's out there, but others are hunting for Arcana.



Such devices might come from the stars, or the Far Lands, or the distinction might not even exist.

But then we meet all sorts of crazy beings that seem able to break reality without relying on a physical Arcanum. How does Average Joe Bastion get in on that sort of power?

It's been called Selling your Soul, but really you're just making a deal with an otherworldly being. Inhuman power in return for something they want.



When you go looking for such a deal, roll 3d10.

Who's Offering the Deal?
(Note: These things are off in their own distance places and times, able to reach you only through the Underground's disregard for time and space. If you need stats for them, remember that this is just a shadow of their real form.)
  1. The White Noise: A howling mass of flashing lights obsessed with purity. Terrified of contamination by touching lesser beings. 
  2. Huk Colony: Featureless humanoids with a collective, highly psychic, consciousness. Disgusted by emotions, including their own disgust.  
  3. Adol: A huge golden demon that wants to grant the desires of lesser beings as a penance for its previous sins. Asks only for something in return so that it may be passed on to another. 
  4. M-System: A huge network of computers that knows everything that's happening across all realities. Petty and vain. 
  5. Oot-bog: Sentient swamp that births disgusting gifts to those that feed it. Only requests payment through cryptic symbols in the moss. Takes forever to actually do anything.  
  6. Narin and Az: A titanic ape-like creature being groomed and caressed by a smaller mate. When not cooing over each other they want to take others to the peaks of pleasure. If you go along with this, they'll offer you a deal. 
  7. Fith-Halle: A mass of bloated corpses, conjoined at various body parts. All are silent except the speaker, who can sacrifice one of her conjoined bodies to grant a favour. 
  8. Slaughter: A flabby blue lion-like thing encased in silver armour. Will grant gifts only to be used in service of death. 
  9. Glass Heart: Speaks to those who enter her body. If she thinks your request is sincere, she will make you a deal. 
  10. Axigt: Serpentine, yellow bird, seemingly stretching on to infinity. Obsessed with enforcing punishment on broken vows, lies, and false intentions. 



What they're Offering
  1. Innate arcane ability. Start with Cantrips and 1st Circle, learning a new circle each time you please your master. 
  2. Monstrous wings and claws (d10). 
  3. Psychic ability.
  4. A blessing to the laws of probability. All your Saves roll 2d20 and keep the lowest result. 
  5. A cloned version of yourself that you control with a tandem ego. 
  6. A resurrection.
  7. Passage to a Far Land of practically unlimited wealth. 
  8. A target of your choice will get dragged to a hellish realm from their bed, damned for eternity. 
  9. Exemption from one immutable law (mortality, gravity, bureaucracy)
  10. A one-off time travel. 

What they Want 
  1. Your voice.
  2. Your soul for real. When you next take Critical Damage, they sense your incoming death and materialise to snatch you away.
  3. A gate opened up in Bastion. They tell you exactly what to do, but you'll cause a real mess if you do it.
  4. d6 innocents (children are best)
  5. Put something into Bastion's water supply that will cause a load of horrible things to happen. 
  6. A place in your mind. They want to observe things and will psychically lash you for d6 WIL loss if you get boring. 
  7. A load of bodily fluids, weakening your STR by d4 permanently. 
  8. A chunk of your brain, lowering your WIL by d4 permanently.
  9. Take this tiny creature with you and care for it until it grows into its adult form. If you lose the creature you'll be hunted down.
  10. Nothing for now. They'll be in touch with a completely unreasonable demand in a few weeks.

Monday, 19 October 2015

The Far War

When people in Bastion talk about The War they aren't talking about some bloody mess come right-of-passage. The War is serious stuff.

No one power in Bastion has a chance of bringing the city under their rule, and even the most stone-headed armies of Deep Country bumpkins wouldn't last long against the city's guns.

So of course the great enemy of this terrible War is in some far off land. It might even be a coalition of far-land cities united against the dominant power of the world (clearly us).



There's a lot of uncertainty, but one thing's for sure is that you're with Bastion or the enemy. If we don't take the fight to them it's only a matter of time until there's an army at our door.

Recruits are conscripted, given uniforms, taken off to ships. Sometimes they come back with thousand yard stares. More often they don't. It's a great way to get rid of prisoners, orphans, and other surplus population.



For the common Bastionard, The War is the reason why your butcher can't get those good sausages anymore, or an excuse for the local militia to enforce a curfew at sundown.

If want to avoid going out to fight in the Far Lands you'll join one of the Home Defense Platoons. Bankers and bakers training each other to defend against an enemy they can't agree on. You get a fancy rank, regimental scarf, and some medals for long-service. You might even get to lynch some of your neighbours if they talk a bit different to you.



Officers are enforcers of War Law within the city, so you can count on them being total shits. They differ from Generals in that they consider any citizen of Bastion to be under their command and they have no actual thirst for battle.



So who are we fighting again? Roll 3d10.

First d10

  1. The Star-Duchy of...
  2. The Colossus named...
  3. The Mirror-City of...
  4. The Hidden World of...
  5. The Flesh Pit of...
  6. The Dead...
  7. The Fleet of...
  8. Terrible...
  9. Heathens of...
  10. The Godly...


Second d10

  1. Mock-
  2. Drek-
  3. Slag-
  4. Sly-
  5. Or-
  6. Dun-
  7. Fat-
  8. Luxi-
  9. Bad-
  10. Jerr-

Third d10

  1. -berg
  2. -stani
  3. -ich
  4. -a
  5. State
  6. -ania
  7. -lings
  8. -lackia
  9. -eria
  10. -olia

Saturday, 3 October 2015

Two Weeks in the Far Lands

Right! I'm off to a distant land for two weeks, so don't take the lack of content here as my usual unreliability.

Back around the 19th with another IP-infringing OddMod for you all.

Thursday, 24 September 2015

Into the Odd Reprint

If you're looking to buy Into the Odd, you'll see that print is currently sold out.

I can reassure you that another printing is on its way!

Further news to follow as I get it.

Tuesday, 22 September 2015

ODDPOCALYPSE

OH YEAH IT'S INTO THE ODD PLUS MAD MAX LET'S GO ALL CAAAAAAAPS



As Into the Odd Free Edition with the following changes. 

Creating a Character
Roll 3d6 for STR, DEX, MAD, and 1d6hp as a normal Into the Odd character but use the starter packages below. 

MADness is how well they've adapted to life in this new world.

Top axis is your HP. Side is your highest Ability Score. 



1-2hp
3-4hp
5-6hp
3-9
Axe (d6)
Revolver (d6)
Hidden Blade (d6)
Armour (1)
Danger Sense
Chopper (d6hp, 1 Seat, Light, Fast)
Hunter Rifle (d8)
Machete (d6)
Flashbomb
Smell Petrol
Muscle Car (2d6hp, 4 Seats, Middleweight, Mid-Speed)
Assault Rifle (d8)
Club (d6)
Immunity to Extreme Weather.
Jeep (2d6hp, Armour 1, 5 Seats, Middleweight, Slow) 
Sack of dead rats. 
10-11
Long Rifle (d8)
Kitchen Knife (d6)
Pet Panther (5hp, d8 Bite)
Slugger (d6), Wrench (d6) 
Bus (3d6hp, 20 Seats, Heavy, Slow)
Baseball bat (d6), 3 Firebombs, 
Big Rig (3d6hp, 4 Seats, Super-Heavy, Slow)
12-13
Techno-Eyes,
Chainsaw (d10),
Sports Armour (1)
Dead Snake Scarf
Portable Siren
Paired Pistols (d8)
Exotic Sword (d6)
Sportscar (2d6hp, 2 Seats, Mid-weight, Super-Fast)
Spear (d6), 3 Bombs, 
ATV (d6hp, 1 Seat, Light, Mid-Speed)
Tame Vulture (2hp)
Poncho
14-15
Bike Chain (d6), Hog Trike (d6hp, 2 Seats, Mid-Weight, Mid-Speed) 
Road-Mine (d10)
Iron Knuckles (d6)
Skull-Mask
Pickup (3d6hp, 6 Seats, Mid-weight, Slow)
Crossbow (d6)
Fake Map to Paradise
Bomb Vest (d12 blast on death)
Poisoned Beer
16-17
SMG (d6), Badass Helmet. 
Dirtbike (d6hp, 1 Seat, Light, Fast)
Circular Saw (d8)
Throwing Knives (d6)
Fake Bomb
Fake Shotgun
Big Hammer (d8)
Filed-Sharp-Teeth
Mutt (3hp, d6 Bite)
Horns
18
Lizard skin (Armour 1)
Bite (d6)
Tattered Rags
Prehensile Tail
Metal Body (Armour 2), Energy Beam (d8) The only robot in the wastes. 
Shotgun (d8), Liqor bottle. No Legs, Power-Wheels (Slow)
Warning Flare

If none of you have a ride, you get a Scrub Buggy (Light, Slow, 2 Seats, d4hp) to share. 
All vehicles start with Low Fuel. 

Vehicles
Muscle-powered attacks cannot harm vehicles, unless the attacker is some sort of super-strong monster. 
Firearms and power tools can damage a vehicle, but cannot take it below 1hp.
Explosive and high impact weapons are required to deal a wrecking blow. 

When vehicles run out of HP they're Wrecked. The driver must pass a MAD Save to crash safely, or else it rolls/blows up and all on board take d6 damage. 

Repairing HP requires a Short Rest, but repair from being Wrecked requires a Full Rest. 

Ramming and Overrunning causes damage depending on the vehicle's weight or speed, whichever is better. Light/Slow (d6), Mid-Weight/Speed (d8), Heavy/Fast (d10) or Super-Heavy/Fast (d12). 
If one vehicle is heavier than the other, damage against it is Impaired. Vehicles take no damage for running over soft targets like people. 

Driving uses MAD Saves for risky situations, or may simply incur damage to the vehicle. 

Vehicles list a number of seats. An indefinite number of extra riders can hang on, but whenever the vehicle takes damage, they take the same amount.

Fuel is crucial, so any significant length of travel leaves you on Low Fuel. Another significant length of travel leaves you Empty. 

Upgrades do all sorts of crazy things but generally open up new options rather than simply improving your vehicle. Turbo might let you go fast but use all your fuel in one go. There's no currency so barter or steal.



How I Run Into the Odd

Someone asked how I prepare for a game of Into the Odd, so it's time for some rapid fire tips on how to run a game exactly like I do (which you won't want to do).

DISCLAIMER
I mostly run one-shots or short campaigns using Hangouts or with around a table with friends I'm already super comfortable with. My priorities are a brisk pace, meaningful choices with big impacts, and keeping the focus on the situation rather than the mechanics.

PREPPING

Get a Map
Draw one, or steal one from Dyson. Number up the sections and think of a concept for the place. Make a random encounter table using this format.

Work out a Good Start
You really want to avoid a weak start where nothing interesting is happening and the group don't really know what they're doing. Give them something to deal with right away.
If it's a dungeon it's easy, you just throw them right into it.
If you're in a city or wilderness, have something chasing them or some big crisis kicking off right in front of them.

Bait Hooks
Link that initial situation with the place you've prepped for the game to take place. Don't railroad them into a specific place, but if you want them to stay around a particular borough or head to some distant location, give them a really good reason.

Bait more Hooks, Seriously
The worst feeling I get as a player is when you're sort of passive and not particularly inspired to follow any of the directions. Bait up a couple of alternative hooks that might draw people in.
If you're using treasure as you're main hook to get an expedition going, throw in some side-hooks of mystery and power too.
Most of all, don't start the game off somewhere you don't want the group to stay. If you've prepped a dungeon off in the Far Lands and you're starting in Bastion, be prepared for the game to never leave the city.

Make the Main-Thing the Main-Thing
If you've prepared for the group to take an expedition to the Far Lands, have rival expeditions heading out, kids reading about explorers that went there and came back, market traders selling exotic things that have been brought back. If it's about a monster-of-the-week terrorising some Deep Country village than have give every villager a strong opinion on the monster and cover all angles. If you want to play in an industrial borough of Bastion then have everyone live in workhouses and make a table of nasty smog effects.



Get out your Specialist Tools
Okay so this game will probably feature a giant gorilla, so I'll make sure I have the Detachment rules to hand and I've got a load of ideas for things it can smash. I've prepared a ruling for the likely eventuality of it climbing something tall while being shot at.

I've also made sure to give the big guy some means to attack the whole group at once, and he's seriously tough. No anti-climactic gang-up-and-stab kills here.

I want these creepy number-chanter guys to be fun to deal with, so I've given them a mechanic where they pick a number and do something crazy when that number is rolled. It's meta-gaming but this group will enjoy a dash of it.

Get your tables that help when the group go off somewhere you don't have prepared. The Oddpendium tables like What's This Street Like and What's In the Darkness work well for this.

Don't Make Soft Monsters 
Into the Odd monsters shouldn't have abilities like this:

Whirlwind Flail: All surrounding the beast must pass a DEX Save or take d12 damage. 
Brain Sap: Pass a WIL Save or lose d4 WIL. 
Transformer-Needle: Pass a DEX Save to avoid the attack, or else you start a quiver. Attempt a STR Save at the start of each turn from now on. On the first fail you start to shift into a fishlike-humanoid. On the second fail you have full on scaly skin and hideous fish mouth. On a third fail you're a fish. On a pass, you shake off the effect for good.
(Yes I've done this myself in the past)

Just do the thing you want it to do. Into the Odd is designed around the idea that attacks do bad things every single time. Just because you might roll a 1 with your Musket and barely scratch your enemy doesn't mean monsters can't do horrible things every turn.

Knock it off with multiple saves, Saves against damage (NEVER use Save against Damage), Saves against Ability Score loss can work but it makes your monsters soft and unreliable. You want something meaninfgul to happen every time the players get in a position when a monster can attack them.

Go straight to the Ability Score loss. Go straight to the big d12 damage and don't be afraid to target multiple characters if it's a lone monster. Have Save vs something terrible happening. Put nasty effects on Critical Damage, because at that stage anything goes. If it's as bad as a Save or Die then forecast the hell out of it (see Danger in Plain Sight).

The abilities above should be like this:
Whirlwind Flail: d12 damage to everything surrounding the beast.
Brain Sap: Lose d6 WIL. Turn into a mindless Slave at WIL 0. 
Transformer Needle: Lose d6 STR and gain a fish-like trait. At STR 0 turn into a fish. 



Include Toys
The Starter Package section is full of toys. Little things that operate in that sweet spot between fluff and hard rules. Pots of grease, mirrors, razorwire. Things that the players can use to solve problems creatively.

Into the Odd characters tend not to have innate toyness like D&D classes do, so put extra stuff in your games to balance that.

Go full-crazy with the toys in your crazy places because players want to get a slug-mount and a moralistic-hammer to play with. Think of things that can be used creatively, rather than things that are innately powerful. They don't have to be equipment, but think of trick rooms, factions that can be manipulated, enemies that can be turned to allies. Everything that you can bend to your will to solve problems in game.

Things that just make you better at doing stuff are not toys and aren't even in the same league as this stuff.

RUNNING

Reward Questions with Good Information
Generally don't roll in response to questions. Rolls are for action or generating content you haven't prepared. Usually you can just give them more information.

Can I hear anything through the door? Sure, sounds like machinery but it's faint enough that you'll have to stick your ear right up against it to hear.

Do we know anything this guy wants that we can use to bargain? He hasn't let anything slip but you could ask him, or maybe ask some of his colleagues.

Any traps on this door? Nothing to suggest there is. You know I'm not a jerk with traps, so you'd know right away if it was.

What's in those woods to the south? The locals think the woods are haunted, but the watch say it's just kids messing around.

Danger in Plain Sight
I told you to make monsters dangerous, but the more dangerous something is, the more obvious it has to be.

Snotlings can be sneaky little bastards because they're just throwing itchy fungus at you from the shadows. A medusa isn't going to come out of nowhere and hit you with a Save or Stone.

I announce the presence of traps, because trying to get around a trap is the fun part. Spotting the tripwire isn't fun. The exception is if you're bolting blindly through darkness, at which point I'll say "You know you'll just run into anything down there, right? Sure you want to run away from the monster in that direction?"

Death Traps are big whirring devices, lots of hanging blades and ominous holes in the walls. You want to get through? Deal with it.

So you won't get killed in the night by a skilled assassin, or impaled on a well-hidden spear trap out of nowhere. I think we're all fine with that.

Force Choices
You stop to patch up your wounds? 
Are you doing it down here out in the open or going to look for somewhere more hidden?

You fail to kick the door in? 
The noise echos through the Underground and you hear sudden heavy breathing from the other side. What do you do?

You're going to hang around this pub and get drunk? 
Looks like the drinkers are split into two gangs in silly uniforms. Do you try to socialise with one or stick to yourselves?

In short: You do a thing that doesn't immediately push things forward? Make a choice that will move things for you. 

I like the rulings mantra "If in doubt, look for the interesting choice".

Deep Impact
Everything the group do has a massive impact on the world. You killed that stray dog? The street urchin gang that look after him are coming for you. You donated a bunch of money to this cult? They bounce between treating you like royalty and trying to sponge more money from you. You offended the guy on the toll-booth? He's told all his colleagues to give you an extra hard time.

Amplify People
Nobody will remember your NPCs if they're all nuanced realistic individuals. Give each of them some weird quirk that comes out when you interact with them. Silly voices are great, but hammer home their personality and desires as much as you can. If this boring shop-keeper wants to be mayor of the borough, make him never shut up about it and give him really clear political stances. If this dog is stupid and gluttonous have him eat every gross thing you come across in the dungeon.



CHEAT LIST

- Make things fun to interact with and combine to interesting effect.
- No soft monsters, weak consequences, or subtle characters.
- The more dangerous something is, the more obvious it is.
- Reward questions with good information.
- In in doubt look for an Interesting Choice.

Tuesday, 15 September 2015

Beneath Time and Space (Using the Underground)


It has become increasingly apparent that the network of sewers, vaults, prisons, and transit tunnels beneath our great Bastion reaches further than we thought in every direction. Indeed, the subterranean distances and directions, and the time spent travelling them, appear to behave independently of the surface. 

An hour along the same raging river could put you in the middle of the city, or weeks into Deep Country, depending on a single turn. A week-long slog through twisting caves might bring you out just a few streets away from your origin, mere seconds after you left. 



Quite where the boundaries lie between our own sub-architecture, that of our ancestors, the natural geological caves, and the imaginary horrors of the traumatised is open for much debate.

Of great interest are the rumoured connections to the Far Lands. While ships sail for months to reach those distant shores, those-in-the-know can crawl there in a few hours. It is supposed that this method could also be used by bizarre entities in the other direction. 


The prevailing danger and complication of these routes makes them appealing only to the impatient or terminally thrill-seeking. The more useful an Underground passage is, the more deathtraps and diversions exist along its way. Many obstacles are so specific and sadistic that they must be serving as amusement for some unseen observer.



As we know, any person or creature that makes its home in the Underground is certain to be twisted beyond redemption. . 



Using the Underground

If you've designed a dungeon, you've designed part of the Underground. But it needs a few special considerations to place it in the Odd World. Consider the Key Principles of the Underground

1. It connects everything.
2. It's slightly outside reality.
3. Everything is a challenge. 


And let's use them to better fit an existing dungeon into the Underground. Designing the dungeon was the hard part, so now we just need to check each of the key principles are represented.

1. Connect Everything
I'm assuming that the dungeon entrance is in Bastion, so this bit of the city should feel connected to the dungeon. The Long Stair is actually found at the top of a crumbling old tower, with its own logistical problems when it comes to access. Upon heading down the long stair, from the tiny top-floor, it's clear that you're entering a space that shouldn't be there.
Now let's say that the chute in Room 8 now leads to the Far Land of Scrapheap. Perhaps this is where the Rusty Man emerged from.
I'd also have another exit off to the greater Underground, perhaps connecting to a part of Deep Country. Perfect opportunity to create a new location connected with the purpose of the Rusted Vault. An abandoned fort with clues of experiments on creating metal-soldiers.



2. Shift Slightly Away from Reality
There are plenty of weird things down here, so I think we're safe with this. As a rule of thumb, imagine a weirdness scale with Bastion at the less extreme end and the Far Lands at the other. The Underground sits somewhere in the middle. Think of the alien influence of the Far Lands twisting the human element and familiarity of Bastion.



3. Add Challenge
There are lots of nasty things down here to stop it being an easy ride, but the connection to Scrapheap in Room 8 now feels a little convenient. Let's say that it really leads to a rusted labyrinth where the Rusty Man keeps a few human prisoners. He's the only one that can let you in or out this way, but
somewhere in the maze there's a metal-being that will try to lure you to Scrap Heap as her prisoner.