Wednesday, 5 March 2014

Odd Changes - Disposables

I love disposable items.

Not healing potions and wands, but flasks of acid, flaming oil, and caltrops.

Deciding when it's time to use your flaming oil is an innately interesting choice. Even aside from the risks that come with fire; do you use it now or save it for later? This is especially important with brand new characters, who have very limited weapons and resources. Knowing when to light your bomb is a matter of life-or-death.

So I went ahead and added a load more disposables to Into the Odd, especially in the starting packages.

Alongside the familiar favourites we have smoke-bombs, flares, poison, ether, acid, and even fireworks.

Just consider the possibilities. If I have a rocket and you have some fire oil, can we make a rocket propelled molotov? If I have some ether and you have a smoke bomb, can we make a sleeping gas bomb?

Tuesday, 4 March 2014

Odd Changes - Starting Packages

For the next few posts I'm going to be talking about the most recent changes made to Into the Odd. The most recent version is now up, so check it out on the sidebar to the right.

I've used starting packages in some form for a while now. The goal was to remove that shopping phase of character generation, where you pour over equipment lists looking for the best gear to spend your starting gold on.

Shopping for gear can be fun, but I didn't want it to be the preface to everyone's first delve into the game.

Here, every expedition gets basic climbing and camping gear, rations, and lanterns. On top of this, there have been limited personal equipment choices (take one weapon and one tool), and multiple versions of tables to roll on, but none as elaborate as the current instance.

There's no additional rolling. You just take your highest score, your HP, and look at the chart to see what equipment you got. So if you have a high score of 15 and 3hp, you get a club, some ether, a crowbar, and a flute.

Which leads onto the most recent change to starting packages.

I looked over the starting packages and saw that the general theme was a melee weapon, a ranged weapon, a tool or disposable item, and maybe a quirky extra thing like having no nose.

What luxury! Having a sword and a gun suggests a lot about how to deal with the problems you'll face. You play a lot differently if all you have the starting equipment given in our example.

So now you generally get a single weapon, perhaps two if you've got terrible ability scores and I feel bad for you. Replacing these excess muskets and maces is an assortment of baggage from ferrets and fireworks to animal repellent and accordions.

You previously started the game with an Arcanum if WIL was your highest score, but things have changed since then. Arcana are less reliant on your WIL score, and I wanted to pull back a little on giving them out at the very start. These are rare things, after all, and you're supposed to be searching hungrily for them. Now they're included in the starting packages, mostly at the lower end, another consolation prize for rolling low Ability Scores.

To put it into context, I'll roll up a group of four characters right now, under a stopwatch.

Dot Hudson
STR 12, DEX 13, WIL 11, 6hp
Longaxe (d8), Rum, Bomb

Reggie Clack
STR 9, DEX 8, WIL 6, 1hp, Armour 1.
Sword (d6), Pistol (d6), Fire Oil, Modern Armour
Sense nearby unearthly beings

Flora Beacham
STR 9, DEX 15, WIL 10, 1hp
Pistol Brace (d8), Canary, Ether

Humpy Quinn
STR 12, DEX 8, WIL 9, 4hp
Pistol (d6), Brandy, Rocket
Toxin-Immune

Clock stopped at 2 minutes, 12 seconds. Not too bad for a full party. 

They have a good selection of gear, but most of them will be hungry for money to get a backup weapon, or maybe some armour. Reggie is the exception here, looking pretty well equipped, but then with those scores and 1hp, I think he deserves a treat. I like to give characters like this an innate ability, to prevent the character from feeling expendable. If you let Reggie die, his sixth-sense dies with him. 

Friday, 28 February 2014

From the Vault

Here's a pretty great generator for inspiring new Arcana. It just spat out the names of these five things stored away beneath Bastion in a mostly secure Vault. 

Harpoon of Desire
A harpoon gun that can be fired in one of three ways.
Loving Desire: Guides itself to the target's hand and functions as a 2d6 damage melee weapon until recalled. 
Hateful Desire: Causes d12 damage to the target. 
Jealous Desire: Snatches an item from the target's grasp unless they pass a STR Save. Immediately flies back to the wielder with the item hooked on.

The Cruel Illuminated Assassin
A ceramic jar that releases a tiny, winged, glowing humanoid.
STR 5, DEX 18, WIL 12, 12hp, Shocking Touch (1d6, ignores armour).
Whispering a name to them causes them to ceaselessly pursue the target for assassination. If the assassin is killed they immediately return to the jar, and will be fully restored in 24 hours.
The Cunning Priestess
A sceptre that can be used to generate holographic images. These are clearly unreal, but when using the Arcanum, the user appears holographic too.
The Just Wicked Prince
A crown that allows the wearer to discern any statement as truth or a lie. Upon hearing a lie, the crown ceases to function until the lie is revealed to everyone that heard it.
The Vicious Great Chief Clad in the Vesture of Desecrated Skin
An incredibly realistic painting a dozen feet high and wide. Anyone killed in its presence has their slain image form at the feet of the bloody figure within. No traces of the body are left outside of the painting.  

Thursday, 27 February 2014

Make All Spells At-Will

What are you afraid of? It makes magic too powerful?

Sounds like you're using lame Spells. They shouldn't be safe and reliable. Unleashing one should be a terrifying moment for all involved.

It doesn't have to involve horrible miscast tables and tacked-on Sanity systems.

Start with the Spells.

Sleep is one of the worst. Have it force everyone in range to save or sleep, including the caster!

Fireballs should engulf an explosively unpredictable area. Use it in open fields, or stand well back.

Magic Missile is might not give up after striking one target. It might fly around the room like a piranha, snapping at everyone it can reach before fizzling away.

Or better yet, throw away that d&d Spell list and imagine some uniquely magical creations.

Wednesday, 26 February 2014

Character Sheet Blinkers

In some games, a character sheet can feel like a horse's blinkers.

This week I've read reports from a number of players talking about their character sheet like a list of restrictions on what they can and cannot do. It's their main consideration when deciding on an action, their tool for interacting with the game, and their window into the setting. 

The reason I use minimal characters in Into the Odd is to prevent this effect.

I don't want you to have to think about Base Attack Bonuses, Caster Levels, Aspects, Armour Class, Reflex Defence, Motivations, Skills, Feats, or Weapon Expertise. 

All you get is this.

STR 14, DEX 9, WIL 8, 4hp.
Pistol, Pipe, Animal Trap, Spyglass

You're a pretty strong guy with a pistol, trap and spyglass. Plus you get to smoke a pipe. Now tell me what you want to do about this horrible situation you've gotten yourself into. 

Monday, 24 February 2014

Mini Module - The Rusted Vault

Ooh, you really aren't supposed to be in The Rusted Vault!


Immediate room contents are listed. Contents in parentheses require further investigation to discover.

Roll 1d6 when the group enter a new area, hesitate, or make a lot of noise. On a 1, they have a random encounter. On a 2, they get a sign that one is nearby.

Random Encounters
1 - The Rusty Man: STR 10, DEX 10, WIL 15, 14hp. A faceless figure, glowing bright orange, with long claw-like fingers. Rusts one item (of any material) unless the wielder passes a DEX Save. Attacks using non-living material do not harm him, and any material used against him crumbles to rust. Can pass through the solid surfaces of the vault like a fish through water.
2 - Mechanical Mouse: A clockwork mouse that wheels its way through the corridors without a care in the world. 
3 - Desiccated Ape: STR 6, DEX 6, WIL 4, 3hp. A feeble, dried out husk of an ape that can barely crawl and whimper. Anyone getting close enough will be subject to his bite (1d6). When this causes Critical Damage, the victim withers to a desiccated husk themselves. 
4 - Skeletal Frame: An immobile metal frame, loosely humanoid in shape. It does not move, but sways and creeks. Will move away incredibly fast when no one is looking.
5 - Heat Signature: The unmistakable feeling of someone right next to you. Definite warmth against the cold air. Maybe some quiet breathing, but it's gone before you get too long to think about it. 
6 - Magic Bullets: A pile of lead shot from a musket. The pile rolls and moves together with some intelligence. Has no motivation other than to get under people's feet at unfortunate moments, forcing a DEX Save to stay upright. 

Entrances/Exits
The Long Stair: The only way in. No idea how you managed to find it, but it leads straight to an open door into room 1.

Structure: Unless noted, rooms are metal-lined and doors are the heavy iron type. There are no lights, temperature is cool, and there is a lingering smell of rust and damp.

Room Contents

1: The Fake Vault
North:Long Stair (returns to surface)
Ceiling: Chandelier (not lit, decorative, worth 10s)
Floor: Two Iron Trunks (both locked, both contain ordinary bricks painted gold)
South:Hung Painting of Soldiers (carrying strange-looking artifacts, golden frame, worth 20s, conceals a secret door)

2: The Hub
Iron Pillars, each with a large switch (when all are on, a loud alarm sounds. Nobody from the surface will respond, but you will automatically get a random encounter)
West:Rusted Door (to corridor)
East:Iron Door (locked, to corridor)

3: Ring Store
Iron Door (locked)
Rusted Marble Plinth with a Jade Ring (worth 2g, provides nightvision when worn, but any light causes you 1d6 WIL loss)

4: Control Point
South:Metal Door (locked)
North: Rusted Door
Two Swivel Guns (d10 damage, move-or-fire, mounted on small barricades, can be dismounted)
Leather Chairs (well worn, some ash burns, rolled up note "shopping list")

5: Destruction Tanks
East: Door (locked)
West: Stairway Down
Floor: Five pools of black liquid (annihilates anything placed within. Anything larger than a dog causes the pool to splutter violently, causing d12 damage to everybody in the room)

6: Warning Room
West Wall: Noticeboard (list of names and dates, covering a painted message "Forgiveness in Service")
North: Passageway

7: Morgue
South: Rusted Door (off hinges)
West Wall: Pile of three coffins, each filled with a relatively fresh corpse, bullets through heads)

8: Collapsed Stairwell
Piles of rusted metal (barely recognisable, once a door and parts of a ladder and staircase)
North:Shaft (seems to go on forever, ends after 40ft in a pile of rusted metal and no sign of a way through)

9: Washroom
Washbasin (no water supply, rusty, mildew)
Rusted Mirror (Touching will summon the Rusty Man)
North: Door (locked)
East: Rusted Door

10: Arsenal
Rack of 12 Muskets (all rusted beyond use)
Rusted Trunk (contains 3 bombs in working order)
Floor: Pile of Rust (used to be a lantern)
West: Rusted Door
East: Door (locked)

11: Her Pod
Shimmering Field containing a Metallic Humanoid (vaguely feminine, bladed hands, slightly rusted, disturbing the field awakes her)
STR 17, DEX, 10, WIL 10, 10hp, Armour 2, Blade Hands (d8 damage).
Goes on a violent rampage, with nothing calming her.
East: Door (locked)

12: His Pod
Shimmering Field containing a Metallic Humanoid (vaguely masculine, hammer hands, slightly rusted, disturbing the field awakes him)
STR 17, DEX, 10, WIL 10, 10hp, Armour 2, Hammer Hands (d8 damage).
Goes on a violent rampage, with nothing calming him.
East: Door (locked)

13: The Cages
Cages (man-shaped, barely room to move, padlocks are open but have no key)
East: Rusted Door
West Wall: Loose Stone (opens to crawlspace to 14)

14: Hiding Place
Corner: Piles of Waste (human, rusted)

15: Observation Room
West: Wooden Door (peephole)
North: Switch on Wall (currently up, switching down activates the chair in room 16)
East: Glass Window (looking into 16)
East: Wooden Door (into 16)

16: Torture Throne
East: Ceramic Chair (reinforced, leather straps, primitive electric chair causing 1d6 STR loss per turn of electrocution. Controlled by a switch in room 15).
Floor: Buckets of Water (smelly old water, dirty rags on sticks)

17: Glowing Hall
Floating Light Orbs (drift away from any attempt to grab them. If cornered, release a 1d6 damage electric shock. Shattered by any damage)
Glowing Pillars (warm touch, extended touch allows slow levitation for a few moments)
Corner: Bucket (filled with old vomit)
North: Ladder (to high ceiling, leads to alcove lined with empty wine bottles)
South: Staircase Up
West: Door (locked)
East: Rusted Door

18: Black Telescope
West: Rusted Door
Telescope (looking through shows constellations of stars. Some have glowing red circles, others green, others no circle at all. No discernible pattern.)

19:Command Point
Floor: Chalk Markings (partially erased battle plans)
Corpse (Man, military uniform, pistol, sabre, key to all locked doors, 20s, long-dead, bullet through head)
North: Door (locked)
West: Stairway Up to 20.

20: Sanctuary
Floor: Candles (burnt out, multicoloured, floral fragrances)
Cloth Mat (star symbol)
Wall Paintings (childlike drawings, families, houses, pets)
North: Metal Door (no lock)

21: Solitary Confinement
When the door is closed the room is deathly silent and all lights extinguish themselves. Feels intensely cold, but not enough to cause physical harm. No sound can be made until the door is opened.
East: Door (locked)

Map from http://paratime.ca/cartography/colour_dungeons.html

Rumoured Members of Bastion's High Council

Did I ever tell you about the real power behind this great capital of civilization?

The High Council? An old boy's club that lock themselves away, drinking and smoking while we toil in the factories?

Who told you that? It's much weirder than a bunch of toffs! Why do you think you've never seen them?

Would you come down here if you didn't have to?

Look. I even drew pictures.

The Last King



Bollocks.

It's true! Remember that last King of Bastion? Well he keeps himself alive using a weird machine, even centuries after he was overthrown!

But I thought the last King of Bastion was that boy we had beheaded?

No! Before that! The last true King of Bastion.

That one with the breastfeeding thing?

It was before all that lot! They were just pretenders. Anyway, he's up there as a skeleton living the high life. He's the reason we can't get any medicine down here!

Doesn't sound like much of a life. Wasn't the last true King of Bastion the one that got eaten by the animals in his own zoo?

Look. He's bad news, okay? But there's still the rest of the council.

The Maiden



She doesn't look all that maidenly. Is that meant to be a person?

She's from the bottom of the Polar Ocean. There's an ancient race of sea-people down there, you know! She has to be kept in a tank of water, but knows all sorts of sea-folk ingenuity.

Like what?

She's the one that taught us to make coal.

I thought we got coal from mines. Why would fish people know about that?

She taught us to make it better than normal coal. For the factories and that. Before that we were all toiling in fields growing spuds.

So I have her to thank for my black lung?

Anyway, I've saved the best for last.

The Brood



Actually, I heard this one too!

Right! Six songs, one voice, faces glow, feathers below.

Is that how it went? I remember it rhyming better. Haven't heard it since I was tiny. Seriously though, you believe that?

Well it sort of makes sense.

Why would a bunch of chicken-women be on the high council?

They're not really chicken women! They're from the stars!

Ah, of course. So what great knowledge did they bring to us?

Nothing, but they can see the future.

Then why do bad things keep happening? They didn't stop that bridge burning down last week.

They work in mysterious ways. Who knows what their cruel agenda could be!?

You know, I think I'd actually prefer that over a bunch of drunken old men. Here's hoping you're right.