Showing posts with label species. Show all posts
Showing posts with label species. Show all posts

2021/09/21

OSR: Baboons, Goblins, and Bicameral Kobolds

 Baboons are special creatures.

On the one hand there's the view of someone like Robert Ardrey that primate social competition is all about, who's got the biggest canines, the most muscle, and the biggest balls. This view is straight-ahead and deterministic. Later, a much more p.c. version came along that held that competition is all about social intelligence, forming coalitions, and being nice in your game theory. But what really happens is that you'll get some baboon that's absolutely physically adept and by Ardrey's logic should be doing just fine. He also knows how to use social intelligence to form coalitions, and so by Howard Gardner's reckoning he should also be doing fine. However, at a critical moment he just can't stop himself from doing something stupid, impulsive, and disinhibited. Amid the physical prowess and the social intelligence, you look at the baboons that are most successful, and not coincidentally pass on more copies of their genes, and they simply have more impulsivity control.

Here’s an example: When baboons hunt together they'd love to get as much meat as possible, but they're not very good at it. The baboon is a much more successful hunter when he hunts by himself than when he hunts in a group because they screw up every time they're in a group. Say three of them are running as fast as possible after a gazelle, and they're gaining on it, and they're deadly. But something goes on in one of their minds—I'm anthropomorphizing here—and he says to himself, "What am I doing here? I have no idea whatsoever, but I'm running as fast as possible, and this guy is running as fast as possible right behind me, and we had one hell of a fight about three months ago. I don't quite know why we're running so fast right now, but I'd better just stop and slash him in the face before he gets me." The baboon suddenly stops and turns around, and they go rolling over each other like Keystone cops and the gazelle is long gone because the baboons just became disinhibited. They get crazed around each other at every juncture. 

A typical male baboon is too impulsive and can't possibly do the disciplined thing. Baboons are far less disciplined than chimps and when you map their brain anatomy you notice that they don't have a whole lot of frontal cortical function. Even though there are tremendous individual differences among the baboons, they're still at this neurological disadvantage, compared to the apes, and thus they typically blow it at just the right time. They could be scheming these incredible coalitions, but at the last moment, one decides to slash his partner in the ass instead of the guy they're going after, just because he can get away with it for three seconds. The whole world is three seconds long—they're very pointillist in their emotions. 

Baboons know what they're doing; they can play chess in their social landscape almost as well as chimps in terms of moving the right pieces around, but at the critical moment they simply can't stop themselves from doing the impulsive thing. I once watched a Frans de Waal film, Chimpanzee Politics, at a primate conference, and I was sitting next to another baboonologist. There is a scene where some chimp had just pulled off a brilliant Machiavellian maneuver, and the guy next to me turned and said, "Christ, that is what a baboon would be like if it had a shred of discipline or gratification-postponement." You're watching a species where most of their social complexity and social misery is built around the fact that at every logical juncture there's a pretty good chance that they're not going to have enough frontal neurons to do the prudent thing, and instead they blow it. It's amazing to study.

-Robert Sapolsky, interview at Edge.org

Parents may recognize baboon-like behavior in their children.


First-person narratives can't easily handle this kind of impulsivity. "And then I decided to steer into oncoming traffic" doesn't really capture the process. The "I" doing the deciding (if deciding is even the correct word) and the "I" telling the story aren't on speaking terms. Allie Brosh comes close in some of her stories.

But RPGs can. Players, at a distance from the hidden inner world of of their characters, provide plenty of impulsivity. The Reaction Roll or Morale Roll can, if suitably adjudicated, remind the GM that not all creatures are rational actors. The goblins charge. The GM rolls, winces, and describes one goblin happily throwing a bomb backwards instead of forwards.

One goblin is a terrible threat, like a greasy racoon with a shiv. Two or more goblins are a disaster waiting to happen.

This may also explain the Law of Conservation of Ninjutsu. The minions aren't fighting as competently in a group because they're also keeping an eye on all the other minions and trying to work out who, in this world of full-contact office politics, is likely to come out on top, and who is likely to shove them towards the lone minion-blending protagonist. 

Really interesting fights tend to have three or more sides. In the absence of any other options, one side suitably disinhibited monsters can easily become two sides.

Matias Cabezas Montoya


Kobolds and Dragons

Most humans have an inner narrator. There's a voice inside your head that is, probably, you, or at least the end result of some high-level process that loops your thoughts back through your head for a second look. Kobolds don't have that.

The voice inside a Kobold's head is their Dragon's voice.

In some cases, this is literally true. Some dragons are telepathic and will casually broadcast orders. But most of the time, a Kobold's thoughts are conceptualized as a running speech from a higher, more rational, and more powerful being. The voice saying, "Be careful, that looks sharp" or "We attack at dawn" isn't the Kobold's voice, it's the Dragon's. They live in constant, natural communion with the divine. This leads to all sorts of interesting neuroses.

Issues arise if an actual Dragon's commands start to conflict with the Dragon-in-the-mind. Kobolds can rationalize a lot, and their internal narrators will shift to match outside reality, but an un-Dragonic Dragon might not be a Dragon at all.

Kobolds with second thoughts (i.e. an inner narration that can argue with the Dragon) tend to become leaders, seers, or heretics.


Dwarves

Dwarves do not have inner narrators. They have no visual imagination. In the mines, it's very important to distinguish between real and imagined sights and sounds. Hallucinations get Dwarves killed. Asking a Dwarf to imagine an apple is like asking the average human to visualize an eight-dimensional hypercube. Dwarves rarely dream. When they do dream, the results are inspected for hints and prophecies, ignored, or medicated.

If a Dwarf does visualize something, they almost compulsively try to create it, as if to prove it wasn't a hallucination. 

Dwarves tend to process incoming telepathy as "speech-but-close-to-the-ear", and audibly respond (though in a whisper). Dwarven telepaths tend to move their lips a lot. The beard helps.

2020/03/04

OSR: 10 Byzantine Monsters

Here are 10 monsters from my hastily assembled Byzantine megadungeon, the Imperial Megapalace. No stats are given. Reskinning monsters is easy and traditional.

I'm using the campaign as a testing ground monsters from the Monster Overhaul. By the way, the first 50 monsters of the M.O. are complete, so if you want a 82-page bestiary head over to Patreon.

Of that Byzantine Empire the universal verdict of history is that it constitutes, with scarcely an exception, the most thoroughly base and despicable form that civilisation has yet assumed. Though very cruel and very sensual, there have been times when cruelty assumed more ruthless, and sensuality more extravagant, aspects; but there has been no other enduring civilisation so absolutely destitute of all the forms and elements of greatness, and none to which the epithet mean may be so emphatically applied. The Byzantine Empire was pre-eminently the age of treachery. Its vices were the vices of men who had ceased to be brave without learning to be virtuous. Without patriotism, without the fruition or desire of liberty, after the first paroxysms of religious agitation, without genius or intellectual activity; slaves, and willing slaves, in both their actions and their thoughts, immersed in sensuality and in the most frivolous pleasures, the people only emerged from their listlessness when some theological subtilty, or some rivalry in the chariot races, stimulated them into frantic riots. They exhibited all the externals of advanced civilisation. They possessed knowledge; they had continually before them the noble literature of ancient Greece, instinct with the loftiest heroism; but that literature, which afterwards did so much to revivify Europe, could fire the degenerate Greeks with no spark or semblance of nobility. The history of the Empire is a monotonous story of the intrigues of priests, eunuchs, and women, of poisonings, of conspiracies, of uniform ingratitude, of perpetual fratricides.

-Lecky, History of European Morals, 1869
 
Tell us how you really feel, William Lecky. Even in 1886, this view of Byzantine history was far from mainstream. Today, no historians, aside from enthusiastic meme-based amateurs on the internet, commit to anything like it. Still, the word "Byzantine" tends to evoke clear reactions. Everyone has an opinion.

Emilis Emka

1. Bloated Eunuch

Stats: as an Elemental Spirit (Sylph)
 
When the Last Emperor Gregoras VI sealed the gates of the Imperial Megapalace, his court of trusted advisors followed him into seclusion. The dubious benefits of Prophylactic Hell twisted the eunuchs of the court into empty, windy creatures. Their souls rattle inside their hollow skins like trapped whirlwinds. They can blow a cone of cutting breath, inflate to grotesque proportions, and take dozens of blows before bursting.
 

2. Greater Eunuch

Stats: as an Elemental (Wind)
 
The chief functionaries of state, the megas domesticus, the megas ducas, the oeconomus megalus, etc, etc, are even more swollen and proud. While the Bloated Eunuchs waddle, the Greater Eunuchs block entire corridors. Their faces remain the same size, but the rest of their heads and bodies have grown to fill all available space. Their slippered feet protrude from the bottom of their enlarged heads; their tiny arms stick out either side. Bursting one may be the only way to proceed up a path, for their progress is painfully slow.

FromSoftware

3. Penitent Hecatoncheire

Stats: as a Giant (Cyclops)
 
After a great victory over a forgotten nation, the Emperor Demetrios the Great blinded ninety-nine of every hundred prisoners, and left the hundredth with just one eye to lead his compatriots back to their homeland. Some clusters of soldiers became lost and, rendered immortal by despair, were recaptured and placed in the Imperial Megapalace. A hundred bodies locked together, a hundred hands wielding spears and swords, and only one mad and miserable eye to guide them, locked behind a helmet of fingers and arms. The Penitent
Hecatoncheires fight with grim determination.
 

Jarold Sng

4. Triskelos

Stats: as a Skeleton
 
The shock troops of a dismantled necromatic army, Triskelos are three armoured skeleton legs fused into one implacable creature. What they lack in subtelty they make up for in speed. As the sages say, everyone has a plan until they get kicked in the face.

 

5. Negasus

Stats: no stats required.

The opposite of a Pegasus. A chicken with horse legs. Useless, hopeless, and gormless. It just stands there, staring with orange chicken eyes.

Xabier Urrutia

6. Blasphemous Petitioner


Stats: as a Zombie with 50% spell resistance.
 
The laws of the Empire record six hundred offenses for which the penalty is mutilation. Eyes, noses, and particularly, in the case of petitioners, tongues could all be taken for crimes ranging from treason to incorrect paperwork. Clusters of petitioners, in ceremonial copper helmets, were sealed in the Imperial Megapalace.
Dan Schaub

7. Tormented Iconpainter

Stats: as a Wight
 
The greatest icons require the greatest sacrifices. Iconpainters, hollowed out by decades of unending labour and the siren song of the Prophylactic Hell, can drain both the life and the colour from other living beings with just a touch. Their masks are exploding fractal obscenities.

Mohamed Saad

8. Guardian Golem

Stats: as a Stone Golem
 
Outsiders may not carry weapons in the Imperial Megapalace. This decree is enforced by the Guardian Golems, carved to resemble generals and heroes of past ages. Their range is limited by the size of the passages they patrol.

Neeraj Menon

9. Angel of Flowers

Stats: as an Angel

Those who would remake Hell would see it populated with obedient angels, not unwilling devils. A devil can empathize with a fellow prisoner. Angels, even artificial ones, lack the vice of compassion.
 

Peter Polach

10. The Red Emissary

Stats: as a Vampire
 
Only the Last Emperor can say why he sealed a foreign emissary in his palace. Perhaps it was an accident. The Red Emissary knows all the secrets of the palace and could be a potent ally to those who wish to topple the Last Emperor and his Prophylactic Hell. Unfortunately, the Red Emissary's appetites and eccentricities make any agreement both fragile and perilous.

2020/01/30

OSR: The World of Rust - Unofficial Bestiary

People on Artstation and other portfolio sites create these personal projects full of astonishing worldbuilding, but they've got no framework for implementing their worldbuilding. Even if they know RPGs exist, they might not have the skills, contacts, experience, or time to adapt their work.
 
People in the DIY RPG community have plenty of experience producing, publishing, distributing, and writing books, but (often), not enough cash for lavish art. Sometimes they also lack artistic inspiration.

Two groups of two people. Two eminent compatible passions.

The only project I can think of that started as art and became an RPG is Tales from the Loop, which started as Simon Stålenhag's disconnected art pieces, became narrative art books, and eventually had an RPG adaptation.

So if you see someone build a world with superb art, and you think you've got the skills to execute a project successfully, see if they're interested in creating an RPG, setting guide, or bestiary from their work. I'd suggest including non-exclusive rights (so the art and ideas can be reused elsewhere if a better offer comes along) and fair method of revenue sharing. Maybe the artist says no. Maybe they ignore you. But it's worth a shot.

Full RPG systems are ambitious and difficult projects. Writing a complete system requires a very specific skill set and a lot of playtesting. Setting-neutral material is tricky to create but can be much more rewarding.

Right now, Nicolas Folliot (twitter) is potentially working on some sort of RPG adaptation of Lucas Roussel's Le Monde de Rouille setting. I don't have all the details but it seems very exciting.

The original setting is in French. If you can read French, great! If not, OCR + translation software is so advanced these days that it's a matter of minutes run the images through a few programs to get the gist of the text.

https://drive.google.com/open?id=1KATey5KWXBfS-e5dB22pxhSwyUi4XNpI

PDF


With Lucas' permission, I've created an unofficial free 29-page bestiary and random encounter table for the "L'Exante" / "Era of Ruins" period. It's a great sci-fantasy / sword-and-planet / Ultraviolet Grasslands resource.

Translations are my own. My French is good enough that waiters in Paris look at me like I've spit in their coffee, then speak very slowly to me in English, waiters in Belgium laugh and call their friends over, and waiters in Quebec call the OQLF to arrest me. You've been warned.

Images have also been lightly edited and whitepointed for easy printing.

The bestiary is just a list of monsters, plus a massive d120 table of Omens and Encounters. To roll a d120, use a d12 for the 10s place and a d10 for the 1s place. No stats are provided.

There's also a GLOG-style d20 table of races.

Enjoy!

2019/11/25

OSR: Alpha Mind Stats

Every sci-fi dungeon needs a load-bearing boss. Here's another draft page from the Monster Overhaul.
https://drive.google.com/open?id=1sZUMnKAmq04ozcnqmhKSUqLcOP9Po7y8

PDF


The Alpha Mind is an interesting boss fight. The Defense Laser Grid is a powerful attack but requires a full round to charge. It can try to turn people against each other (via simple commands) or deal direct damage to highly intelligent enemies by hijacking their minds.

The associated tables are also useful. What's an A.I without a name, a dangerous boss arena, and some irrational demands?

2019/11/14

OSR: Gargoyle and Grue Stats

Here's another draft page from the Monster Overhaul.
https://drive.google.com/open?id=1nfTllhSqbmV61Br7mKCQmo4eUv20IRAf

PDF


In AD&D, Gargoyles are living creatures, the fleshy inspiration for their stone depictions I suppose. I like my version better. Drain-faced, cruel, and darkly inspired.

I'm debating downgrading their immunity to mundane weapons to an immunity to slashing and piercing damage. This would make them slightly less deadly, but perhaps less useful as mid-level dungeon guards. Thoughts?

The Grue is based on the Grue from Zork, of course, but with some inspiration from Arnold K's sublimely weird version. It's a living trap and an entertaining problem.

The AD&D Monster Manual II has four grues, one from each of the main elemental planes. They've all got lavishly and horrible descriptions, but in the Monster Overhaul, they'll be merged into the rest of the elementals.

This is also the first public test of a two monster page (compared to a one monster page here or here). Any complaints? Far easier to fix them now.

Also, Patrons at the $5 level and above get access to all the draft content, in case you want more monsters as quickly as I can write and test them.

2019/09/29

OSR: Megoosa (or Gorgoose)



Art by Teal Sather
Go support them on Patreon.
Maybe we'll get more gooses.
HD: 6 (25 HP)
Number Appearing: 1

Appearance: a human woman with geese heads and necks for hair. Charming, outgoing, and amusing, but surrounded by avian assholes with vengeful minds and toothed beaks.
Voice: charming, fluttery. Occasionally drowned out by sustained honking.
Wants: to go to parties, mingle with nobility, dance, and enjoy life. To do good. The geese want all sorts of horrible, random, and merciless things.
Morality: decent, but completely unwilling to accept full blame for the activities of her hair.
Intelligence: reasonably smart. The geese display bursts of malicious brilliance.

Armour: None. Cannot be harmed by non-magical weapons.
Move: normal.
Morale: 7
Damage: 1d4 punch. See Honking Frenzy below.

Every few minutes, or whenever something interesting happens, roll to see What The Geese Want To Do. Always roll at least twice (4 d10s). The geese are fractious and may sabotage each other.


1d10 The Geese Want To...
1 Viciously bite (1d4 damage)... all adjacent people.
2 Tug and pull (no damage) at... one nearby person.
3 Entrap, entangle, or hide... one distant person the geese can see.
4 Drag into a body of water... a valuable or shiny object.
5 Protect... the nearest plant.
6 Flail wildly at... anything delicate or precarious.
7 Steal and drag away... the nearest finger, digit, or appendage.
8 Hiss aggressively at... the nearest visible writing.
9 Honk incredibly loudly at... anyone not paying attention to them.
10 Nap while gazing longingly at... the sun or moon.

If the Gorgoose (or Megoosa) is attacked or threatened, the geese will start to screech and hiss and enter a Honking Frenzy. If the Megoosa (or Gorgoose) is not in combat, there's a 1-in-6 chance per round she can coax them into a Honking Frenzy.

While in a Honking Frenzy, all creatures who can hear the Gorgoose (or Megoosa) must Save each round or suffer one effect from the list below. Plugged ears, either with cotton or fingers, negate this effect. The geese will specifically try to target fingers or cotton (if visible and adjacent). The Megoosa (or Gorgoose) will apologize and try to move away from combat.


1d10 Honking Frenzy Effects
1 Stunned for 1 round (can either move or attack but not both).
2 Enraged for 1 round (must attack the Gorgoose (or Megoosa)).
3 Confused for 1 round (cannot do anything cunning or tactical).
4 Deafened (to all but the honking) for 10 rounds.
5 Fear for 1d10 rounds (must flee the honking).
6 Enfeebled for 1d10 rounds (Strength becomes 2).
7 Fascinated for 1 round (must stare at the Megoosa (or Gorgoose)).
8 Shaken for 1d10 rounds (significant penalty to all rolls).
9 Unconscious for 1d10 rounds.
10 Exploded (not really) for 1d10 rounds (target believes their head has exploded and that they are now dead and a ghost).

Gorgoose (or Megoosa Encounters)

1. At a formal banquet, trying to assemble a plate and hold a conversation while the geese-heads fiddle with trays and guests.

2. Hiring the PCs (sight unseen) to assist with a perfectly ordinary shopping trip. Does she need protection, they might ask? No, but the shopkeepers do.

3. In trouble. A cabal of deaf magicians has kidnapped a Megoosa (or Gorgoose) and piped her honking through a system of pipes in their lair. Other sonic traps abound.

4. A villain hired a gorgon for his lair; got a Gorgoose (or Megoosa) instead. The villain is apologetic, but would like the PCs to be the ones to deliver the bad news and deal with the aftermath.

5. The Gosling Sisters have taken to the stage. Opening night is tomorrow. The PCs were invited, hired as bouncers, or hired to spoil the show at the behest of a jealous rival group of acrobatic mermaids.

6. In a cave, offering dubious oracles for cash. Legend says a Megoosa (or Gorgoose) knows all the secrets geese know, which is presumably quite a few. Actually just uses cold reading and flattery. Spends most of the money on hard-wearing dresses (with pockets) and bread for her hair.

Thanks to Nolano from the Day[9] discord for the prompt and the core of the Honking Frenzy idea.

2019/05/15

OSR: Elsewhere Creatures and Elsewhere Rifts

There are three types of teleport spells. The first, the False Teleport, transforms the caster into a cloud of smoke, a tiny insect, or a floating spark. It’s used for short jaunts of 100’ or less. All transformative magic has risks, but the False Teleport’s short duration makes it relatively safe.

The second type, the Reciprocal Teleport, exchanges the caster and an approximately equal mass of air or stone at the destination. Safe range is a few miles. Botched Reciprocal Teleports lead to tales of wizards embedded in stone, split neatly in half, or dropped from great heights.

The third type, the True Teleport, has effectively unlimited range. The caster is “folded Elsewhere”. They vanish with a warp and a thunderclap of displaced air and, almost immediately, unfold at their destination. Sometimes, a little too frequently for comfort, the caster fails to reappear or emerges mangled and torn by unseen forces. Outside of Dread Necromancy, True Teleportation has the greatest number of cautionary tales attached to it. Merely memorizing a teleport spell is risky. A botched fireball might melt your earwax and painfully scorch your sinuses, but an accidentally triggered teleport can launch your prefrontal cortex into the air.


Even worse, creatures from Elsewhere
sometimes slip back into our world.
Aexion

Elsewhere Creatures

# Appearing: □ 1 □ □ 1d6 □ □ □ 2d6. (□ = tempo). Can be all of the same type or all different types.


The HD, Appearance, Voice, Move, and Damage of Elsewhere Creatures varies widely. See the Tables below.


Wants: completely inscrutable. To observe, to devour, to change, to freeze; who can say?

Morality: none detectable.

Intelligence: mechanical.


Move: equivalent to fly normal. 

Morale: 12

 or 1d12 or 2d6.

Elsewhere Creatures come from... Elsewhere. Other worlds, other dimensions, other planes; it’s unclear and a topic of wild speculation among fringe wizards. Classification is nearly impossible. They might be seed pods, angels, exploratory ships, or blind rampaging animals. They don’t obey local physical laws.

Sorry for the images. I usually prefer to post text, but it seems blogger doesn't like my formatting right now. Oh well.
Astronomers Bartholomeus Anglicus, ‘Livre des propriétés des choses’ (‘De proprietatibus rerum’, French translation of Jean Corbechon), Bruges ca. 1470 BnF, Français 134, fol. 169r

Elsewhere Rifts

Elsewhere Rifts are portals to other worlds. They are typically ringed with white fog and octarine sparks. Creatures and objects can pass through a rift, though the world on the other side may be hazardous, toxic, or actively hostile. There’s a rubbery forcefield across a rift. Objects require a little push to enter or exit.



Portals remain stable for  □ 1 hour □ □ 1d6 hours □ □ □ 1d6 days. Exploring the “other side” is possible and occasionally rewarding. It can also strand explorers.


 Read straight across for “sensible” rifts or roll for each column (6x d10s) for more unusual and esoteric worlds.

Igor Vitkovskiy

PDF Version

This post is also available as a fancy PDF. This content (after editing and additional playesting) will appear in Magical Industrial Revolution, but it might be useful right now for your games.
Aexion
I've tried to make a truly alien creature and environment generator that can still be used at the table. I don't expect it to be used every session, so I've tried to make it as compact as possible while still providing plenty of inspiration and flavor.

2019/05/07

OSR: The Wrothful Lemure - Harry Clarke Bestiary

For Emmy Allen's Harry Clarke Bestiary project.

Lamia
(a disfigured child-hunting monster), Lemure (a restless dead spirit), and Lemur (a tree-dwelling primate native to Madagascar) all share a common etymological origin: an "open-mouthed, devouring spirit". The nightmare mouth-that-consumes, the distorted face of pre-human nightmares and Invasion of the Body Snatchers.

In our world, the lamia, the lemure, and the lemur were split apart. Other worlds were not so lucky.

Wrothful Lemure

HD: 9 (45 HP)
Number Appearing:
1


Appearance:
a human face and hair, beautiful but mad. An ape's furred body. A long tail ending in resplendent plumes and five delicate, unnatural fingers, each representing the five senses: one is an eye, one is covered in nose-hairs, one folds like an ear, one crinkles with sensitive pink skin, and one is wet and slithering like a tongue.

Voice:
a deep rasping inhalation, a reverse-roar.

Wants:
to devour things, preferably children.

Morality:
nightmarish.

Intelligence:
brilliant.


Armour:
as leather. Cannot be harmed by non-magical weapons.

Move:
normal, climb all surfaces, charge 2x normal.

Morale:
10

Damage:
1d8+1 stabbing insensate sword / 1d6 claw / 1d6 claw or 2d8 devour

The Wrothful Lemure is wrothful; it will attack every target it can see, including itself. If no targets are available it will stab itself through the brain with the insensate sword and lie, apparently dead, on the ground. The sword will draw itself out when a potential target approaches. No scavengers will approach a dead Wrothful Lemure.

Targets struck by the insensate sword must Save or lose all physical senses for 1d6 rounds. Even if they recover, they must Save a second time or have a random sense permanently dulled. If a target is small and particularly delicious, the Wrothful Lemure will unhinge its jaw and gobble it up.

The Wrothful Lemure attacks from ambush, striking and retreating, pursuing targets for days waiting for an opportunity to strike decisively and fatally. It haunts the outskirts of villages, desolate wastelands, unfrequented paths, half-collapsed farmyards, and old overgrown roads.

Kill one and you can wield its insensate sword, but beware. No one knows how Wrothful Lemures are born or made, and no one knows from where they get their dreadful narrow-bladed swords.


CC.BY.4.0

2019/01/14

OSR: Mob Rules

One of my favorite Dickens books is Barnaby Rudge. It's not my favorite - I don't think it's anyone's favorite - but it's got some very interesting features.

There's a standard-issue romance-murder-inheritance-mystery plot with the usual array of charming Dickensian characters (you don't have to look far on the internet to find an abundance of Simon Tappertits) but there's also, through the last chapters of the book, a colossal world-shattering riot. Society is upturned. The Mob is a living, breathing character in the novel. I've tried to give it OSR-style stats here. They're still undergoing testing. The final version will be published in Magical Industrial Revolution.

The Mob

HD: Varies. The Mob has HD (Hit Dice, d8s) based on its Cause. I've listed HP values to save  rolling if you're in a hurry.

20 HD (80 HP): Primal Needs (Food, Water, Money, Alcohol, The Good Life)
15 HD (60 HP): Infamous Crisis (as promoted by the Newspapers, see below)
10 HD (40 HP): Political Strife (Gumperts vs. Bogs)
5 HD (20 HP): Local Injustice (Police Brutality, Increasing Rent)
1 HD (4 HP): Obscure Cause (Vegetarianism, Outlawing Gin)

A mob's HP represents both its size and its willingness to keep rioting or protesting. Any attack that deals more than 3 lethal damage kills someone in the Mob and requires a Morale check (see below). Nonlethal damage still does HP damage to a Mob, but represents members being bloodied, knocked out, arrested, or driven off. When a Mob's HP reaches zero it disintegrates. 


Appearance: A shouting, sweating crowd of people, mostly drawn from the Middle and Lower classes. Men, women, children, excitable dogs, and chickens. They may have unifying emblems (blue cockades, red ribbons, leeks, etc.). A Mob takes up part of a street, an entire street, several streets, or a square, depending on its size and ferocity.

Wants: to satisfy its Cause. In the absence of a strong reason not to, to run riot, have a good time, set some things on fire, and generally Show Those Bastards.


Armour: none. Any attack directed against the Mob automatically hits it.

Move: 1/2 normal, but can move in 2 directions at once. Can't race you but can outflank you.

Morale: 8

The Mob must test Morale when:

-It is confronted with a number of armed authority figures (Coppers, soldiers, etc.) equal to its HD
-One of its members dies (it takes 3 or more lethal damage from a single source)
-It kills its first person.

Roll 2d6. If you roll over the Mob's Morale, the Mob disintegrates. Constituent members flee, drop weapons, give up, get arrested, or go into hiding. If you roll equal to or under the Mob's Morale, it becomes Bloodthirsty.


A Bloodthirsty Mob does not need to test Morale. The only way to stop it is to reduce its HP to zero.

A Drunken Mob can reroll Morale tests. It costs [HD]x10gp in cheap gin to get a Mob drunk for 1 hour.


Demagogues, righteous causes, unrighteous causes, military leaders, preparation, illegal drugs, mind-control spells, and other tricks can increase or decrease the Mob's morale at the GM's discretion.

The presence of the Monarch reduces the Mob's Morale to 2 and requires an immediate Morale check.

Damage: The Mob has a number of attacks equal to its HD (or current HP / 4 if damaged). With each attack, it can either

-inflict 20gp worth of property damage to a nearby structure
-set something on fire
-make an attack roll against an adjacent person, dealing 1d6 lethal damage on a hit

-chant, wave flags, and shout

Mobs are not utterly murderous. Even a Bloodthirsty Mob won't kill more than 1 or 2 people a round. Instead, the Mob prefers to loot, smash, burn, bruise, humiliate, and generally run riot. The Mob assumes you're with it unless you make a serious attempt to oppose it, you look rich and worth robbing, or if you're part of the group against its Cause.

Upgrading A Mob: 
 A Mob can grow larger (effectively healing itself fully and gaining extra HD) by changing its Cause and attracting new members. It can only do this if it's had 1 hour of completely unchallenged rioting. Under normal circumstances, a mob has a 1-in-10 chance of upgrading per hour. Proper demagoguery, a city on edge, or free gin may increase this chance. Causes with more HD have wider appeal than causes with fewer HD. What starts as a political rally could easily turn into a riot against foreigners of all kinds, then grow again to a general orgy of violence and looting when unemployed and angry agricultural labourers join.

GMs Notes:

Hopefully these rules adequately represent the Mob as both an asset and a liability. If you want to get something done you can raise a Mob and hopefully point it at your enemies, but there's always a chance it will run out of control and start destroying everything.

Newspapers in Endon

Papers are sold in the streets. Most are daily; some have morning, afternoon, and evening editions. Without subscriptions to support them, many papers mostly depend on lurid and inaccurate stories or ill-gotten scoops to drive daily sales. Everyone who can read does so; everyone who can has someone who can read them interesting or sensational stories. They're sold so cheaply that they're effectively free (unless a player wants to start a bonfire or something ridiculous).

Illustrations (via lithography) are expensive but increasingly common. Magical enhancements such as moving pictures and sound recordings start to appear at [  ][  ] and are ubiquitous by [  ][  ][  ].


1d10 Newspaper Names
1
Herald
2
Trumpeter
3
Proclaimer
4
Monitor
5
Speculator
6 Daily Connection
7 Universal Express
8 Metropolitan World
9 Inside Mail
10 Truthful Tribune

Every Innovation, Scandal, and Execution is reported with widely varying accuracy. Use the daily papers to drop hints and leads to your players. If they're stuck, if they're lost, if they've missed something vital, if you need to introduce an Innovation, put it in the paper. If they need a hint, say they've "read about it this morning" or "recall an article in the Spectator".

It costs 1d10gp to run an advertisement in a paper and 1d20gp to influence an editorial. To significantly influence discussion in the city Endon requires at least 200gp over 2 weeks period of 3 weeks. Threatening a few editors might also work.


It's possible to start a new paper. See Making Your Mark (not yet written).

2018/12/02

OSR: The Ghost Whale of Endon

Whale oil was once a luxury in Endon. The only thing preventing widespread adoption was supply; there was no real whaling industry. All that changed when Bartelby Spuggs began polymorphing pigeons into whales. In a gore-soaked field downwind of the city, Bartelby and his apprentices run a roaring whale-oil factory, boiling and rendering thousands of pounds of blubber into pure clean-burning for lamps, soaps, and cosmetics.

Hardly anyone gave the whale-oil works a second thought until the deaths began. Neighbors reported a horrible shrieking howl and found a room soaked in gore. Urchins saw a huge phosphorescent shape glide through the fog. Something huge and horrible stalks the streets of Endon, seemingly killing at random.

Pigeons are not very bright. Their feeble little souls rarely survive being polymorphed into whales. But once, by accident, one of Bartelby assistants polymorphed a stray dog. Dogs, as any professional wizard knows, have the greatest soul-to-mass ratio of any mammal. No sensible wizard would credit them as distant evolutionary relatives to whales, but it's true. Being a whale was, for the dog, a deeply confusing experience, so after death the dog-whale stuck around to see what the fuss was about.

Endon is haunted by a cetacean ghost. It glides through the streets on foggy nights, a translucent outline paddling through clouds, buildings, and cobbled streets. It is a lonely whale. Sometimes, it howls.
Carly Sorge

Ghost Whale

HD: 7
Wants: friends, belly rubs, krill.
Armor: none. Requires magic weapons to hit. All the usual ghost immunities (charm, sleep, cold, electricity, etc.).
Move: 2x fly, swims through solid objects
Morale: 6
Damage: 1d8 life-draining bite, whale howl (see below).

The ghost whale's howl affects anything in a 50' cone in front of it. It starts as a low rumbling, then rises to a painful, oppressive shriek that bursts blood vessels, cracks skulls, and pulps eyeballs. It takes two rounds to reach full power. In the first round, anyone in the area of effect can try to flee the area. If they remain inside, they take 1 damage. In the second round, anyone in the area must Save or die. Typically the ghost whale only howls once a night.

The ghost whale is also a dog. It wasn't a particularly good dog in life but it wasn't vicious or spiteful either. It wants to chase carriages, sniff garbage, and fall asleep in front of the fire; all things made difficult by its spectral existence. It might be possible to tame it.

Treasure: 1d10lbs of ambergris ectoplasm (ghost whale barf). Like half-real solidified glowing air. Worth 1,000gp per lb to any wizard or perfumer in Endon. One of the few scents ghosts find pleasant. 


Yes, it's just a reskinned Banshee.


So What About The Law of Conservation of Mass
Utter nonsense. Ever seen a fire? Reduces heavy wood to light ash. Burns oil and spirits into nothingness. Or consider ice. Allow a sealed container full of ice to melt and less water than ice will be found inside. No, I'm afraid mass is not conserved. It comes and it goes as it pleases.

2018/07/16

OSR: How to Design GLOG Races

Before we start:
The GLOG is Arnold K's fantasy heartbreaker homebrew. You can find bits of it scattered around his blog. I've combined some of it into a homebrew document here.

I use a Table of Races in my games. In a medieval setting it's hard to get players to care about the petty regional feuds between people from not-Wessex and not-Sussex, but they immediately "get" the local friction between froglings vs flylings. It also provides variation between characters in a high-mortality system. Playing a Slothling Fighter is going to feel very different than playing a Foxling Fighter, even if everything else was identical.
Charro-Art

Format


Races are rolled randomly. It prevents minmaxing.

1. Name

Should be fairly obvious. For races based on real-world animals, I use the gender-neutral -ling ending. You can use -man if you'd like.

2. Reroll Stat

At character creation, reroll this stat and pick the higher value. This is much better than providing a flat +2 bonus or penalty or whatever. It means, on average, Owl-lings are a little wiser than most people but they aren't all wiser. If you're building a table, try to ensure all stats are evenly represented.

3. Bonuses and Weaknesses

Each race gets one each. These are tricky. A good bonus or weakness should:
  • happen automatically or not require a huge number of rolls to use
  • come up at least once a session
  • influence the way the character is roleplayed
  • be completely clear to a new player or GM
  • be easy to remember
  • not completely dominate the way the character is played
  • not completely negate a core principle of OSR games (inventory, exploration, HP, etc.)
In general, for races, cool concepts > flat bonuses > weapons or damage. The cool concept has to be taken to a useful conclusion though. It's not enough to just have an idea and list it. You need to format it in a way players and GMs can immediately use.

Also, players will try to bend abilities. If they have "
No Move penalties for broken or hilly terrain", they'll try to use it to leap over boulder fields, pit traps, sand dunes, and anything else that's even tangentially related. Just accept it.

Examples

Since names and stats are fairly obvious, I'll focus on bonuses and weaknesses. Your mileage may vary, etc. I've only picked a few entries off each list. Obviously, there are lots of examples that didn't make the short lists below. Hot takes abound.
Dazabiel vial

The Good

My List
Spiderling: Bonus: Can secrete 30' of rope per day
This is a very good bonus without being overpowered. Rope is always useful in a dungeon. The spiderling character always has a good reason to generate rope and use it for unexpected and interesting plans.

Gnome: Bonus: Can become invisible if you close eyes, hold breath, don't move
A hilarious take on at-will invisibility. Gnomes can't hold their breath forever, but they can duck around a corner and vanish to evade pursuit, surprise an enemy by appearing to vanish, and generally get up to all sorts of gnomish mischief (or murder and larceny, depending on your setting)

Dan D's List

Sea Elf: Bonus: Speak with sea creatures + Weakness: Sink like a stone
These are both clear, evocative, and interesting. As a player, I know immediately what "speak with sea creatures" means and how my character could use it. As a GM, I know immediately how to react if the Sea Elf's player says, "Yeah, I can talk to that fish. What does it say?"

Goliath: Bonus: Shrug off d12 damage 1/day
This is very good. It's like having a spare shield or the Fighter's Parry ability. It makes the Goliath extra tank-y (and a Goliath Fighter with a shield triply so), but not in an overpowered or particularly dangerous way. It's not a flat damage reduction to all attacks.
Luke Thomson's List
Frog-man: Bonus: Sticky tongue can grab objects 20' away
This is clear, obvious, and useful. It's perfect. 20' range might be excessive for realism purposes but it's just right for gaming purposes. If the item was 10' away you could just grab it with your hand.

Dwarf: Weakness: Save or be transfixed by the full moon
This is such a cool weakness with an obvious effect. Sure, who tracks moon phases... but still! This implies something about the race!
Igor Krstic

The Mediocre

My List

Human: Bonus: Start with 1 extra random item
This isn't particularly interesting outside of session 1. It does immediately give the player a cool tool and it helps them make up a story about how their character got it, but it's not likely to come up every single session. It's clearly phrased though. One of the most memorable characters started with a bonus wheel of cheese... and nearly killed his friend with it.

Flyling: Weakness: Will never notice details unless they move
In a group, the flyling's weakness is both difficult to remember and difficult for the GM to use. It's not clear exactly what "details" are. On their own, it's easier to remember and more interesting to describe the blurry world a flyling sees.
Dan D's List
Dragonborn: Bonus: 2d6 dragonbreath + Physical stat mods decrease by 1 w/ breath for the day
This isn't clear enough to make it work. Range? How exactly does the use per day thing work? Uh, element? Modifying stats in the middle of the game is tricky as well, as you'll need to recalculate stat bonuses, remember that you've taken a penalty, etc. One-off damage or drain is fine, but constantly shuffling them to use a core racial ability...  eech.

Half-Elf: Weakness: Cat-like sociopaths
This is a cool idea... but it doesn't give the GM or the player a lot of flexibility or leeway. How, as a player, do I run a half-elf? Like a fat housecat, desiring food and warmth and completely unperturbed? Like a feral cat, territorial and strange? It's the start of an idea, but it also limits the type of character you can play. No nice half-elves.

Luke Thomson's List

Deer-man: Bonus: Leave no tracks in wilderness
Good on its own and clearly phrased, but of limited use in a party. A whole herd of deer-lings could be fun to play though, I suppose.

Mole-man: Bonus: Can burrow beneath the ground as a movement action + Penalty: Vision limited to 10'
The bonus is clear enough (but should probably state what "ground" is. Maybe "earth" or "soil"? The 10' vision limit is a real pain for most characters. 30' is bad enough, but 10' means minimal ranged spellcasting, ranged weapons, or even navigating through large rooms. It'd be tricky to play.
Karl Lindberg

The Bad

My List
Elf: Weakness: Save vs Ugliness or shun it.
This effect isn't terribly clear. I use it as "if an Elf sees an ugly thing, they must Save or shun the ugly thing". Screaming, throwing something, diving out the window, weeping uncontrollably, getting angry, or reflexively casting a spell are also acceptable results. Elves love beauty. It's a good effect with bad phrasing.

Fishling: Weakness: Drink twice as much water as usual
Finding water isn't usually a problem. Rations are one thing, but water is assumed to be abundant in most settings. If a weakness never comes up it's a bad weakness.

Dan D's List
Dan, sorry, but there are are a lot of things on your list that fall under the "I don't know what this means" heading. They're cool ideas but they need to be rephrased or reworked. I noticed the same thing with your planet series.

High Elf: Bonus: An eye for magical secrets
Hobgoblin: Bonus: Military discipline + Weakness: Had all their sociability beaten out of them
Bugbear: Bonus: Carries a sack filled with child ghosts
Orc: Bonus: Can shrug off death 1/day
Eladrin: Bonus: Seasonal-cycle forms and rebirth + Weakness: All magic has mutagenic properties
Gnome: Can create tiny clockwork toys.
I have no idea what these mean as a GM or a player. Sure, I can make it up on the fly, but that's not a great solution. My "sack of child ghosts" might be overpowered, it might dominate the way the bugbear is played, or it might be completely useless and mechanically unsound. The point of a table is to do this hard work for me so I can be a lazy GM. :D
Kobold: Bonus: Cannot get lost in enclosed spaces
I'm not sure when this would come up or how it would be implemented. Most of the time, "getting lost" is a function of no light + panic or bad mapping.
Luke Thomson's List
Finding bad entries on Luke's list was very difficult. Go Luke.

Locust-man: Bonus: Can leap 100'
How often? Because if this is a once/round thing, the locust-man is going to be a holy terror. Movement and positioning are really important. A locust-man can jump out of a 50' deep pit with room to spare, jump across a 100' chasm, or leap around in combat like a crazed fiend.

Crab-man: Weakness: Mouthparts can't speak humanoid languages
I know this is in-setting, but it's a crippling penalty for characters. The Paladins of the Word are mute but there's a significant upside to playing one. Poor crab-men. Can't even hold a pencil with their big 2d8 damage claws.