Monday, September 08, 2014

SPARKIE: THE EXPANSION


Now my dice rolls in games will appear online! Unless using it murders me again and esper.net has another fit. But it will show dice rolls and NOT be dicebot-shaming but a small sampling of my being AWESOME

(Also, to get this to work I had to turn Alcar into MY bot and that is the best thing in ever. So there.)

Friday, August 29, 2014

Numenera Character List & XP Log

Player Characters:
  • Ryll the Mystical nano who Controls Beasts [Caltak]
  • Victa the Intelligent jack who Explores Dark Places [Thistle]
  • Ankita the Mechanical glaive who Fuses Flesh and Steel [Out2lunch]
  • Kishan the Learned nano who Rides the Lightning [Tass]
  • Ayjh, the Swift jack who Works Miracles [Beardliest]
  • Sparkie the Fire Elemental Bot who Rolls Dice to Decide Destroy Distort Reality

To those who want to streamline making their character, I recommend this!

Overall Type Composition:
  • Glaive = 1
  • Jack = 2
  • Nano = 2
  • Dicebot = 1

Experience Points:
  • General: 3 to Ryll, Victa, Ankita, Kishan
  • GM Intrusion: 1 to Ankita, Kishan
  • GM Intrusion: 1 to Victa, Kishan
  • General: 2 to Ryll, Victa, Ankita, Kishan
  • [8/16] RP: 1 to Ryll
  • [8/18] Discovery/RP: 2 to Victa, Ankita, Kishan, Ayjh
  • [8/19] Discovery: 2 to Ryll
  • [8/20] RP: 1 to Ryll
  • [8/20] Discovery: 3 for all PCs
  • [8/26] GM Intrusion: 1 to Ankita, Kishan
  • [8/27] GM Intrusion: 1 to Ryll, Kishan
  • [8/27] Discovery: 2 for Victa, Kishan, Ryll.  1 for Lunchie for kitten discovery.
  • [8/29] GM Intrusion: 1 to Ankita, Kishan
  • [8/29] Discovery: 3 to all PCs
  • (9/1) 3 for Victa, Ankita, Kishan
Experience Gain Totals (By PC):
  • Ankita = 21
  • Ayjh = 8
  • Kishan = 23
  • Ryll = 18
  • Victa = 19

Friday, August 01, 2014

Numenera NPC Listing

Milvane & Environs
Abed & Odelar
Conjoined twins (mutants) who run the Suskind apoethecary and place of healing
Ashwil
Local farmer who was killed by Earthlings for desecrating their dead.
Bomus
A farmer who has a blue-dome shield around his farm to protect it from predators. Where he found it and how it works are secrets his family shares with no one.
Bozek
The Justice of the town, an ex-Glaive.
Clife
A prominent supporter of mutants, Clife is a thin, hooded mutant whom others largely avoid.
Edekam
Apprentice Aeon Priest, who spends most of his time helping Abed & Odelar.
Eley
A pale, inhuman mutant who lives in Palot and is apparently Yurt's aunt. She desires a means to travel without, well, problems.
Elix
Blue-haired girl with cybernetics who makes inventions in a stone home outside the town.
Figel 8124-dash-240351
Earthling who is trying to learn more about their species. By stealing old records.
Gatryn
'Defective' Earthling who lives in one of their non-war suits. Cannot survive outside it.
Holdun 3043-20932
Male Earthling in charge of a living crystals where the Elders live
Jisell
The local Aeon Priest.
Lsames-Oscan
mayor’s son, a member of the town Guard.
Miralb
The second Aeon apprentice, she is frail and clearly unsuited for rigors so spends most of her time in the Drill reading books about numenera and history.
Orlin
Frail elderly mutant(?) in a wheeled chair, Orlin is eldering and weak, pushed about by a quiet relative [Linfey] who seldom talks; the mayor speaks with him often, always in private.
Pyrag
Earthling who set the bomb in Milvane.
Ralc Orfta
Salvage hunter who wears armour known as the Glory of Iksobar; she is famous [though no PC has heard of her] and done many famous and impressive feats, though being tricked into fusing with a rock during a poor use of a teleportation cypher will probably never rank among those.
Rochl
A farmer whose family owns seven(!) fields; they have repurposed machines from a previous era to till fields over protests by Victa and the Guard; as they’re outside the town proper, the mayor has no authority over them.
Ruk
A young girl living in the deep woods north of town; her family travel the forest in search of treasure and she was born with an invisible left leg.
Setcala
Town Guard and volunteer for the border guard who seems entirely normal save that his head floats in the air at least a foot from his body at all times.
Soqua
A tall, stout man who is friendly as a person rather than just a merchant; he is the face of the Store and is in charge of acquisitions and new supplies.
Stoll
Shapesmith’s son, and member of the Border Patrol.
Tavrul
Earthling in a WarSuit who turns out to be a citizen and not a defective at all. Much to his shock. Has not been killed by a PC.
Victa
Local guide and map-maper who is infamous for her attitude toward others.
Wolh
Shapesmith whose arms are made of some miraculous blue metal that can cut and shape objects.
Yurt
young mutant with stone arms and legs; he can move reasonably well with floatstone bands around his limbs and is pretty inventive in his use of it.
Zia-Oscan
The Mayor. A politician through and through; it’s not always a bad thing.

Wednesday, July 30, 2014

Altering type abilities

 I don't expect characters to be set in stone for the first few sessions regarding type abilities. Given that we have PCs overlapping glaive, nano and jack, getting said tier 1 abilities from the character options book'll be allowed if players want to have their their pcs abilities overlap each other a little less.

(This option is in place mostly because of nano overlap: two of the nano abilities are pretty much de rigeur for PCs, so expanding the palate gives the players potential other decent options. It can be rped as we wish in game if players want to do that; if not, that's fine too.)

Thursday, July 24, 2014

Campaign Glossary

Abhuman: Humans who have discarded humanity to embrace more bestial lives; some bands of mutants qualify.

Aeon Priests: An order of scientifically-minded individuals determined to understand the Numenera. They use the trapping of religion to strengthen their power and the Amber Pope is generally accepted to be the force that stops the Steadfast from descending into war.

Angulan Knights: An order of human knights dedicated to removing stains on humanity, such as mutants.

Gaians: humans living somewhere in the far North; the Amber Pope has declared war upon them.

Margr: abhumans who have some aspect of the goat about them but otherwise don’t look alike; the most common abhumans, they live lives of brutal violence and kill each other (and anything else) out of rage, lust, or for the sheer sport of it.

Milvane: the name of the town the PCs are based out of.

Mrrog: six-legged beasts of burden, boasting two tails, pale to dark ridged skin along with eyes on the front and sides of their head, Mrrog generally have one family of 4-6 adults living near a human settlement and offer themselves to adventuresome types as free mounts. They appear to understand some measure of the Truth, though their motives are largely unknown.

Mutant: Humans with obvious differences from the base human form; not all mutants are obvious and there are some who will see manifestations of foci as mutations.  

Palot: Small village of mutants two hours south of Milvane; many of the mutants never leave it owing to the nature of their mutations.

Scarwood: Forest east of the town where the trees grow quickly; when cut down, the wood of the trees is shaped by brute force into curved segments that harden under intense heat, so most of the homes have the same curved-square look to them.

Shin: Unit of currency. More impressive and intricate found objects are worth more than a single shin. Likewise, oddities, cyphers etc. can be traded as well as need be.

Truth: Common/Basic language for the Steadfast, also found in the Beyond to an extent.  

Saturday, July 19, 2014

Economics of the Ninth World

The basic unit of currency is called a ‘shin’. Which means, essentially, ‘monies’. What constitutes a shin will vary greatly from nation to nation, and sometimes even from town to town. In most major cities, a ‘shin’ is a coin-like object that has been stamped as being legal tender by the agents of the crown. It, of course, costs a fee to get all ones shins stamped but this too will vary. Most nations will accept the currency of other nations (though at a reduced rate).

Smaller settlements rely mostly on a barter system among locals, with actual shins being reserved for trading with merchants and caravans that come through the town. As such, most businesses will accept a certain amount of shins before asking for other forms of payment, or shins of a specific colour or texture in some places. For example, you may enter one town that only accepts green shins and have to find a) either new shins or b) someone to paint your shins for you.

Unlike shins, oddities and cyphers have value everywhere. Attempts by kingdoms to mark them in the manner of shins have met with resistance and outright failure. To say nothing of trying to mark a cypher and then having it explode as a result. Trade in all these items is common and based on the uniqueness of the item and what the other party needs or desires. Adventurers based in an area can always trade potential items they might find later on if locals have reason to trust them. Artififact trading is common as well, though since no one knows when it is going to shut down it isn’t as brisk as that of cyphers or oddities.

GM Note: I don’t plan to be a stickler for such things in-game. PCs will likely run into towns and places where their shins are essentially worthless but it’s very unlikely to find a place where the locals won’t trade in oddities, cyphers or artifacts. Lastly, there is always the currency of favours and news of what is happening in the wider world.


        Regarding Equipment

Players going ‘hey, wait, I need X for my pc to make sense and can’t afford X’ can be worked out prior to the game with the GM. For example, instead of a compass one can find worldstones (black stones make by Aeon Priests that always point north: essentially lodestones) that are a) cheaper and b) not quite as good.

Monday, July 14, 2014

Numenera PCs: things to keep in mind

Creating a PC is pretty easy all told. The only thing you need to keep in mind is that no two PCs can have the same foci.

Beyond that:

Your Description (Mystical, Strong, etc.) includes with it choices for the reason your PC joins the party.
Your foci includes one link to another PC (either new or ongoing if you've met before).
Your type (glaive, nano, jack) includes 3 basic background options and a roll for  your connection to the rest of the world.

This alone is a pretty solid basis for a PC: the rest, being how it all fits together, why your PC became an adventurer, what you've done beforehand and the like is entirely up to you. The setting outlined in a prior post is designed for short adventures, explorations around, under and sideways to the town of Milvane -- where the PCs go from there is up to everyone.

We'll play a few sessions and then figure out where the game will go: do the PCs thank the mayor and depart, do players make some mix of old/new PCs and set out following some quest or rumour? All this is up for grabs with nothing written down in stone; I plan to have a few intro. adventure hooks and seeds done up, and see where things go from that, with the 'mayor sends PCs on quest(s) hook existing for short adventures at the start.

One advantage of the game is that there is no need for a mix of Glaive, Jack, Nano in a 'party' and the like, so player absence isn't a huge deal. In game it will be explained by skedaddling back to town for supplies/cyphers/?, ditto with other players arriving on site. We'll figure stuff out and finagle things as needed. It should be fun, though gming and rarely rolling dice will take some getting used to.

(I bet he'll get used to it JUST FINE. - Sparkie)


Saturday, July 12, 2014

Numenera: Campaign Info.

                     The village of Milvane

Milvane is a large village of some 500 people in the kingdom of Thaemor. The kingdom is not known for its wealth and the long-term goal of Milvane is to supply wealth and for the town to grow into a city. The mayoral family take this quite seriously, seeking to attract adventurers to the town in order to make surrounding areas safer as well as use it as a base of operations with resulting tax breaks and so forth. To the end of growing the town, Milvane is famous – infamous in some cases – for a marked tolerance of mutants and mutations.

The mayor’s office is a hereditary position that the -Oscan family take seriously, each mayor in general running things for 20-30 years barring accident or assassination, and having/adopting 3+ children who decide with the rest of the family which of them will succeed as the next mayor and so forth. -Oscans have been the mayors for well over 300 years and in that time only one has been removed from office via assassination for being unfit; they’ve no desire for that to ever happen again and tend to be quite competent diplomats. All members of the family are required to serve in the town guard in some capacity during their lives, if only in administration or record keeping if they are incapable of other work.

Town guard: The town have a ten-member guard who work to keep the mayor’s peace and the roads clear. As the town has grown, a distinction has been made between the town guard proper and the border patrol, the guards who deal with weird monsters, weird buildings found near the village and so forth. The patrol is purely volunteer and quite dangerous. Members of the mayor’s family cannot be in the border patrol unless the family allows it (owing to a surplus of mayoral candidates or the disposition of said heir).

The Table: Named for a red table tinted with blue in the centre of town that is used for meetings, the Table is a town council (of which the mayor is part) who deal with the general running of the town. Local merchants can be members along with other prominent citizens, amounting to between 5-7 citizens at any one time. There is always at least one guard and at least one mutant on it. In general, those whose professions are considered vital to the town don’t have time to be members, so other members of their family speak in their stead; others who wish to be members with too much zeal tend to be politely declined. The Table have no power to overrule the mayor or guard.
        The table proper is an artifact of unknown provenance and material which appears to be a 7’ round table balanced on a .5 mm base that gets smaller as it goes down into the earth. All attempts to harm or scan it have failed and no one is sure how deep into the earth it goes.

The Justice: An appointed position, the Justice can sometimes be a member of the mayors family and is always a citizen in good standing. Their job is to mete out justice in disputes between citizens, with the authority to use the town guard to enforce this. The Table can overrule the Justice if need be, but this is seldom necessary. Justices serve 3-5 year terms and just deal with civil infractions, the guard dealing with murder, theft and the like.
        Thieves are required to pay back what was stolen; if a life was taken, the thief’s life is often forfeit. Repeat offenders for crimes can stand to lose hands, arms and so forth or be banished from the town. Banishment is also the punishment for excessive disturbance of the peace and the like, naturally.

The current justice is a Glaive named Bozek who was promoted from the town guard two years ago. The mayor is one Zia-Oscan who is noted for her deal in expanding the town to that of a city, as her father did before her. Her plans are generally considered more radical and much may rely on the success of the people she has hired to help benefit the town.

NOTABLE PEOPLE/PLACES

Lady Suskind’s Sanctuary: Lady Suskind is long since dead, but her Sanctuary lives on as the local apothecary and place of healing and rest. The Sanctuary accepts the grievously wounded and seeks to replace lost or ruined limbs with numenera and find ways to help people with crippling mutations. It is currently run by Abed and Odelar, conjoined twins who take quiet pride in helping anyone they can.

The Drill: a drill-shaped triangle, the drill extends up three stories from a base in the ground, is pale green and was clearly once part of some other machine. It has been in the middle of of Milvane as long as the town has stood and is used by the local Aeon Priests as their clave. The clave consists of 1 priest and two apprentices, the latter of which can often be found down the road at the Sanctuary helping the twins. The current priest is a dour woman named Jisell who sees this posting as a waste of her vaunted talents and gifts for deciphering numenera.

The Storehouse: the local store, a large single-room pale blue building whose interior is at least six times as large as the exterior. Exactly what causes this is unknown but the Storehouse consists of six rooms all at different temperatures and is used for storing many goods in the town.- The Aeon Priests have been refused permission to examine it in depth.

The Keep: the headquarters of the Guard/Border Patrol, this is a pale stone building that according to legend simply grew up out of the ground when the last Keep was burned down by a raiding party of abhumans over 200 years ago. The Keep is cool and solid, with cells and storage for all the Guard need. The rumours of alien whispers and laughter in it are mostly just stories to frighten new guards with.

The Dome: A single-room vast dome of a building, the dome has one entrance (which is always open), transparent walls in some places that serve as windows, remains at spring temperatures at all times and is the same colour as the Table, leading some to believe the two are connected. The interior is divided by flexible walls that were once called up out of the floor, though no one living now knows how. The Justice has their office in the hall along with the mayor, the mayor’s family living in the back end of the Hall proper.

The Smithy: Milvane is home to a famous shapesmith named Wohl who can shape armour and weapons from almost any substaine; the shapesmiths are famous for blue glowing metallic arms that they can shape into tools in order to cut, slice and shape various numenera into useful items. His daughter is currently in training to take over when he dies; one of his two sons also inherited the ability, but hasn’t the patience to be a shapesmith and is currently serving in the border patrol.

The Wailing Wall: the current primary defense of the town (after the Guard and the Patrol, naturally), the wall is a spell known to some of the town that, when uttered, calls up the spirits of the dead to defend the town against attack. It is known to only work if truly needed and was a recent discovery some 50-odd years ago. How often it can be used – and if the dead are willing to be used – is a closely guarded secret.

The Chamber: somewhere under the Keep lies a chamber full of active cyphers. The Chamber was found a few years ago and believed to be able to store cyphers without adverse affects: this belief turned out to be wrong as the cyphers in the chamber attained an alien consciousness that has forbidden entrance to their home ever since.


        Weird around Milvane

Thaemor is a poor contry and has no resources to keep more than major roads clear, and certainly none to clear out off ruins and explore the things that lie buried under the Ninth World. As such, Milvane has its share of strangeness to it.

Palot: A small ruin of a settlement consisting of 30-40 people a couple of hours south of Milvane, Palot is home to mutants, many of whom end up in Milvane. No one is sure why the rate of mutation is so high in Palot but those born in the area cannot conceive or produce progeny in any other area for the most part, which is one reason for the relatively steady population. Those with non-viable mutants or ones that are flat-out repulsive are generally not welcomed to Milvane, and some choose to remain in Palot believing it to be their destiny.

The Flowing Field: A farmers field south of the town; the farmer was tilling the earth when he struck some device that had been pushed up near the surface in heavy rains recently. The end result was that the field has turned into a flowing golden liquid that is unbearably hot but has done nothing to leave the bounds of the field. Attempts to harvest of communicate with it have proved futile.

The Glass Lord: a humanoid figure standing some 8’ tall, the Glass Lord is made of green translucent glass and claims these lands are his by right of blood and conquest. He is able to produce weapons of glass and even create servants from his own body but, being glass, they are easy to destroy. Every time he is destroyed, a new glass lord shows up some time later to make the same claim all over again. Destroying the glass lord has become a rite of passage in the Guard and the day after is as a local holiday.


Recent local news

There used to be a small moss-encrusted monolith floating in the air a couple of days south of Milvane. As monoliths go it wasn’t much to speak of: two people could barely fit on top and it was only 20’ tall though it did hover in the sky above the area. Someone, somehow, broke it and the pieces fell to the earth. The village of Dalmen that had been below it was simply gone -- replaced by a forest that grew up from the remains of the mossolith, as the locals had disparagingly dubbed it.
     The forest is full of old-growth trees and seems safe enough though not a single native species has moved into it in the three months it has existed. This is believed to have been behind the town council agreeing with the mayor that if anyone is going to explore Milvane in depth, it should be people with an interest in the town surviving the experience.

The armoured: a creature – 5’ tall, clad in a one-piece solid dark suit with no marks on it – has been seen north of Milvane, wandering about. The suit seems to be a weapon of some kind and defends the post, who appears to be searching for something though speaks in no known language and seems lost. Attempts to examine the armour or claim it have all failed thus far.

The Orgundith: No one has explored it yet (save for two guards who did not return); revealed by the recent rainfall, the Orgundith is a tunnel sloping down north of the town ending in a doorway made of alien material. Perhaps the oddest thing is that once it was revealed everyone in the area knew what it was called and roughly where it was; if this is an invitation or a warning remains to be seen.

Sunday, July 06, 2014

On Running Numenera ...

There are a few things I plan to tweak about the setting, as follows:

The game presupposes (or at least strongly hints toward) a division between the 'common people' seeing numenera as magic and the Aeon Priests/PCs on the other side seeing it as science. I plan to make that distinction far less clear with a lot of room for heated debate among all parties. The Aeon Priests may have a good track record in some things, but they also have huge mistakes (as the people of Glavis know to their cost; having all inorganic material in the city destroyed tends to foster a lot of feelings, after all). Likewise, the nanosprites will not be a homogeneous explanation for numenera, nor the datasphere for other things: psychic characters will tap into other sources of energy than those and the notion that there is any one unified datasphere left behind is, at best, a flawed construct.

Further to this, cyphers won't be definitive. Your PC will have a good idea of what the cypher does (if they take the time to examine/test it and so forth) but will have no guarantee that is the items only, or even primary, function. EX: a nano could examine one item and, based on their lore and knowledge, figure out it probably does a certain function since other cyphers will the same symbols/form/shape do that, but until it is used it's difficult to be truly certain that it is going to do what you want; it is not always safe to call a spade a spade when it is really a shovel after all.

But facing down the unknown is what PCs are for. That, and rolling dice.

Tuesday, July 01, 2014

Stuff that never made it into The Game

Sara


Body: 6 Mind: 5 Soul: 10 HP: 55
ACV: 7 DCV: 7 Init: +4 EP: 75
Love (dynamic, 30) 3 beautiful 10
Unique bane: Apathy (-10): When exposed to the kind of people love cannot reach, her dynamic power is ⅓ as effective at best.


History: Sara’s history is a bit murky, even to her. She has been many places: she has seldom found a place she can’t go if she has to, and likewise few things she cannot do if she must. Love supplies a kind of power few things can stand against in the long run. She has raised up empires, brought down the same, united lovers and shown that (almost) anyone is worthy of loving and being loved. Her last memories are of a world where she was the god-head Itself, Love incarnate brought into the world to heal it.

And she did. She refuses hatred, taught people to understand one another -- because one cannot hate what one understands -- and offered love to any who needed it, without judgement or condition. She staged mass orgies to shatter the walls of shame and guilt that trapped people from being themselves. She saw into the core of people, and her judgement was kind except when it had to be otherwise. For there are always monsters who cannot love, whose existence perverts the very concept. These she destroyed, often with kindness when she could.

Her miracles were few, those many called her a messiah. She never brought back the dead, declaring that life was for the living and death was giving back to the world the breath one had been given, for both life and death are the province of the living and she helped the living move on, find other people to love, find new ways of living once their times of grieving were done. She never offered answers or truth, just a path she made it easy to see, and created a way for others to follow after.


Her enemies signed her up for The Game, in the end, because they had no other way of stopping her.

Saturday, June 07, 2014

On Numenera

Numenera is an odd, weird game (in terms of both setting and system). It's basically far, far future science-fantasy using mostly a d20 die mechanic, where only players roll dice vs various target numbers. Character creation is very nicely done. You get an adjective (tough, charming etc. from a list), a framework (glaive, nano, jack: aka fighter, wizard, thief) and then a focus unique to your character that gives a) abilities and b) story hooks to tie them to other PCs. The framework is not a class in a strict sense of the word and also includes a variety of backgrounds to choose from, so a glaive whose background is via Intensive Training is different than one whose abilities are Inborn and the like.

Unlike other RPGs, experience is awarded for discovery: you find something old, you make something new or you learn the how and why of X, whatever X may be. The world is ours, but over a billion years into the future and littered with the remains of at least eight previous mighty civilizations, to say nothing of alien visitants stranded on the world for millennia along with extradimensional doors and entities whose motives are at best alien.

Into this world come the PCs. Humans are back in the world, though there is strong belief they went away for some time -- though no one knows why, or even where. The current  world can be seen as a rough analogue to 1000 AD in terms of city and town size and the dangers of travel. Wonders and marvels do exist, but they knowledge of using them has been lost, misplaced or the items were never intended for human use at all.

It is a new world, and the PCs are among those will help fashion a new future out of the worlds that the past left behind.


Tuesday, March 18, 2014

Notes!

Every world that develops a communication array gains access to The Game. In some cases, it becomes one channel out of many, or the powers that be in a world hide its existence (for a short time or forever) from the people proper. In some cases it is the dominant betting event in a world, in others training to be in it is a lifetime’s occupation. In some, it is even a religion.

There are often multiple on-going Games and contestants are drawn from throughout the multiverse to participate in gaining wealth, fame, fortune and whatever else The Game might offer. No one is quite sure where The Game is located, let alone how the staff select contestants. Some believe it began life as a vast zoo that branched out into creative ways to sustain itself, others believe The Game is eternal and forever and the heart of the multiverse. That no one knows where it is truly located or even who the unseen Producer of The Game is does lead many to distrust it, but evn so The Game goes on.

The Game famously has no rules. It does, however, have referees and linesmen because people do try to cheat and this isn’t acceptable at all. Among the many rules The Game does not have, the following are paramount:

1) Trying to cheat to win is not allowed. When asked what constituted cheating, the host famously said he knew that when he saw it. Getting aid from outside counts, as does trying to leave The Game.
2) Murdering other Contestants is not kosher at all. The casting directors went to a lot of trouble and time to find a diverse group of players and reducing some to laundry problems is not encouraged*.

* It is also not, strictly speaking, forbidden. But no one who has out-and-out murdered another Contestant has ever won, regardless of how justified they were. Killing the murderer of a contestant, on the other hand, is entirely allowed and probably encouraged.


The Host/Presenter is cloned as needed. Please do not kill him without due cause.
Linesmen and Refs are drawn from ex-contestants, among other groups. Killing them is considered a Bad Idea as they are not obligated to be neutral in The Game.
Camerapeople, on the other hand, die pretty often. Running toward danger for the best shot tends to do this.

Refs have the ability to limit/nullify/disable powers as needed. They also oversee security officers who make sure no one is cheating. People try, after all.
Camerapeople are wholly invisible.
Linesmen tend to be quite visible and tough, though not all of them are as impressive as their reputations might claim. Their duty is to stop contestants from breaking the rules that technically don’t exist, most of which involves actions that will ruin ones possibility of winning The Game.


Layout

The contestants quarters are designed to fit their particular needs and comforts to a point. Every contestant is able to survive in everyone’s quarters and throughout The Game everyone speaks the same universal language. All quarters are connected together by a gateway system and mundane doors in a large complex. There are no locks in it and a great deal of communal space exists for contestants to get to know each other both as friends and as enemies.

The medical facilities are very, very good and have been known to even revive the recently dead if need be. This is, however, not a pleasant experience by all accounts.


Sample Scenarios

Duels are common, as are sporting events, puzzles, endurance tests, obstacle courses, capture the flag and most anything else The Game throws at you. Variety is key, as are situations that increase viewership. In some cases contestants will be explicitly forbidden from certain abilities or solutions to a challenge.

Friday, March 14, 2014

The Game(tm)

BECAUSE:

a) it has been a month

and

b) People have been more patient than, say, Sparkie about a lack of games.

So, the system: BESM. 300 points. Ignore skills. No restrictions. No limits*. (No sanity?)

* Management reserves the right to ixnay certain concepts based on PCs being part of a team. Etc.
Making characters directly from an anime/show is frowned upon (not that the GM is liable to catch most of that if one does :)). Recycling/repurposing characters one has played before is entirely fine, to clarify.


The Game. That is all it is known as. It is the multiverses biggest and best reality TV show. Challenges! Battles! Skills! Everything one can imagine and many things that can't be broadcast happen in The Game. The prize for winning the game is monetary, but the actual rewards of fame, fortune and media deals far outstrip mere money so The Game had expanded the roster to include heart's desires, favours, revealing secrets and the like as possible options.

The challenges: Battles (physical, mental and even culinary). Skill tests involving memory, endurance and teamwork.

The rules: Traditionally, none. But no one who has flat-out murdered more than one contestant has ever actually won it. (Killing someone who murders another contestant does not count as murder, according to the rules.) Bad sportsmanship is frowned on and the winner is determined by a huge poll along with the show presenters and the producer being the deciding votes. Popular opinion does not always carry the day but most winners have worked with others and some years multiple-winners were announced. (Once, everyone competing won, but that is far rarer.) Even being in it is source of notoriety and fame for some to carry on to their lives after it is all over.

But this year it is different. This year there are PCs in it, and the multiverse is in for a season of The Game unlike any other it has ever seen. Viewing numbers will go spastic, whole worlds might fall and even the fabled, unseen Producer might be forced to act before the end ....


So: toss ideas about and go nuts :)


Game time(s) to be determined by player availability.



Friday, January 17, 2014

... this worries me

<AlcarGM> "The surgeons were terrified. I had not thought them capable of terror, and yet they hid. The world rang with bells, the floor shuddered. Entire places were -- broken." He tenses, then reaches out to grab your arm.
<Joe`> d100 Dodge 35%
<Sparkie> Joe` d100: 99 Dodge 35%
<Joe`> (( arg, doubles fail ))
* Sparkie kept the 99! SCORE!
<Joe`> (( at least it wasnt a 100 :p ))
............
<AlcarGM> So, last session Sparkie did one roll for chaos. And rolled a 99.
<AlcarGM> <Chaos`^> 1d100
<AlcarGM> <Sparkie> Chaos`^ 1d100: 3
<AlcarGM> <Chaos`^> I'm saving that roll for later
<AlcarGM> <alcar> lol
<AlcarGM> <alcar> I might just allow it, after that 99 :p
<AlcarGM> <Sparkie> WHAT?!?!
<AlcarGM> * Sparkie is going to keep that 99 and use it next session too, then.
* Sparkie is beyond awesome now.
<Joe`> lol

Thursday, January 16, 2014

Signum Jot Note: 5 sessions in

Currently we have three players, one dicebot and the game has 5 sessions in the bag. NPCs have been created, the world is slowly getting fleshed out. Characters have made dubious choices (yay!), performed rituals (woohoo!) and begun investigations into scenes of mass murder. As one does. The general idea is that the game will function in more of a slow-burn way rather than, say, 'meet Cthulhu and go mad' way. Everyone makes decisions that seem to make perfect sense and slowly but surely lead them down slippery paths -- and then you do more things, and even more to justify the one you did before and some day look back and have no idea how you came to be who you are.

It should be a wild ride for the players at least, even if the poor PCs might well have cause to disagree.

Saturday, January 11, 2014

Sinal City: Notes

Notes for the game inspired by players creations; contributions welcomed. 

          Taxicabs in Sinal City.

Taxis in the city are run by several companies regulated by the mayor’s office.

Sinal Cabs, run by one Damian Dalessio, is the oldest and arguably most famous cab company in the city, famous for its black and white checkered cabs and fact – not boast – that not a single cab has GPS since his drivers know the city inside-outside, able to act as tour guides and supply useful facts as well as the best routes through the city. It takes at least a year of training to be become a cab driver and at least 3/4 of the applicants flunk out.
The company has run into problems lately due to having few vans and having not kept up with having accessible rides and the like, but it is the only company to offer 24-hour cab service and the drivers are well-paid and competent. Sinal Cabs only accept cash payments.

Luxe: No other name. A small fleet of white luxury sedans who offer convenience, exorbitant pricing and special services to most anyone who uses them. They company is filthy rich through not that large as a great deal of profits go into bribing many officials to look the other way over incidents involving their vehicles and/or passengers.

Fleet Street: The yellow taxis of Fleet Street are famous, even though the company is no longer situated on said street in the business district. Fleet cabs are bright yellow, accessible, modern, though the drivers are poorly paid and the turnover rate is high. The owner, one Chiang Yu, recently bought it and has been trying to modernize the company even further by offering delivery of parcels and probably work for the mob, if rumours are to be believed.

Chet’s Cheapike: A bicycle courier service in the city, Chet’s company delivers packages, letters, and sometimes even people on the back of smaller bikes. They have scooters and some motorcycles in their inelegant ensemble and are run cheaply. The company is reportedly near-bankrupt most of the time and Chet is desperate for funding and a way to break into the ‘big leagues’, as he sees taxi companies, as well as prevent any bike sharing scheme from operating in the city.

Minicab Inc. Licensed private vehicles that operate as cabs. A lot of illegal ones exist but there are some legal ones that get to use designated rush-hour lanes and carpooling ones at all hours, the same as actual taxis. The company has come under fire recently for allowing illegal minicabs to function with their blessing.

The black cabs. There are some, reportedly working for some of the high-end clubs and hotels. Black cabs take any passenger, accept different forms of payment and ask no questions. Nothing is known for definite about the company and some claim it is just a rumour certain minicab operators started.


More to be added as needed/warranted. 

Signum Notes

Unknown Armies is, at the core of it, a horror game. It's about the horrible things people do in the pursuit of their goals, and often the equally horrible things that must be done to stop them. That's the horror of it all: what people will do. The weird shit is the setting, the nature of the world the PCs exist in. For Signum, this is the PCs starting off as functionally normal people who exist in the everyday world, who interact easily with normal people. How long the remain that depends on what they do, and why they do it.

Because normal people are crazy. They believe the world is sane, that it's not possible to say "Fuck you" to reality and actually succeed. They don't understand that the world is about you, that you can shape the universe into new shapes, make things happen by dint of luck, effort, and probably some unpleasant memories afterwards, but omelettes and eggs. And if you can do this: what do you do with it? Do you become the horrors, however noble your goals? Do you fight against them and try for any success, no matter how small?


Your character is, effectively, Edward Snowden. You have learned Secrets. You have some idea of how the world really works. You know the mundane explanations are a lie: so what do you do with it? Do you reveal secrets to others, use them for yourself, pretend you never knew and let it eat you away inside? Do you wonder why no one else revealed these secrets? And if you're asking those questions, how far will you go to find answers?

Being a UA PC is about doing the right thing, yes, but it's also about consequences. Always, it's about consequences. What you do, what you're willing to do, and just how far down the rabbit hole of madness you will go to find a perfect sanity.


Sunday, January 05, 2014

signum somnia

“Life is about the wrong turns. Down side streets, back alleys, the roads maps won’t admit to having. There are beaten paths people know to avoid, paths through words and worlds not meant for human use. People see weird shit all the time: shadows that don’t seem to be normal, sudden noises where no one is standing, that feeling of being watched even when you’re alone. The thing is, see, there is something. We shape the world, the world we make shapes us. There aren’t words for it. Sometimes there are barely feelings. But if we forget how to unsee things, they are there:

The babysitter no child ever spoke back to, the street bum people treat as if he was a king, the child with the creepy eyes and the smile full of sharpness, the teenager who sliced her own arm and swore blind that her cuts could speak to her, the boy who ran across broken glass without a single injury. We dismiss it as miracles when we see it, but it’s something other. There is a way to bend the world to your desires, to bend yourself to the world, and if you do it – if you can become it – maybe it’s worth it. I don’t know.

“I used to work for a bank. I won’t tell you which one. I took this wrong turn in the open street, met a homeless man in a cardboard box he’d scrawled mathematical symbols on. “To keep the angels of angles away,” he said, as if it made all the sense in the world. I gave him ten dollars because his eyes were so worn out. Ran into him across town two days later, a week after that. I started reading his box, God help me. It was there. The rise and fall of stock markets, predicted a week in advance, all scrawled out on a cardboard box.

“He had friends, took me to meet them. I followed. I couldn’t not follow. Hook, line, sunk. There were twelve of them, no idea what they were doing, predicting the future on cardboard. I added a few lines, just – well, honestly, just because. I won’t say what happened. I had to quit, accused of insider trading. I never met him after that. But I have my own box now. I’m inventing my own math. I think I can do it, if I forget enough – get my life back, I mean. I don’t know. I just need two bucks, for a new Sharpie. I could make you famous. Two lines. That’s all I need to write.

“It’ll last until it rains on my box. I wish I was lying. You should go. If you look too hard, if you pay attention – just go. It’s safer. It’s safe. I don’t know if I want safe again.”


Signum Somnia [Signal Dreams] is a street-level Unknown Armies campaign set in Sinal City, a sprawling metropolis of skyscrapers and slummed ringed by suburban nightmares where dreams go to die. The city is old and run-down. Think Detroit but with a population that’s more New York melting pot. The city isn’t a bankrupt ruin, but some can see it from where you are – and others are doing their damnedest to prevent that. Things fall apart, but some centres can hold. People can make a difference, even if it is in ways – and by means – that they never knew.


System notes: Standard 220 point UA character creation (poke Sparkie for a sheet). Adept schools won’t exist; it’s very much more that each adept does their own thing – some adepts of one school will know one spell, some another, each approach it in different ways. Avatars are more powerful, though quietly so. Regardless, one is still bound to a system (taboos) or a paradigm (adepts) and normal people are not.

A lot more weird than flat-out horror. People with odd talents, genuine psychic shit, people with just some odd/strange knack and the like exist. The PCs may number among them or they may not. Artifacts exist and are pretty damn weirdly dangerous (think The Lost Room) and people know a lot more than they ever admit. The world is chock-a-block full of the weird and the ways people deal and cope with it. If you’re a PC, you deal with it by becoming part of it, by grabbing the tiger by the tail and using it for your own ends, however mundane or glorious they may be.

Setting notes: the game is conceived as being more occult ghetto than underground; the internet has only helped the spread of dis- and misinformation and for every person with a cell phone pic of weird shit there’s a dozen others with photoshop and too much time on their hands. Everyone is stumbling in the dark, but some people are stumbling in the right direction.


Characters: Street-level UA. You have a trigger event(s) in your background, you may be a bit weird or have run into weird but you’re not wandering about leaping in front of cars to juice yourself up with power. At least, not yet. Keep in mind that the PCs need goals and aspiration and what separates PCs from NPCs is often that PCs do go out and get stuff done. Most of the world sees weird stuff and flees to their local church or a psychiatrists office: you buck up and deal with it. However you do. Skills should be less generic and more fitting into the tone of your character and what they'd do with them.

(Friends and family are both encouraged and useful in the same. Give the GM plot-fodder and he will be happy. So will Sparkie.)



Campaign: The world will be built based around the PCs, given the characters and NPCs you make. MSG me/each other with stuff you want/don’t want to see and the game shall build itself around all of that. The core of the campaign is that the PCs are discovering about Weird Shit and doing things about it: they’re learning more about who they are, how the world works and what do do with that knowledge. 

Players: Thus far, Caltak. There will be no set time for sessions, unless players desire it. Time ending up a little weird will be just be one more things for PCs to get used to, after all....

Saturday, January 04, 2014

Fear the dicebot!

<AlcarGM> u5
<Sparkie> AlcarGM u5: 6 from [3, 2, 2, 6, 5]
<Tommie`^> sparkie
<Tommie`^> when'd her dice go up to 5?
<AlcarGM> Ah, ooops. Meant 4.
<Tommie`^> sure
<Tommie`^> whatever
<Tommie`^> i'm afraid what a u4 might roll anyway