Friday, April 17, 2020

Scripted Para-Entropic Lexigraphical Linking System (SPELLS) - Magic For Electrc Bastionland in the Anomalous Subsurface Enviroment

My group has been using Electric Bastionland to explore the Anomalous Subsurface Environment, and it's been a blast. So far I've been running things pretty by the book, but seeing how good of a job Mausritter did with stapling GLOG magic onto the base system (Into the Odd in that case, but it's functionally the same) made me want to do something similar.

Mausritter's implementation is fantastic, and I have no desire to reinvent the wheel so I'm stealing it pretty much whole cloth, but what I am doing is reskinning it to fit the theming better.

ASE has (or had, I guess) a lot of engineers and scientists finding, researching, and taking advantage of magic and supernatural things. I thought it'd be fun to look at magic through that lens, how would an engineer try to fit bona fide wizardry into the scientific framework they were familiar with? I was also hesitant to add normal spell casting to EB, since spellbooks and memorization seems incongruous next to the oddites and electric technology of Bastion. On the other hand fiddling with weird little electric gadgets, with many more moving parts that strictly necessary, fits right in.

That leads us to SPELLS, AMULETs and TALISMANs.


SPELLS


This mix tape is fire.


The first step to understanding something is being able to describe it, and the researchers working in ASE developed a sort of programming language for magical effects.

This language is the Scripted Para-Entropic Lexigraphical Linking System or SPELLS for short. A combination of descriptive language, computer commands and atomic runes which when pieced together and read out in the right way can describe any magical effect (or at least, the designers claimed it was a "Merlin complete" language). Researchers found that writing out SPELLS by hand was unwieldy, especially because breaking a single SPELLS module into multiple physical pages seemed to disrupt its use. To get around having to write out SPELLS onto lengthy and cumbersome scrolls of paper, special magnetic tape cassettes were developed that could store SPELLS without issue.

AMULETS

SPELLS on their own are just code, a script that has to be compiled before it does anything. The simplest way to do this is to have a human being read the entire SPELLS module in one sitting, and let their brain do the compiling. Researchers who compiled SPELLS this way complained that the experience was "unsettling" and "stressful" with one researcher saying he now "understood what a battery felt like," and so the AMULET system was developed.

Amplification of Metacognition for Ultra-Liminal Electric Thaumaturgy, or AMULET, is a device which assists the user in compiling SPELLS without requiring reading or memorization (or having to jam the SPELLS into the limited memory available in a human brain).

Imagine this, but with space for a cassette to be slotted in.
An AMULET device usually takes the form of a glove, or gauntlet, where a SPELLS cassette could be slotted into place. The AMULET 'plays' the SPELLS and through thaumaturgical calculation converts it into electrical impulses and specific hand motions using micro servos embedded in the glove.

A given SPELL is only able to be compiled a finite number of times, although this number is difficult to predict. Once depleted, the cassette must be recharged through a process thematically linked to the effect of the SPELL, such as a Fireball SPELL cassette needing to sit inside a furnace for several days.


TALISMANS

Unable to bypass the necessity of human involvement in the compiling process, researchers at ASE at least figured out how to anchor a compiled SPELL into a stable configuration. They called this Teathered Aether Loop for Integrated SPELLS Meta-AmplificatioN (or TALISMAN).

This is just magic items but with nonsense science words attached.

See some TALISMANs I've created for my campaign over here.


Rules


So here's how this all works in game terms. Again, this is just me borrowing the Mausritter implementation, and I highly recommend just going and picking that up. Get it because it's great (and free), and because it does a better job of explaining the rules.

A SPELLS cassette can be slotted into an AMULET, at which point 3 indicators will light up red or green indicating the current aetheric charge of the cassette.

To compile a SPELL the hand wearing the AMULET must be free so the proper hand motions can be made for the required somatic component. When activated, the cassette plays and the AMULET compiles the module (casts the spell) in a process that takes approximately 6 seconds (or one action in combat).

When compiling a SPELL, roll a number of d6 up to the number of charges remaining. Specific effects of the SPELL depend on the number of [DICE] rolled or the [SUM] of all dice rolled.

For each 4-6, one aetheric charge is consumed (one green light turns red). Any 6's rolled indicate aetheric feedback while compiling the spell, and each 6 deals d6 damage to CHA.

Before compiling a SPELLS module a second time, the cassette must be rewound. Rewinding takes an action in combat, and can only be done if at least one aetheric charge remains. If no charges remain, the cassette must be recharged through a process unique to that SPELL. If players think to do so, a cassette can be rewound manually (using a pencil, or something similar) but doing so damages it and permanently reduces the maximum charges by 1.


Some AMULETs

A standard issue AMULET works as above, but there's plenty of opportunity for variation. Different AMULETS means different 'wizards' stay distinct from each other, even if you can easily swap SPELLs.

AMULET-XL
Bulky, but can have two SPELLS Cassettes loaded at once. Makes you look a bit like RoboCop. Make a DEX save to cast both loaded SPELLS simultaneously (roll all the dice for both SPELLS at the same time, divvy up results as you please), failure means the effects mix in some catastrophic way.

AMULET-HandsFree
A helmet with sticky electrodes that attach to your face. Uses eyebrow and nose twitches for the necessary somatic components leaving both hands free. Any CHA damage from aetheric feedback is increased by 2. Also, casting a fireball with your face is a good way to not have eyebrows anymore.

AMULET-BoomBox
A large bulky AMULET worn as a backpack. Can compile SPELLS without using aetheric charge by doing so slowly and methodically over 10 minutes. All SPELLS are compiled with 1 [DICE] and a  [SUM] of 3.

AMULET-SmartWatch
A smaller AMULET, with the form factor of a fingerless glove just large enough to store a cassette. Aetheric charge is only consumed on rolls of 5, however the decreased size means a maximum of 2 [DICE] can be rolled while compiling a SPELL.

AMULET-Walkman
A small AMULET which clips to your belt instead of being worn. Uses headphones to whisper the SPELL into your ears keeping your hands free, but SPELLS only effect the wearer.

Some SPELLS

The spells from Mausritter (seriously, go get it) or GLOG work as is, but here are some other ideas.

Wind Shape
Effect: With a touch transmute up to [DICE] creatures (you can choose yourself) into wind for [SUM] rounds. As wind you can move through spaces of any size, have triple your normal movement speed, and cannot interact with anything physical beyond a bit of buffeting if you try hard enough.
Recharge: Tie the cassette onto a kite and fly it into a storm.

Door Transposition
Effect: The SPELL marks a door with a glowing rune (can be any size). The next door the user opens connects to the marked doorway instead of wherever it would normally open to. The connection lasts until either door is closed [DICE] times.
Recharge: Slam the cassette in 3 doors within 3 different buildings (don't worry, it's durable).

Sneaky Octopus
Effect: Summons a miniature octopus which latches onto a surface and blends in, becoming nearly invisible. When the octopus is retrieved and consumed, the memories of what it has observed during the past [SUM] hours are transferred to the eater. If 2 [DICE] were used it can also slowly crawl to a specific location. With 3 [DICE] it can be summoned back to hand with a thought.
Recharge: Submerge the cassette in a body of saltwater for 3 days.

Identify
Effect: A calm voice methodically explains the history, use and effects of [DICE] objects you can see.
Recharge: Spend at least 12 hours reading an encyclopedic, historic, or otherwise scholarly text to the cassette.

Chain Lightning
Effect: A bolt of lightning leaps out dealing [SUM] damage to a target within 20 feet, repeats for each of [DICE] extra targets each within 20 feet of the last.
Recharge: Wire the cassette up to a voltage source and let it charge for three days, or get lightning to strike the cassette.

Some TALISMANs

TALSIMANS can be anything a normal magic item can be, but flavoring magic as cassette tapes opens the door to some pretty goofy items.

Cassette Changer Bandolier
Quick swap cassette bandolier that can store up to 10 tapes. Attaches to any AMULET and can swap a SPELLS cassette in almost instantly, so as to let the user compile any cassette in their collection at a moments notice.

SPELLS Realtime Interpreter
Looks like a tape recorder but with a small "receiver dish" antenna attached. When pointed at a magical effect it will translate it into SPELLS and record the result onto a cassette. Make sure you know what you're taping over!

Be Kind Rewind Transmuter
Made of brightly colored plastic, is a tape cassette rewinder with space for two cassettes. Can transfer charge from one cassette to another at a rate of one charge per 4 hours.

Aetheric Preamp
Attaches to any AMULET and amplifies the effects of compiled SPELLS. [SUM] is always equal to [DICE] times 6, but aetheric feedback occurs on rolls of 5 as well as 6.



So get out there and compile some SPELLS! Get together with fellow wizards and swap cassettes, or maybe figure out a way to make mix tapes by recording different spells over each other. Start arguments about how SPELLS recorded on vinyl have a much warmer feel to them. The possibilities are endless, and also firmly outdated.

Friday, April 10, 2020

Troika! Backgrounds from the Thousand Hidden Kingdoms

Something I really admire about the writing in Troika! is how it manages to imply a world so much larger and more grand than the laconic descriptions in each background. Sometimes it's clever touches in the possessions list, or the implied reason a background has a certain skill, but each background packs much more of a punch than the word count would imply.

It's something I'd love to be able to emulate in my own writing, but it's easier said than done.

With all that in mind, I have a mini setting/sphere for Troika! that's been rumbling around in my brain for a while now that I'm calling the Thousand Hidden Kingdoms. There are a bunch of ideas I'd like to execute, including a Stygian Library style delve through the layers of ancient former cities, but in the spirit of letting backgrounds paint a picture of a setting I won't go into more detail here.

I had originally planned to submit the some of these to the Troika! tarot jam, but it overlapped with my final crunch to finish my writing dissertation and prepare to defend it. Which it turns out is amazingly time consuming!

Cloud Shepherd

 

Although we appreciate your application, we currently have no need for your quaint weather manipulation techniques. While we’re sure your skills are very impressive in whatever small village you hail from, the court requires reliable, modern techniques of weather crafting to keep the Moon’s face unveiled.
We’ll keep your resume on file,
The Royal Bureau of Weather Management

Possessions:
A Tame Tempest*
A Pocket Barometer
1d6 Storm in a Bottles
Teapot
Shepard’s Crook (damage as Staff)

Skills:
3 Cloud Herding**
2 Staff Fighting
2 Awareness
1 Meteorology
1 Mathmology
1 Regular Herding 


*Tame Tempest
A small weather burst trained to follow commands and herd other weather. Acts something like a loyal but easily distracted dog. Treat as a hireling that has difficulty interacting with (or being hurt by) anything physical. Grants a +1 to Cloud Herding while assisting its shepherd.

Mein
1 Stratus
2 Cumulus
3 Nimbostratus
4 Cirrus
5 Cirrocumulus
6 Cumulonimbus



**Cloud Herding - With a successful skill check you can move weather from place to place, calm or intensify storms, trap weather in a vessel, or manipulate it to specific ends. Weather is fickle, and failures will often result in spiteful revenge against the shepherd.
Can also be used to command Tamed Tempests.

The Fool

Through joke and song, you spoke truth to power in the court of the Unsleeping Monarch, until one day you overstepped. Escaping with your neck intact surprised everyone, yourself especially, and was as much due to luck as skill. Having embraced this you rely on the vagaries of life to buffet you from place to place, keeping a scant step ahead of the Court Enforcers.

Possessions:
A Jangly Hat
Roll 3 other character backgrounds, choose one item from each.

Skills:
4 - Roll a random background, take its first skill.
3 - Roll a random background, take its second skill.
2 - Roll a random background, take its third skill.
1 - Roll a random background, take its fourth skill.

Special:
You revel in failure. You put ticks next to skills for advancement when you fail at their use, not when you succeed.


Action Archaeologist

The strata of city palaces of deposed kingdoms beneath the current City Palace of the Empty Moon are full of important historical archaeological artifacts and information. It belongs in a museum and someone has to go retrieve it. That’s you, even if your definition of ‘museum’ includes just about anyone willing to pay in cash.

Possessions:
Bullwhip (Damage as Staff, may deal -2 damage to disarm an opponent)
Sable fedora
Leather jacket (Light Armor)
Pistolet
1 Plasmic Core

Advanced Skills:
3 - Archeology
2 - Run
2 - Whip tricks
1 - Brawling
1 - Trapping


Enforcer of the Empty Moon

Faceless and untiring, Enforcers of the Empty Moon serve the will of the Unsleeping Monarch. Charged by Royal Decree they are exiled from court until their mission has been completed. Does your mask announce a loyal paladin on a divine quest, or does it hide an errant knight long since strayed from the path?

Possessions:
A featureless silver mask through which moon and star light is as bright as day
A silver Crescent Moon Sickle (damage as Mace)
Tarnished -or- Polished Black and Silver Uniform (Light Armor)


Skills:
3 - Sickle Fighting
3 - Callous Strike
2 - Awareness
1 - Tracking
1 - Coal Resolve

A Cat

Eyes gleaming through the darkness, a fine coat of the most exquisite color, claws sharp enough to cut the night. You pad silently through the many secret paths known only to your kind, staking out your claim as the secret ruler of this city. You could talk to others as easily as anyone else in the Hidden Kingdoms, but would you ever deign to do so?

Possessions:
Sharp Claws (Damage as Sword)
Glowing eyes that pierce shadows
Fur of unparalleled softness (+1 luck)

Advanced Skills:
3 - Secret Signs - Cats
3 - Cat-like reflexes
2 - Sneak
1 - Awareness
1 - Claw Fighting
1 - Tracking
1 - Grooming

Special:
Nine Lives - You may always use the optional Luck Versus Death rule. If that rule is already in place, you may test your luck twice.





I have run several one shots in the Stygian Library using Troika! (always a great time) and wrote up the Mummified Sage as a Troika! background in case of PC death. Sadly haven't gotten a chance to actually use this in play yet, but I hope to do so at some point.

Bonus background: Mummified Sage (Adapted from Emmy Allen’s Stygian Library)

You are a scholar that has spent uncountable time deep within the Stygian Library. Your mortality and life were impediments left behind in the pursuit of knowledge turning you into a dried, barely living husk. You've stumbled into Troika through one of the many doors within the Library and discovered a heretofore untapped source of knowledge ready for your expert touch.

Possessions:
A fine fountain pen (Damage as Knife)
1d6 Ink Wells
A stack of palimpsests, written over dozens of times
A universal library card

Advanced Skills:
3 - Written Language - All
3 - Secret Signs - Librarian Orders
3 - Spell - Special*
1 - Astrology
1 - Mathmology
1 - Etiquette
1 - Awareness

Special:
Existing between life and undeath you are vulnerable to anything that affects the living or the undead, but immune to anything that would influence your soul. You do not need to breathe, eat or sleep and cannot be poisoned or fall sick.

You are wide read and well educated due to your tenure in the Stygian library. Whenever you encounter a mysterious thing (monster, magic item, interesting location, disease, historical figure, artwork etc.) you may test your luck to know its correct name and basic scholarly information. Tell the GM the name of the book in which you read this information, it's still somewhere in the Stygian Library if you need more details.

*After a minute's study of a written spell (in a scroll, spellbook, etc) you may swap it into your Special spell (keep the existing rank).