Saturday, December 5, 2020

Andromeda Playtest pt 2

Second report on my Mothership module playtest. The crew:


@Volkovy, playing "Dog" Fairbanks, an ex-construction teamster.

@Burrbank playing Lana Zephyr, Marine. Top of their class but new to field work.

@Face_Fisted playing Dent, a vat-grown droid with strange eyes like Riddick. Sadly could not be present at this game so I played Dent as an NPC.

We start back up with Dog, Lana and Dent hiding out in Security, scanning nightmarish security footage of the Resort’s android staff hunting down strange blob-creatures. Lana notices that when the cam isn’t actually focused on a blob, though, they seem to look a lot more human-like, and in fact one of them in the resort lobby looks a lot like one of the gangsters they’re here to rescue. 

Heading out to go find their target, the crew carefully creep down a hallway out of the Staffing building. Along the way they notice a nearby commotion- an android, who looks more like an ordinary person than the other ones, attacking a group of android staff. Although they’re curious about what’s going on, they all decide to take advantage of the distraction to cover their escape. After leaving quietly, they decide to return to their ship and have the autopilot fly it to the Guest Landing pad to wait for them, since that’s closer to their target and they don’t want to backtrack.


They’ll have to cross the pool area to get into the lobby, and to even get there, they’ll have to reckon with a locked gate. Luckily, a trellis along the wall and palm trees providing cover allow the group to sneak in safely. The pool area has lots of suspicious bloodstains on the ground and weirdly bubbly pools- but there’s also a pool bar, to our heroes’ delight.


Dog peeks inside the little thatch-roof stall, sees some very fancy alcohol and exotic fruits, and jumps over the bar to start making himself a delicious drink. Unfortunately, when he leaps in, he lands right on top of a corpse (presumably that of the bartender) with its eyes torn out. Eeewwww. Not to be deterred, he mixes an extremely fancy piña colada.Downing it relieves some of the Stress he’s been racking up but also gets him a bit tipsier than he’d expected.


Lana decides to scavenge for materials with which to create molotov cocktails, but in doing so, knocks a bottle off the shelf- which smashes right on top of the corpse. Which groans, gets up, and begins clawing at Dog. Whoops.


After a brief scuffle in the cramped stall, Dog makes a plan. He and Lana run outside, Dent grabs a fancy fruit (gotta have some snacks for the road!), and before the shambling corpse can follow them, Dog fires a flare right into the bar. The alcohol ignites just as planned, engulfing the bar in flames. 


https://uncannyspheres.blogspot.com/

As the bar explodes, the flaming corpse comes stumbling out and lunges towards the crew… before flopping harmlessly onto the ground, burnt to a crisp. However, the explosion caught the attention of the security androids (which Lana confirms with a quick check of their HUD), so the crew figure they’d better hide for a bit until they can safely make it across the pool area and reach the main Resort lobby.


Looking around, they see a bandstand that could offer them some cover. They can hear low sobbing and the sound of jazz music from within, but lacking better options, they decide to make a break for it. Running at top speed, Dog slips and falls into one of the pools, finding it to be boiling hot, but luckily Lana hauls him out before he gets hurt too badly. The crew arrive at the bandstand just as androids begin to close in around them. Flipping through the security cameras, Lana realizes that the security androids see themself and Dog as weird blobby creatures as well (Dent just looks normal). 


Diving into the dark, shadowy bandshell, the crew discover the source of the music- an awful jumbled mass of limbs, faces, and musical instruments, playing some lovely bossa nova. It doesn’t seem to care that they’ve entered the bandshell, but the security androids give the place a wide berth, apparently unwilling to approach. Dog tosses his flashlight into the blob’s saxophone, making it look as though the crew are still moving around in there with the light, and the crew escape through the back.


An android lies face-down on the ground behind the bandshell, its memory cores apparently removed. The crew decide to ignore it and just get out of here, and they sneak into the lobby safely thanks to their effective decoy. 


Once there, they’re greeted by a grisly scene. With Lana guarding their hiding spot behind a spiral staircase, Dog climbs up to get a better vantage point. The place is swarming with more shambling, grotesque people, the target is nowhere to be found and the lobby looks like the scene of a fight, with sprays of blood along the walls leading to the Moonwalk Cocktail Bar (where the crew previously saw the corpses of a few of the Syndicate bosses).


Carefully making their way into the bar, the crew find the corpses they expected, but also a few more people. The bartender (who, upon closer examination, is definitely also a dead guy) is just standing behind the bar while an injured young man sits at the bar, drunkenly sobbing. Dog decides to sit down with the young man and see what his deal is. He decides to get another drink to avoid raising suspicion and orders the most touristy-looking drink available, a bright-green martini, but the bartender makes a gin fizz with blue curacao instead. It’s tasty and makes him feel at ease, which is good because Dog had been racking up the Stress lately.


Meanwhile, Lana scans the security cameras and manages to spot their target again. Now they’re fleeing down the hallway of the 2nd floor of the Resort’s rooms. Striking up a conversation with the young man, Dog realizes that he’s another Syndicate-affiliated target of theirs; however, the man refuses to come along with the crew, insistent that he’ll be killed once the Syndicate finds out what he’s done (the exact nature of his transgression is not apparent). Dog reassures him that they’ll bring him somewhere safe while making a ‘we’re getting paid’ gesture towards Lana behind his back. So with the young man in tow, the crew prepare to rescue their next target from horrors unknown….


Thursday, December 3, 2020

EarthBound meets GLOG

GLOG classes and a sketch of a ruleset for an adventure that’s strange, funny, and heartrending.

A few differences from normal GLOG, and random notes, for this as-of-yet unnamed hack:

  • PSI-using classes do not expand their spell lists upon levelling up. Instead, they learn new powers by adventuring in the world, visiting inspiring and beautiful locations, and learning new things from people. When a new psychic power, or PSI, is first acquired it is fairly weak but over time you can improve your spells, also through diegetic means. I might replace the standard stats with more thematic ones, but PSI will likely be cast with the WIS-equivalent stat.
  • The ‘spell slot’/PSI slot system will likely be similar to this one from Archon’s Court
  • Nobody in the party can die. However, if they would normally die, they instead break their leg or something like that and need to go rest in a hospital for a while, effectively removing them as a playable character for 2d6 months. Generally, defeated foes are knocked unconscious.
  • Armor, usually in the form of a bulletproof vest, is expensive and optional, and always confers a flat +4 defense.
  • The ‘rolling HP’ system will be incorporated somehow.
  • There will be a d100 table for effects of the Psychic Kid praying.
  • Characters start with d10 dollars.
  • A party can only have one character of each class. Kids are generally preteens except for the Tough Cookie who is teenage. An adventuring party cannot include adult humans, only kids, animals and weird creatures.
  • Strictly formal adventure goals (get the 8 melodies, pull 7 needles, beat this specific big bad guy, etc) but in a sandbox environment.

And now, some classes. 


Brave Kid


Start with a baseball cap, striped shirt, and 2 of these, rolled randomly: 1. baseball bat 2. yo-yo 3. doggy friend 4. walkie-talkies 5. RC car 6. cheap electric guitar 7. light-up sneakers 8. FM radio


When you have a meaningful experience, you may learn one new PSI, or advance a PSI you already have to its next rank.


1. +1 PSI slot, Nostalgic Spirit, Caring

2. +1 PSI slot, Adventurer

3. +1 PSI slot, Childhood Memories

4. +1 PSI slot, True Hero


Nostalgic Spirit- Your unique PSI, Spirit, draws on memories of your favorite thing. Cast a ray that hits everybody in front of you for 20 feet, for 1d6 base damage.


Caring- When an ally would take enough damage to remove them from the adventure, psychically shield them and take the damage yourself. 


Adventurer- For every meaningful experience you’ve had, Spirit’s damage increases by +1.


Childhood Memories- Spirit’s base damage increases to 1d10. In the presence of your favorite thing, you are immune to mental effects that involve fear and confusion.


True Hero- 1/day, deliver a speech to your companions to inspire them to keep on going! Everybody heals 1d4 damage, regains one PSI slot, and any skill they have with a ‘1/day’ cooldown is usable again.


Psychic Kid


Start with 2 of these: 1. neatly-folded Sunday-best clothes 2. handkerchief for nosebleeds 3. book of etiquette 4. toy katana 5. teddy bear (can soak up damage instead of you, destroyed at 10 damage) 6. religious amulet 7. little fancy soap 8. cute backpack (1 extra inventory slot)


When you have a meaningful experience, you may learn two new PSI, or advance your PSI to their next ranks.


1. +1 PSI slot, Natural Psychic, Divine Gift

2. +1 PSI slot, Power of Friendship

3. +1 PSI slot, Super Psychic

4. +1 PSI slot, Psychic Intuition


Natural Psychic- You know 3 random first-rank PSI from the list.


Divine Gift- You can Pray. If you are within 50 feet of danger, you know it immediately.


Power of Friendship- Telepathically send (but not receive) a message to any other kid or ally within a mile’s radius.


Super Psychic- Learn three new PSI from the list, or advance PSI to their next ranks.


Psychic Intuition- Pass a wisdom test and you can do one of the following:


Learn the general location (such as what town) of any one person or thing

Gain an insight as to the nature of a mysterious or otherworldly force

Determine the effect of one small action (ie ‘what would happen if I opened that door?’)


Tough Cookie


Start with 2 of these: 1. skateboard 2. grouchy pet iguana 3. learner’s permit 4. pack of cigarettes 5. treasured childhood memento 6. really cool sunglasses 7. fake ID to buy beer 8. razor comb


When you have a meaningful experience, you may learn one new PSI, or advance a PSI you already have to its next rank.


1. +1 PSI slot, Thunderstruck, Won’t Get Fooled Again

2. +1 PSI slot, We Will Rock You

3. +1 PSI slot, Leader of the Pack

4. +1 PSI slot, Seven Nation Army


Thunderstruck- Unarmed attack does 1d6 + STR mod damage.


Won’t Get Fooled Again- 1/day, negate a single PSI aimed at you.


We Will Rock You- When making a CHA test to intimidate somebody, subtract your STR mod from your roll.


Leader of the Pack- Your PSI negation can affect a PSI aimed at either an ally or yourself.


Seven Nation Army- When attacking somebody who is intimidated or afraid of you, all attacks are dealt as though you have rolled maximum damage.


Kid Genius


Start with 2 of these: 1. homework 2. stink bomb 3. water gun 4. thick glasses 5. laser pointer 6. fountain pen 7. inhaler 8. abacus


1. +1 Repair Die (d4), Study, Repair

2. +1 Repair Die (d4), Innovative

3. +1 Repair Die (d4), Right Tools for the Job

4. +1 Repair Die (d4), Quantum Mechanic


Study- As an action, learn somebody’s stats and a PSI weakness if they have one.


Repair- 1/day, fix a broken machine. Roll as many of your Repair Dice as you want, add, and consult the Repair Table. A die that rolls a 1 is instead treated as -1 against the total.


Innovative- In a skill test where your inventions aid you, subtract your INT mod.


Right Tools for the Job- After rolling Repair Dice, pay $10 x the number of dice you rolled to reroll a die. Pay again to reroll another die, as many times as you want. 


Quantum Mechanic- After rolling Repair Dice, pay $20 x the number of dice you rolled to change a die to any number. Pay the fee again to change multiple dice.


-4

Hostile Robot



-3

Explosion (3d6 dmg)

7

Shield Piercer

-2

Explosion (2d6 dmg)

8

Counter-PSI Unit

-1

Explosion (1d6 dmg)

9

Crushing Pincer

0

Nothing at all

10

Laser Beam

1

Sticky Armor

11

Gaia Gun

2

Stinkbomb Launcher

12

INT Booster

3

Zap Beam

13

Mecha-Armor

4

Slime Generator

14

Big Bad Laser

5

Forgery Engine

15

Robot

6

Bottle Rocket

16

Death Ray


A few more classes I plan to write include a Cub Scout, a Sneak, a Robot and a Young Alien.


[GLOG/Buckets of Blood Class] Archdrude

It's been a while since I posted about Buckets of Blood; I've been quietly working on the boring parts of writing the game and some ...