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).

Saturday, March 14, 2020

The Alchemist - A Dungeon World Compendium Class

I developed this (with my player's help) for the one on one game of Hot Springs Island I'm running. It gives us an excuse to interact with the weird plant life on the island, and gives a solo player access to a wider variety of abilities if they plan ahead.

I've written as a compendium class here, but we used it more like a Class Warfare micro class to build the playbook the player ended up using.

This is partly inspired by the Cauldroneer from an earlier play test versions of Maze Knights by Ben Milton.



Alchemist

Casting spells? Why would you need to do that? It's all hogwash anyhow. Show me some magical effect that I can't replicate with a careful mixture of heat, time and ingredients and I'll show you a CHARLATAN. Magic's a shortcut, alchemy is the pursuit of a true academic.

Compendium Class


Once you have brewed your first potion, whether through experimentation or following cryptic recipe, you may consider the Alchemist specialty an available compendium class. The next time you level up you may add this specialty to your character instead of choosing a move from your class.

Starting Moves

Extractor 

When you have time and supplies, you may extract the essence of plants, ores, and animal organs to produce nectars, salts, and biles (respectively).

Each 1 load of raw material produces one use of extract.


Brewer

When you have the materials and a safe place to brew, you can create three doses of any potion you have a recipe for.

Alternatively, when you state the effects of a potion you wish to create along with a recipe you propose to achieve that, the GM will tell you what caveats apply to achieve the effect:

  • You'll also need ______ as an additional ingredient
  • It can only be brewed under the _______ moon.
  • It will take hours/days/weeks to brew.
  • You can only make one dose at a time.
  • You can only produce a limited or reduced version of the potion.
  • The potion has a negative consequence or side effect when imbibed.

When you brew a potion for the first time roll+INT:

On a 10+ you produce the potion and record the recipe.

On a 7-9 pick one:
  • You actually also needed an additional ingredient, the GM will tell you what. Once you obtain it the potion will be complete.
  • It worked, this time. You manage to brew the potion but were unable to record the recipe. The next attempt to brew this potion will still count as the first try.
  • You produce less than you expect, you only manage to create one dose of the potion (can only choose this if the recipe would produce multiple doses)

Advanced Moves

Efficient Extractor

 When you extract nectars, salts or biles from an ingredient you produce 1d4 uses rather than just 1.

 Extraction takes half as much time as it would otherwise take.


Opportunistic Harvesting

When you travel through safe lands or undertake a perilous journey and state what ingredients you're on the lookout for you can attempt to harvest in addition to any other role you take. If the GM agrees this is a likely place to find it you obtain 1d4 load of that ingredient by the time you finish the journey.

Potion Expert

Your potions can be applied in ways other than imbibing. As you brew the potion choose what form it takes (gaseous, powder, liquid, etc) and the form of applications (applied, touch, inhaled, etc.)


Bomb Maker (Requires Potion Expert)

You've learned the trick of pressurizing potions as you seal them in bottles.

When the bottles are thrown or shattered they gain the Area tag.


Potion Taster (Expert Move)

When you experience the effects of an existing potion you may ask the GM what extracts would be required to recreate it. The GM will answer honestly (along with any caveats that must be applied to the brewing process).

You may brew this potion as though you already have the recipe.

Potion Master (Expert Move)

When you brew a potion with a recipe you already know, you may substitute one ingredient or processing step with another. Explain why this substitution still achieves the desired effect.

Exploring Hot Springs Island with Dungeon World

Having acquired both the Field Guide and the Dark of Hot Springs island during a black friday fueled book purchasing spree, I found myself the proud owner of some gorgeous books and nothing to do with them. My in person group was already in the middle of alternating between Band of Blades and Vampire the Masquerade, and my online group was still attempting to escape from the Dead Planet with Mothership (we've since moved on to exploring the Anomalous Subsurface Environment using Electric Bastionland).

Luckily a friend of mine was convinced to buy a copy of the Field Guide and was on board for playing a one on one game exploring the island.

After throwing around a handful of ideas for what system to use (Scarlet Heroes was the other main option in contention) we decided to use Dungeon World to run the game. I recognize this is likely a blasphemous decision for any OSR readers.

We arrived at Dungeon World after a lengthy "Session Negative One" conversation, and it came down to the following points
  • The main purpose of the game is exploring and experiencing the weird shit on the island
  • We are less interested in player challenge, and more interested in the character's journey
  • We want danger and the threat of death to be present, but not omnipresent
  • We want the character to start out as being reasonably competent in the area of expertise
  • The player has developed something of an allergy to d20s
We decided to add the Legacy Weapon supplement to give the character a slightly broader set of skills (and to provide continuity to the game if the first character dies) and worked out a Ranger/Alchemist combo playbook to give the player a good set of tools and motivations to explore the island.

I then broke down my goals as the GM into a list (my principles as it were). Some of these cleave closer to story games, and some closer to Old School thinking.

Game Goals

  • Explore Hot Springs Island
  • Let the setting and characters shine
  • Leverage HSI’s systems to provide a living, dynamic and exciting world
  • Project consequences
  • Reward creativity with approaches to problems and interactions
  • The player’s actions can influence the setting and factions  (the "Sandbox of Black Powder")
  • The world exists independent of the player, and does not revolve around them
  • The world is dangerous
  • “Encounters” are not balanced (and should not be thought of as encounters)
  • Focus is on the Character rather than the Player
  • Leverage game mechanics to push the story forward
  • Danger is present, but the character is tough and competent
  • Risk of death is real, but not omnipresent


To support these goals here are the custom moves and modifications we're using for the game.

Travel and Exploration Moves

I'm using the exploration and time tracking rules from HSI, but using modified travel moves (some mixture of RAW and Perilous Wilds probably).

These moves count as Undertaking a Perilous Journey for the purposes of other moves (mainly Ranger moves).

When you travel to a neighboring point of interest that you have discovered, you make it there after one watch.

When you navigate to an undiscovered neighboring point of interest, roll+INT:
On a hit, you make it to your destination after one watch.
On a 7-9, pick one:
  • It takes you an additional watch to reach your destination.
  • You arrive at your destination tired or out of sorts, take -1 forward until you take a few minutes to catch your breath.
  • You veer off course (the GM rolls a d6 to determine where you end up). You don’t end up where you wanted to go, but you manage to keep your bearings.
On a 6-, you become lost in addition to whatever else the GM says (the GM rolls a d6 to determine where you end up).

When you travel through dangerous territory, roll +WIS:
On a 10+, you get the drop on whatever awaits.
On a 7-9, you are not taken by surprise.

When you Make Camp in a dangerous area, there is a 3 in 6 chance of experiencing an encounter. Additional preparation (secluded camping area, camouflage, no fire) can reduce this chance. Deliberately calling attention to yourself can increase this chance.

Debt

Debt is a 6 tick clock (adjust for campaign length) that when filled will cause the brand to fade. Ticking the clock represents repaying the debt you owe to the Martel Company.

Whenever you go a week without checking in with a Martel quartermaster, the brand burns.

When the brand burns, check an unchecked box below.
  • You become Weak, it cannot be cured until this box is unchecked.
  • You become Shaky, it cannot be cured until this box is unchecked.
  • You become Sick, it cannot be cured until this box is unchecked.
  • You become Stunned, it cannot be cured until this box is unchecked.
  • You become Confused, it cannot be cured until this box is unchecked.
  • You become Scarred, it cannot be cured until this box is unchecked.
  • Take your Last Breath as the brand consumes your flesh.
When you check in with a Martel Company quartermaster, Roll + one for each of the following you have returned with:
  • Maps of a new location of interest to the Martel Company
  • A significant amount of gold or riches
  • A valuable or powerful artifact from the Elves or Ancients
  • Valuable information or news about the factions on Hot Springs Island
  • A filled bounty or completed job
  • A specimen of unknown, or rare, flora of fauna. Gain an additional +1 if it is still living.
On a hit, clear all check boxes from The Martel Brand Burns.
On a 10+, you clear enough of your debt that the brand fades slightly (tick the Debt clock).
On a 6-, your offering is insufficient. You may remove a tick from the Debt clock to clear all check boxes.

Then, gain Martel Scrip for each 100 coins worth of treasure brought back. Scrip may be spent on basic supplies from the Martel quartermaster based on availability. Sometimes artifacts, weapons and treasures returned by other adventurers that the Martel Company has no use for will be available.

Bonds, Companions and Factions


The normal Bond limit is removed, and I'm encouraging the player to write bonds with any and all NPCs he encounters that have some sort of impact.

We're using the Perilous Wilds follower rules (primarily for the animal companion) and I'm so far just running other travel companions with GM moves.

I'm stealing the faction system from the Root RPG, but it hasn't come up much so far and I'm honestly considering yeeting it and just running things on a case by case basis.

Monsters

I started making stats for all the monsters, creatures, plants, and NPCs but then realized I was mostly just plugging answers into the online Monster Maker and using whatever popped out, and so I've switched to making stats on the fly as needed rather than making them all ahead of time.

Experience

Here are the end of session questions we're using to reflect the goals of the game, as they differ somewhat from those of a standard DW campaign:

At the end of a session, answer the following questions:
  • Have I explored a new point of interest on Hot Springs Island?
  • Have I learned hidden or useful information about Hot Springs Island or its denizens?
  • Have I recovered a piece of valuable and interesting treasure?
  • Have I made progress towards freeing myself from my debt slavery?
Gain 1 experience for each.

Then, reflect on your bonds. If any have been resolved or changed significantly, rewrite them. Gain 1 experience for each bond changed this way, up to two.

Then, gain an experience if you have completed your Drive trigger.


We're so far about 6 sessions in (although each session tends to be on the shorter side) and it's been a blast so far. At some point when I have more free time, I'll likely try to write up some session recaps if people are interested.

Electric Bastionland Oddities for the Anomalous Subsurface Enviroment


I'm currently running a small party through Anomalous Subsurface Environment using Electric Bastionland (having placed Mount Rendon and Chelmsfordshire into a patch of Deep Country).

Because character abilities in Electric Bastionland are mostly based around what they're carrying, and also that I've found it's easier to encourage players to look for clever solutions when they have things to be clever with, I wanted to put together a list of Oddities (Electric Bastionland's version of magical items) to be found within the ASE.

These are all intended to be found within the Gatehouse level, and so are things the military or scientists working there would have found useful to make. Or more commonly they are the sort of things a bunch of scientists would decide to create if they were given access to a massive budget, advanced fabrication technology, and apparent magic (along with little to not oversight).

Some of the items are immediately useful, some will be useful in the hands of clever players, some I have no idea how they could ever be put to a productive use.

Although designed for Electric Bastionland, the items are mostly system agnostic. Specific damage, HP, or stat references should be easy enough to adapt to your preferred system. Where items have effects that last 10 minutes the assumption is that it will last for the duration of a single exploration turn, so adjust as necessary. Protonium is a virtually indestructible and magic proof metal; Argonium is the slightly less indestructible plastic version of it.

 Ancient MRE

     "Let's get this out onto a tray. Nice!"


     A Meal Ready to Eat with a Best By date in a format you don't recognize, but it looks to be in surprisingly good condition aside from the faint glow.

     Upon consuming reroll your STR with 3d6 and consult the table below:

     2-4: What doesn't kill you makes you stronger, metaphorically anyway. You are fully immune to all poisons and toxins, and can consume spoiled food with no negative consequences.
     5-11: Your saliva is now corrosive. Given enough time you could spit your way through most materials.
     10-15: You are Deprived for 24 hours from extreme nausea.
     16-18: Your eyes have been opened to the joys of preserved food. Eating fresh food causes you to become Deprived.

 Quantum Adventuring Gear

     Leather satchel with "Adventuring Gear" branded onto the surface alongside an atomic symbol.

     When you say out loud, "It'd sure be useful if we had a [thing]" where there [thing] is a mundane item that would fit inside the satchel, the item will be found within the satchel.

     The item exists for 10 minutes before decohering, and that item can never be found within the satchel again (write down items as they are pulled from the satchel).

 Universal Meter



     Small protonium box with two slots, an analog dial, and a flexible probe tip. In the case with it, are a series of punchcards with single word descriptions.

     When two punch cards are inserted into the slots and the probe is touched to any object, the dial will indicate roughly where that item falls between the two words.

     Exact details are impossible to discern and any ambiguities will cause the dial to swing back and forth between possible answers.

     The punch cards are labeled:
      1) Alive
      2) Cold
      3) Good
      4) Plant
      5) Honest
      6) Mundane
      7) Anomalous
      8) Bird
      9) Dead
      10) Old
      11) Edible
      12) Dangerous
      13) Dog
      14) Weapon
      15) Benign
      16) Functioning
      17) Exciting
      18) New
      19) Evil
      20) Hot

     Roll a d20 10 times. The first time a punch card is rolled all but 1 letter of its label is illegible, if it's rolled twice only the number of letters can be made out, if a card is rolled a third time nothing useful can be made out from the label.

     Also included are 6 blank punch cards, which a clever enough person might be able to program themselves after studying the labeled ones (and determining what the cards with unreadable labels are).

     If you're nice, replace some of the more esoteric descriptions with useful ones. If you're mean do the opposite.


 Smart Vacuum

     Small hemispherical robot vacuum. When found has a small blinking green panel on the top, which if touched will bio-metrically bond to the person who touched it. After this the vacuum will follow that person around, attempt to complete instructions from its owner, and if left unattended will attempt to clean the floor of whatever area it's in.

     2 HP, can store roughly 1 liter of material (wet or dry) and can perform basic analysis of whatever it is carrying (although its only forms of communication are simple emojis along with chirps, trills and beeps).

 Inverted Observer Effect Pocket Barometer 



     Brass barometer which can be used to predict future weather with 5 in 6 accuracy. Inscribed on the back is the phrase "Inverted Observer Effect".

     It also has an extra red dial not usually found on a barometer, which can be set to each of the following locations
  •   Storm
  •   Heavy Rain
  •   Rain
  •   Fog
  •   Fair
  •   Dry
     If set, the chosen weather will occur in the immediate area of the barometer within 10 minutes, and last for an additional 10 minutes before dissipating back to normal conditions. The needle locks in place after selecting an option and will reset after an hour (at which point it can be used again).

     Results if operated indoors will be more dramatic (and dangerous).


 Novelty Wand

     A wand made of flexible Argonium styled to look like wood. Contained in a protonium case along with a note that reads

     "I know I've been away from home for a while, so to make up for that I had the guys down at the collider help me put together something for mommy's little witch. You can cast spells just like in those books you like so much!"

     When the wand is *swished* and *flicked* and a suitably magical phrase is spoken, it will cause one of the following effects (at random) to whatever it was pointed towards

     1) Turn Invisibility
     2) Float In Place
     3) Turn a Random (but Vibrant) Color
     4) Shrink to One Quarter Size
     5) Grow to Double Size
     6) Be Totally Silent

     Each effect lasts for 10 minutes, and only one instance of each effect can be active at a time.

 Non Copyright Infringing Plasma Sword

     Six inch rod of protonium, covered with complicated tech-y looking detailing, and a metallic thumb panel. Stored in a protonium case with a note attached to it.

     "Look, I appreciate you guys trying to make something that Billy would like, but I can't let him play with this! He'll cut the dog in half!"

     Can be activated once a day to cause a tube of plasma to be projected out of one end (1d8, ignores armor). The beam of plasma can cut through just about anything, but can only be activated once per day and can only run for 10 minutes once activated.

Friday, January 31, 2020

Troika! initiative tracker Discord bot

I absolutely love Troika! and the initiative system it uses is as bonkers and off the wall as the rest of the system.

For people who are unfamiliar:
  • Each PC puts two tokens into a bag of their color
  • Each enemy puts tokens into the bag based on their initiative stat (all enemies share the same color token)
  • hirelings, etc get tokens of another color
  • Then a single End of Round token is added.
You draw out of the bag, whoever's color is drawn gets to act.

If the End of Round token is drawn, the round ends and all tokens (except anyone who's died) get tossed back into the bag. This is also when people at zero HP die, when damage over time events tick over, etc.

It's highly unpredictable, gives another axis for enemies to be more dangerous (they simply get to act more often, or let other enemies in the fight act more often) and is a very fun and dynamic way to play the game. This is especially true in person when everyone gets to watch the token drawing happen. (It's also not quite as unfair as it might sound, as attacks in Troika! are all versus, meaning if you get attacked you have a chance to deal damage back.)

Unfortunately, a lot of my game playing happens online and I couldn't find a good way to do this initiative on Roll20 or any similar service. So rather than hack another initiative system into the game, I decided to write my own Discord bot to handle it.

The bot's code is here and if you can run python scripts on your computer you should be able to download this and set up an initiative tracker bot in your own discord servers.

It lets you add tokens, draw tokens, reset the bag, remove tokens entirely, etc. It has a basic dice roller in it just in case you need that (although other bots are certainly better for this) and keeps a log of all events. You can also have it display the current and total contents of the bag if you want to know the odds of various things happening.

Setting up a discord bot is a bit annoying, but I followed the instructions here, which also contains the instructions I used to write the bot in the first place.

I am not a professional developer, basically just know enough coding to get by in my day to day work, so I'm sure this isn't written in a particularly nice way, but it does work. I hope this is helpful to anyone who's been wanting to play Troika! online!

Here's the link to the bot once more:  https://github.com/AwkwardTurtle42/TroikaDiscordBot

Also everyone please go back the Troika! setting module Very Pretty Paleozoic Pals because I desperately want my copy to have a ribbon in it.

Also posted to reddit.

Simple Naval Combat for Cairn

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