Wednesday, July 31, 2024

Rubberwho, a Player Option for The SANIC Hack

Howdy, Farmhands.

    This was sitting almost complete in my drafts for two months, just waiting for someone to complain loudly enough that I hadn't posted anything about the Sanic hack in a while.

    This one's for you, whiny little baby.

Till next time,

    Farmer Gadda

RUBBERWHO


RUBBERWHO

Rubberwho are a group of vibrantly colored, cartoonish folk. Their bodies are extra pliable, with skin like rubber and limbs that can streeeeeeeetch! Their physique and properties allows them to be incredibly mobile, with architecture built for primarily Rubberwho societies featuring long lengths of tubes, slides, and trampolines that would give other Kinds trouble. Despite the number of large family units choosing to settle among human-centric cities on the mainland, Rubberwho are adaptable enough to live comfortably anywhere that isn't too cold, and it isn't a stretch (heh) to find solitary Rubberwho happily added to a Furkind's pack.

 

NAMES 

Rubberwho traditionally retain strong familial ties, with a single naming convention being adapted into the names of every additional member. This could mean a shared surname, similar to Humans, or a phonetic syllable repeated across multiple forenames. Solitary Rubberwho may choose names that, when combined, create a sort of pun or word association. 

(I.e. The Smiths; Mac, Jack, and Plaque; Trom Bone)

 

COLOR AND SHAPE

Rubberwho can mold their bodies into almost any shape they want, choosing their form based on personal preference. Most tend to stick to simple geometric shapes, but some give themselves pseudo hair, ears, or other facial features. Sure, people read into their choices, make some assumptions about who they are based on their appearance, but are they accurate to the person inside? (That is, in fact, the joke.)

How do you choose to let the world PERCEIVE you?

d6Color    Shape
1Red
The color of Power and Passion.

Red Rubberwho are known for their aggression and short tempers. They may come across as irrational and difficult, or easy to mislead.

Ball

The most common shape of the Rubberwho, simple to maintain and easily recognizable. They appear soft and nondescript, making an individual easy to overlook in a crowd.
2Orange
The color of Stability and Warmth.

Orange Rubberwho are called the homemakers of the world, always ready to listen and offer comfort. As an extension of their gentle nature, it's said that Orange Rubberwho are uniquely skilled at handling children and wild creatures.

Cube

Sharp right angles and smooth, even planes make up all 8 corners of a Cube Rubberwho. They have a reputation for being stubborn and difficult to talk to, and it's said that an opposing group of them are impossible to negotiate with.
3Yellow
The color of Youth and Joy.

Yellow Rubberwho are seen as childish or naive, with cutesy personalities. They may appear to be unknowledgeable about complex topics, or unable to remember details.

Objectual

Usually an offshoot of Ball or Cube shaping, Objectual Rubberwho emulate a physical object as a form of self-expression. It can be as simple as including a "leaf" to look like an Apple, or adding bumps and divots to replicate a computer monitor. This decision is considered quirky and trendy by most.
4Green
The color of Safety and Success.

Green Rubberwho are considered trustworthy, but shrewd. It is commonly believed that any bet taken by a Green Rubberwho is sure to have a modest return.

Humanoid

While every Rubberwho has qualities comparable to Humans and Furkind, some take it a step further by replicating Human physique. This appears in the presentation of a more detailed torso, a head separated from the main body by a proper neck, and extraneous body parts like ears and hair.
5Blue
The color of Melancholy and Calm.

Blue Rubberwho have long been known for their emotional stability and ability to help shoulder burdens. Their coloration symbolizes rain in many cultures, so a soothing nature that washes away worries is expected of them.
Quadruped

An inverse of Humanoid, many Rubberwho take inspiration from creatures, adding features like snouts, tails, and ears. Most choose to emulate an animal that exists within their local environment for efficiency purposes. Unfortunately, these forms come with the expectations of behavior similar to the creature being emulated, with Quadruped Rubberwho being labeled wild or feral.

6Purple
The color of Prestige and Refinement.

Purple Rubberwho are assumed to have a strong sense of duty, with an air of authority to back it up. Being natural leaders in society, their taste in quality is never to be doubted.

Conceptual

Rarest, but most notable, Conceptual Rubberwho base their appearances on ideas over objects, attempting to express themes such as 'Dreams' or 'Hope' with their shape. These Rubberwho choose vague designs for their bodies, emulating the fluffiness of clouds or the shining points of a star as part of their overall presentation. The Rubberwho themselves frequently describe this practice as freeing, but outsiders describe them as pretentious.

TECHNIQUE

  •     All The World's A Stage - You play into the perception of people around you, triggering a new Reaction Roll from any NPCs nearby. Roll 1d4; your DM will inform you of the results if you were to add or subtract that number from the Reaction table result, and you choose which you take. This Technique only works once on any given group of NPCs per day.

BLESSING

Unlike Furkind, who's blessings are chosen at the whims of the planet, Rubberwho inherit their special abilities from their ancestors, rarely deviating from generation to generation. This means that their pranks and bits can be iterated on for decades, with each successive Rubberwho continuing the work of their forefathers.

What BLESSING have you inherited from those who came before you?

d6        Blessing (Refer to This Blog Post)
1       
Reach
2      
Form
3      
Iron Stomach
4      
Cloud
5-6 

Elements

Saturday, July 27, 2024

There SHOULD only be One - Exclusive Class-as-Hirelings Options for OSR Games

 

Considering a third of this image is "blue haired anime guy with sword",
it might not be the most appropriate to the topic but oh well.
-Fire Emblem Heroes Official Art


    Not So Recently, I read SandroAD's blogpost, "Hirelings as Specialists." It's less of a gameable system, and more of a proof of concept for turning existing fantasy game skill sets into hireable NPCs, and thus allowing Players to access those abilities without needing to be of that class themselves. Slightly More Recently, I went down a bit of a Rabbit hole, beginning with Joshy Mcroo's blogpost, "A Campaign Where There Is One Of Anything." As the title suggests, it posits a fantasy world in which concepts, classes, monsters and the like are singular and rare. It's part of a longer discussion among multiple blogs, some helpfully listed at the end of Mcroo's post, about the nature of Monsters, the banality of 'generic' fantasy concepts, and ways to mitigate those issues. With both of these blogposts rattling about in the empty space where my brain should be, they were bound to eventually collide, which is where I find myself today.

   In a game where There Is One of Anything, especially if Player Options are also uniquely limited, there comes a question of how literal that One is. Having The Bard doesn't mean there are no other sassily homoerotic lute players roaming the lands and getting gigs at taverns. Having The Witch doesn't mean the concept of a full Coven is an alien one. The impetus on creating a world Where There Is One of Anything is a matter of focus. Yes, there are "Paladins", knights that swear oaths to a higher power and follow a code of conduct. But for the purposes of your adventure? Your characters? Your party? There is only one that truly matters. Only one whose purpose and goals are truly divine in nature, and who's decisions will alter the path of history (or at least, do so where your players can see them).

    Expanding on SandroAD's concept of placing class features into a hireable npc to feature multiple classes is fairly simple. The Specialist Point system they posit would need tweaking and balancing, but the base concept is sound. Each Hireling has a set of abilities with a point cost, which the players can trigger once a Dungeon Turn by paying it. There are a handful of passive abilities that make just having the Hireling come along a good choice, even if you never use their Point abilities in that specific dungeon. I could open any edition of DnD, blur my eyes, and come up with a bunch of these in one go.

    For a DM who runs multiple campaigns, especially those with overlapping players, this system might already sound like an utter wash. Do you just make 12 NPCs, one for each core class, and reuse those over and over? Isn't that??? Boring? And to that I say no, not really. For starters, while Sandro details a specific Thief in his blogpost, none of the mechanical abilities are tied to that character's species, personality, or toolkit. I think this should be left alone on purpose. By keeping the mechanics the same (i.e. all thieves across games have the same abilities), but changing the context in which those abilities came to be, you create a familiarity with the Rules and their use, while creating a new social challenge for your players to overcome in order to attain them. Rannie the Human Thief may actively want to work for the Party in one game, while Yoseph, the Dwarf Thief might actively dislike a member of the party in another game. If the players already know what they will gain by convincing Yoseph to put aside their differences, they may choose to invest more time in that character in the hopes they can add his abilities to their toolkit.

Saturday, June 15, 2024

Gotcha'! - Capture Monster Friends for Old School Gaming

 
Life's just better with friends at your side.
Doubly so if they're Magical Pets.

    Recently, I read Dwiz's blogpost, The Genres OSR Can't Do. I must admit, I sort of expected a listicle of weird media that have nothing in common with european medieval fantasy, with the unspoken reasons they wouldn't work within the expected framework of OSR left for the reader to assume. Gaze upon me, for I am Boo-Boo the Fool. A better blogger than I, Dwiz instead specifies what each genre offers that might intrigue a ttrpg player in the first place, detailing what he feels sets them apart from other genres in an appreciative tone. Sure, the OSR as is probably can't support it without crossing it's eyes a little and unfocusing, but that's no reason to build a wall and forever cordon them off from your tables. Even with the examples Dwiz puts forth, there have already been instances in the ttrpg scene where individuals attempt to make OSR Hacks to emulate those genres.  
 
    To me and my twisted little gremlin mind, this almost sounds like a challenge. Also, God is dead and Life is short, so why not give it a shot. 

    To that end, I decided to take something I'm fairly familiar with, and take a swing at jamming it into an OSR/POSR/NSR-ish experience: Magical Monster Buddies and How To Catch Them. I'm a big Digimon fan, and you can't be one of those without also being intimately aware of how Pokemon works, so I'd say I'm pretty well-rounded. Goblin Punch took a swing at putting the Pokemon experience into a Wizard-ish Class, which certainly is a way to do it; but I'm imagining something a smidge more modular, something to be placed over your system's existing mechanics and procedures without replacing them directly.
 

RELIC/ARCANA/MAGIC ITEM: "GOTCHA PAWN"

very best dot gif
 
    A hollow sphere made of a marble-like material that separates into equal halves. Magically stores or summons a single Bonded Creature at will. While inside the Pawn, Bonded Creatures are placed in a pseudo-stasis, aware of external events, but stabilized in time until summoned. Should a Bonded Creature fall to or below Zero HP at any time, they will be instantly stored within the Gotcha Pawn, stabilized until medical help can be offered.
 
    To bond a creature to a Pawn, the creature must be a Sentient Non-Humanoid capable of consenting to the ritual. Once completed, both the Creature and it's Bonded PC can activate the storage or summoning function of the Pawn at will. The bond will be broken should the Pawn ever be destroyed, freeing both members from its responsibilities, unless a new Pawn is used to reinstate it.

BONDED CREATURES 

Monsters rule, actually

    Stat as Hireling. If your system of choice includes armor and weapons, roll their values into the base creature's abilities. Choose 1 thematic beginner level spell, the creature can cast it innately. While not requiring payment, like most Hireling rules suggest, Bonded Creatures instead require an equivalent amount of daily rations to keep happy.
 
    Creatures should not be capable of using weapons and tools, though they should gain the positive effects of armor they wear. If using a game with a Slot-based Inventory system, halve the expected number of slots for a PC. 
 

Orders & Quick Orders

    On your Turn in Combat, you may use your Main Action to give a simple Order to your Bonded, which they will attempt to complete to the best of their ability. (i.e. "Run Away!" is easier to follow than "Dodge under his legs and escape out the North door")
You may instead use your Movement or Free Action (talking) to give a Quick Order, however it won't be as commanding. The DM will roll the Bonded's response on their Obedience Die.
 

Obedience Die 

    If a Bonded Creature is given an Order that is too complex or hurried, the DM will roll a die and compare it to the table below. The value of this die begins at a d6, but may be increased to a higher die size via a Downtime Action.
 
Result Effect
1 REBEL/INVERT
2 IGNORE/BE DISTRACTED
3 RETREAT/FLEE
4 REPEAT PREV. ORDER
5+ OBEY ORDER
 
  DMs should feel free to temporarily lower your Obedience Die Sizes in relation to behavior at the table. Using your pikachard as a meat shield too often will naturally make it less likely to listen to you.
 

 DOWNTIME ACTION: CREATURE TRAINING 

I refuse to raise an uneducated 'mon

    For Downtime spent primarily on Training your Bonded, roll a WIS save against the Creature. On a success, the Obedience Die is temporarily increased 1 Size until the next Downtime. After 3 successful Downtime Actions, the increase becomes permanent.

    Creatures may also gain the benefits of Downtime Actions available at the table, such as Stat Improvement, Learning Spells, and Carousing. (please don't lead your pikachard to drink) 


EVOLUTION: 

IMMA' MOTHER FUCKING TEEEEEEE-REX!!!

     At a Milestone, Bonded Creatures gain a new form unattainable in the wild.

  •     Roll 1d20 against each Stat, increasing them by 1 on a success.
  •     Learn to innately cast 1 thematic Spell of the PC's choosing.
  •     Decrease the Obedience Die by 1 Size.
  •     If the Evolution occurs mid-combat, heal the Bonded Creature by the difference between their previous and new Max HP values.
    What constitutes a Milestone depends on the system at your table, but in the abscence of a leveling mechanic or story-based progression, consider the first time a Bonded Creature's Obedience Die is permanently increased to a d10, d12, and d20 as milestones.


Extra Notes

    The availability of Magic Items in your system/setting greatly determines how accessible any of this is. Are Gotcha Pawns purchasable? Expensive? Lost Relics of which only a few remain? Perhaps the Bonded Creatures in your setting are limited to Elemental Spirits, prebonded to a Pawn and waiting for a Hero to find them?

    I personally would limit the available Gotcha Pawns, filled or empty, to 3 to a PC. Being able to only issue a single Order per Round balances out the convenience of a magical pet in combat, but trying to keep track of more than 2 positions on a grid will slow down the game considerably.

    As Evolution potentially increases a Bonded Creature's stat, Evolution is triggered by a Milestone tied to the Obedience Die, and increasing the Obedience Die requires a Downtime Action Save against a Bonded Creature's stat, there SHOULD be a slight, but noticable increase of time/difficulty in achieving further evolutions. I personally wouldn't go any granular than this, but as with anything you find in an OSR blogpost, feel free to season to taste.


Saturday, June 1, 2024

Daggerheart: The Beta: The Twitch Thread: The Blog Adaptation: Part 1

 

As logos go, it's fine.
Howdy, Farmhands.

    There is a non-zero chance that if you are reading this blog within a reasonable time of it's debut, you have found me specifically because I read the Daggerheart Playtest Document and live-twote my reactions. My meager audience of just shy of 400 followers ballooned to 700+ in a five day period, simply because the SEO Gods (cruel and fickle as they are), saw fit to put my dumbass ramblings in front of thousands of people. This was a mistake, and led to the creation of this very blog.

    Confetti and noisemakers all around.

    Unfortunately, those stream of conscious ramblings are, again, originally to be found on Twitter. And while it's death is a slow and agonizing one, it's one I'd be stupid not to preempt by repoasting my content elsewhere. Therefore, today, I will be taking my megathread and compiling it here, editing for readability and not much else. They've already released the next patch notes. So now I have to read those too.

God fucking damnit.

Wednesday, May 29, 2024

The SANIC Hack - Weapons and Mastery

 

Wispon Concept Art for Sonic Forces

Prev Post / Next Post

Howdy, Farmhands.

    I like to think that my posts in this series up to this point have been somewhat novel. TTRPG blogs tend to cover a lot of the same ground, which is not a critique or complaint- there's a limited number of tried and true topics that everyone ought to take a whack at. Meanwhile, I've been over here talking about Sanics and Soda and whatever other nonsense passes through my twisted little mind. Today, I'm giving you a list of Weapon stats and expecting you to ooh and aah in all the right places. I promise we'll get through this. Stay strong.

PART 1: I ESTABLISH A BASELINE OF WHAT TO EXPECT WITH THE AFORE-MENTIONED LIST OF WEAPON STATS

    Weapons in this hack are made up of 3 things, Category, Damage Die, and Damage Type. Damage Die is the simplest; ranging from d4 to d12, and rerolled with every Attack. Attacks in Odd-likes Auto-hit, meaning that most of your math will be done calculating how the damage die is modified by the environment you're using it in.

 Damage Type is a bit more interesting. Maybe a bit too interesting. Consider yourself lucky; I have had to physically restrain myself from creating a full-on Pokemon Type Chart for this. I think what I've landed on is still good. Instead of having pre-determined interactions between an exhaustive list of types, I intend to make use of the existing Enhance/Impair mechanic found in Cairn and a good dollop of Common sense. 

If fighting from a position of weakness (such as through cover or with bound hands), the attack is impaired and the attacker must roll 1d4 damage regardless of the attacks damage die.

If fighting from a position of advantage (such as against a helpless foe or through a daring maneuver), the attack is enhanced, allowing the attacker to roll 1d12 damage instead of their normal die. - Cairn, as usual

    Damage Types, then, are an opportunity to have visible triggers for Impairment or Enhancement of attacks. Fighting against a Wood Creature with a Fire type Weapon? Of course that's Enhanced. Trying to slice your Sword through something covered in Metal? Probably gonna be Impaired, bud. While every table is different, and some players may not be willing to take the lead on determining whether their character does LESS damage, I like the idea of the GM and Players working together to establish these interactions through play. Player A was Impaired the last time they tried to use Arrows against a Water Creature, so Player B innately assumes the same without the GM needing to add that tidbit to every Water Creature Statblock in their notes. 

    The core Damage Types I'm currently considering are-

  • Slashing - Generic Sword Damage
  • Piercing - Stabbing, mostly
  • Clobbering - Any sort of blunt or heavy impact
  • Explosion - When things go BOOM

    And of course, we need Elements, but these I'm not considering to be quite as exhaustive as the core types. These can be paired with or used in absence of the core Damage types.

  • Fire
  • Water
  • Electric
  • Rock
  • Psionic
  • Laser
  • etc

    The final component of a Weapon is it's Category, a classification that works as shorthand for additional mechanics and range. Generally these will be grouped by shape and function. A Katana and Fencing Rapier would both be "Sword" Category; with their differentiation in use conveyed via their Damage Types. Maybe some enemy statblocks could specify a weakness to an entire weapon category instead, but I'm not going to hardcode that into place. Some example categories include-

Category Name 
Category Description
Sword
Swords, Clubs, Hilted weapons with a specific end you hit with.
All Swords can perform a Flourish as a Technique, adding 1d4 to their attack if successful at the risk of taking Fatigue on a failure.
Polearm
Staves, Spears, and the like.
All Polearms have double the reach of other Melee weapons, but do 1 die size smaller to foes that are too close
Dagger
Daggers, Knives, Throwing Stars.
All Daggers have two sets of Damage Die, one for Melee and one for Ranged, as they can be thrown. The intended use of the specific dagger will determine which is mechanically optimal.
Gun
Any weapon that discharges an object as ammunition. Yes, Bows count as guns.
All Guns are exclusively ranged weapons, unable to be properly fired at melee range. They also tend to have higher die sizes compared to weapons of the same quality class. The trade-off is their need to Reload- whenever a Gun rolls max damage, it becomes jammed, emptied, or otherwise unusable. A PC can use their action next turn to clear it, returning it to use the turn following.
Buster 
Any ranged weapon that discharges energy as ammunition. Usually mounted on one's forearm.
All Busters can Charge as an action, sacrificing a turn to add an additional Damage die to their next attack.
Bomb

Anything that goes Boom.
All Bombs deal damage with Blast, affecting every target in an area around it. All Bombs require 2 turns to trigger, one to Activate it (lighting it's fuse, setting it's timer, etc) and another to Ignite. All activated Bombs will automatically ignite at the start of the Activator's next turn.

    Putting these three Components together creates a ton of interesting Weapon options! The tried and true options are available, but what about a Sword that does Clobbering Damage? Daggers that do Explosion damage when thrown? What would those even look like? And more important to the game I'm writing- what choice will the players make when they have the option to choose a bizarre weapon, but don't have the space to keep their more standard tools?

PART 2: THE AFORE-MENTIONED WEAPON LIST

    Remember, your lines are "ooh" and "ah." Don't ruin this for me. 

Name Category Damage Size Damage Type

Bronze Dagger
Dagger d6/d4 Piercing

Shuriken Star
Dagger d4/d6 Slashing/Piercing, Explosion

Bomb
Bomb d6 Explosion

Napalm Bomb
Bomb d12 Explosion, Fire

Nocturne Blade
Sword d8 Slashing

Bashōsen
Sword d6 Slashing, Wind

Katana
Sword d8/d4 Slashing/Piercing

Piko Piko Hammer
Polearm d8 Clobbering

Rusty Spear
Polearm d6 Piercing

Popgun
Gun d6 Clobbering

Pudding's Guitar
Sword/Buster d4/d6 Clobbering/Electric

Energy Ball
Buster d6 Electric

PART 2: MASTERIES AND OTHER COOL SHIT YOU CAN DO WITH A STICK

    I've been playing a lot of Legend of Dragoon (PS1, 2000) lately. It's a turn based rpg with a quick-time mechanic- successfully pulling off combos increases an xp track per named combo per character. I'm not... going to make everyone engage with the same level of detail lmao. But this will be here as an Option.

    As an OPTIONAL Mechanic, Players can choose to pursue a Weapon Mastery. This is a title and list of Techniques granted to a player character that has invested time and study of a specific Damage Type or Weapon Category. A PC can only be pursuing one Mastery at a time, though they may choose to change which Mastery is 'active' during Downtime.

    A PC actively pursuing a Mastery that rolls Max Damage when using a Weapon that matches that Mastery's focus can choose to instead mark a Track and re-roll, taking the second value. For every (X amount? Set amount? Increasing amount?) of Marks, the PC may learn a Technique from the Mastery List. This Technique is permanently added to their kit, though it requires a Weapon of the Mastery's focus to perform.

    In my mind's eye, each Mastery list will have at minimum 5 techniques to choose from, and the order in which they're taken is up to the player. Depending on the context of the technique, it's entirely possible a player will "dip" into a single mastery for 1 technique, then switch to another for the remainder of their play. Note that as Mastery is gained via a track that logs Max Damage, Mastery is easier to accrue using weapons with smaller damage die. In theory, that means faster advancement at "lower" levels, but riskier combat. Enemies hit like trucks in odd-likes; sticking with a weaker weapon to MAYBE get a new technique is in itself a massive risk.

Example Sword Mastery 

Technique             Effect
Flurry Blade For every Dice Size you choose to lower your Weapon Damage this turn, you may make another Attack with that Weapon
Leaping Strike You may move up to 1/2 your movement speed vertically to target an enemy that would otherwise be out of range.
You Are Already Dead Choose a target within your range of vision, and quickly unsheathe, then sheathe your blade. At the beginning of the target's next turn, their action is interrupted as they take delayed Damage from your Weapon
Gambit Finish Roll a number of 1d4 up to the amount of Fatigue in your inventory, adding the sum to your attack. On a failed save, accrue an equal amount of Fatigue.
A fifth one idk man i've been editing this for like a week i'm tired and just gonna hit post so i can not think about it anymore lists are hard 

    -Until Next Time,
        Farmer Gadda

Wednesday, May 22, 2024

Furkind, a Player Option for The SANIC Hack

 Howdy, Farmhands.

     Something I always struggle with when writing anything is remembering what i have and have not actually put into words. My brain is a disorganized cacophony of images and sounds on a good day, and lining them up into a string of comprehensible words is a challenge. My work on the SANIC hack, even when collated into an overview post, probably still doesn't look like anything close to a complete picture for an outside observer. 

 

    This post is me filling in some gaps; something I'll be doing for the next couple of posts as well- writing up semi-complete pages for character options for the SANIC hack that doesn't really need a full deep dive to explain them. The goal is just to have the edges of my imagined product be less blurry, as opposed to me thinking I've done anything clever and deserve praise.  

 

    Also it allows me to introduce readers to some of the setting lore I've been holding back for fear of Telling You About My World Lore, an activity that everyone loves unconditionally and should happen as frequently as possible. (/s)

 

Until Next Time,

        Farmer Gadda 

 

FURKIND 

 

I actually owned this poster before the house fire destroyed my
belongings and left me homeless for a winter.
Maybe I should blog about more important things..

FURKIND 

Furkind is an umbrella term for the many sub-species of humanoid animal people that exist all over the world. They are known for their relatively short stature, vibrant coloration, and durable bodies. While Mammalian Furkind are the most common, Reptilian, Avian, and Insectoid members do exist; some using more fitting variations of the term to refer to themselves. (I.e. Scalekind, Featherkind, etc). Furkind are more plentiful in regions too dangerous or chaotic for Humans to traverse, with the majority of Furkind cultures originating from the many islands that dot the great seas.

 

NAMES 

Common forenames include Nouns or Verbs the Furkind identifies with. Common surnames use descriptors, such as their animal ancestor or their chosen job title; though a shared Clan or Family name may be substituted. 

(I.e. Rush The Cat, Claws The Hunter, Carrot The Lop-Ear, Lavender Of The Tulip Clan)

 

WANDERING 

Established Furkind societies develop around settlements of one or two Packs; groups of individuals that make up a family unit. The members of a pack can vary wildly, even including other Kinds a Furkind befriended along the way. More solitary Furkind can be found living with other Kinds the world over, adapting to those communities' structures. It is common knowledge that young Furkind will eventually feel the need to wander off on their own, leaving on a journey to find their own place in the world.

What made you leave your den to WANDER?

d6      Reason
1Your Voice beats at your chest; you wander to share all that you know.
Your Keepsake is a Crumbling Statuette, an Official-looking Seal, or a Decorated Mask; a symbol of your obsession
2Your Heart feels a Yearning; you wander to find those who will be your Pack.
Your Keepsake is an Old Bracelet, a Pock-marked Stone, or a Feather; a gift for your fated ones
3Your Mind is ever-curious; you wander to learn of other cultures.
Your Keepsake is a Pocket Watch, a Wooden Abacus, or a Faded Tome; a tool of your education
4Your Feet never stop moving; you wander because staying still feels like drowning.
Your Keepsake is a Broken Compass, a Carved Walking Stick, or a Cracked Spyglass ;your first companion on your journey.
5Your Hands feel empty; you wander to find something you've lost.
Your Keepsake is a Bronze Locket, a Sepia Photograph, or Ragged Toy; the last memory you held onto
6Your Blessing is a Curse; you wander to avoid those who would mistreat you.
Your Keepsake is a Threadbare Scarf, Dark Eye-covering, or Broad-rimmed Hat;how you once kept yourself obscured

BLESSING

Furkind are naturally in tune with the planet, and many find themselves blessed with supernatural abilities from birth. Often, these will manifest in enhanced natural abilities, like speed and strength. Rarer, a specific element will imprint on their being, giving them some control over it in a manner not unlike spell-casting. Neither are considered odd to Furkind, though other Kinds might be surprised to learn what they can do!

 What BLESSING has the planet gifted you?

d6        Blessing (Refer to This Blog Post)
1       
Speed - A flash in the pan, a split second reaction, a foot that won't stop tapping. You're not just fast; everyone else is too slow.
2      
Strength - A bent metal bar, a shattered boulder, a world that folds around you like paper. Your strength is greater than most could gain with training alone.
3      
Flight - The wind in your wings, a gut-churning dive, the end of the horizon and a bright blue sky. You've broken your shackle to the ground, and now you are limitless.
4      
Shell - A tough hide, a strong constitution, a will to power through the pain. Your body has a covering you can use to shield yourself from harm.
5-6 

Elements - A burning passion in your heart, an icy chill down your spine, the depths of the ocean in your eyes. You gain the power of an Element, able to call it forth at will.



Monday, May 20, 2024

LEGO Adventurers DINO ISLAND - Summer LEGO RPG Setting Jam Entry

 Howdy, Farmhands.

     When it came to my attention that DIY&dragons was hosting a Summer Lego Jam, I knew I had to get in on the action. Lego, specifically the sets released around the turn of the millennium, were my bread and butter as a kid, and I still collect the stuff today. It makes all the sense in the world that the open-concept, sandbox style of play present in those toys could be used as inspiration for a Tabletop Role-playing game.

     The actual parameters of the Jam do not call for a complete Game Product, however. There are purposeful holes left in the designs I hand over to you today. I assume no system or method of play, simply outlining a setting and implying procedures you'll need to adapt to your table of choice.

    Anyone who uses your setting will have to do additional work to get it game-ready, so help them out by making something exciting and inspirational! Basic guidelines are more important than fine-grained distinctions. Be clear and coherent, use motifs and themes, and trust that the person running the game will make decisions that are shaped by the tools you've given them -diy&dragons

     To that end, this post assumes you are using a system with its own support for Overland Travel, be it pointcrawl, hexcrawl, or whatever else. It also assumes some method of facilitating faction play, with at least 2 separate groups for players to ally with. There is no inherent 'good' team, despite Johnny Thunder being the hero of the original LEGO theme. Statistics for Dinosaurs, Weapons, or Vehicles are absent, you'll need to plug those in should you need them.

Thanks, Inkarnate

A mysterious island inhabited by survivors of the great extinction; the Dinosaurs here have lived in peace for thousands of years... until now! Johnny Thunder's expedition arrives to study this phenomenon, while his rival, the Baron, follows closely for profit. Both risk endangering the balance of nature and triggering the Volcano at the center of this lost world.

Factions:
    The Adventurers Team

  • Johnny Thunder: Daring, Handsome, Audibly Australian. Out of his depth with no Treasure to find.
  • Dr. Lightning: Academically Brilliant but Absent-minded. Naively ignorant to the potential abuse the Island faces.
  • Mike: Eager to please. Inexperienced. Views Johnny as a role model.
  • Miss Pippin Reed: Journalist with a One-track mind. Focused on writing the best story, to the detriment of the subjects she covers.

    The Adventurers will attempt to corral a random specimen to their base for study, a process that takes 1d4 days. If made aware of the Baron's crew having successfully captured a dinosaur, they will attempt to free it, but otherwise focus on their own work.

    The Baron's Crew

  • Lord Samuel Sinister von Barron: Successful Criminal with a personal vendetta against Johnny Thunder. His wealth was primarily gained through grave robbing. Actively haunted by an Ancient Egyptian Pharaoh that tells bad jokes.
  • Alexia Sinister von Barron: Younger sister. Pragmatic. Prefers easy money to harebrained schemes.
  • Mr. Cunningham: Slovenly layabout. Loyal to Alexia,specifically Frequently overestimates his own capability. 
  • Ghost of Pharaoh Hotep: Incorporeal Guardian of the stolen Re-Gou Ruby. Has the sense of humor of a 12-year-old. Wants his gemstone returned to Egypt or to ruin Sam Sinister's day, whichever's easiest.

    The Baron's Crew alternates daily between 1. Setting Traps, 2. Damaging Adventurer's Infrastructure, and 3. Pursuing a random dinosaur. Should any of their activities be foiled by the Adventurers specifically, as opposed to their own hubris, they will spend 1d4 days 'Plotting and Scheming' and generally keeping to themselves.

    The Dinosaur Herds

  • Stegosaurus: Defensive. Prone to stampede. Avoids Triceratops herd.
  • Triceratops: Aggressive. Travels in a Clockwise direction across the island.
  • Tyrannosaurus Rex: Opportunistic Scavengers. Follow the nearest moving herd. Passive until their young is threatened.
  • Brachiosaurus:  Immovable object. Fears no Predator. Travels between Swampland and Jungle in search of tall foliage.
  • Pteropod Flock: Annoying. Curious. Too intelligent for their own good.

     The Dinosaur Herds are in constant movement, and keeping track of which herd is where is vital to traversing safely across the island. The location of the 1d3 Tyrannosaurus Rexes should be kept a secret from players, though the table can and should participate in the daily adjustment of the herds' location, for the sake of the GM's sanity.

Locations:

1. Base: (5987 Dino Research Compound) A rusty radio transmitter tower held together with driftwood, rope, and prayers. Constantly in need of repairs. A clearing nearby works as an airfield.


2. Swamp: (5912 Mike's Swamp Boat) More of a marsh, really. Potentially a quick path across the island, if your boat doesn't get stuck.

3. Jungle: A thick forest with massive trees. Predators roam the edges, looking for easy meals.
   
 

4. Plains: (5955 All Terrain Trapper) Grassland with little cover. Stegosaurus can be found here, unless they've been run off by a traveling Triceratops.
   

5. Stony Beach: (5975 T-rex Transport) Grey and dismal; no creature bothers traveling here.
   
 

6. Pterodon Rock : (5921 Research Glider) Steep stone, devoid of plant life. The Pterodon flock nests here at night, returning to the green main island with the sun.
   
7. Volcano : An imposing peak with lava visible at the lip of the caldera. The slightest jostle could set off an eruption. The Cave system below is too narrow for predators to follow.
 

FURTHER INSPIRATION:

    Brickset List of all Official Products
    Brickset List of "DINOSAURS" Sister Series
   
Brickset List of "STUDIO" Sister Series
    Compilation of tie-in short Comics

    DL Link for Stud.io A 3D modeling program with the large majority of LEGO's pieces included; useful for creating custom renders for game visuals.

NOTES: 

    Vehicles have always featured prominently in Lego sets, and Dino Island is no exception. Before play, determine which vehicles of either Minifig faction are operational, and scatter resources to fix up the rest across the island as player rewards. If you're using a system that supports it, consider having specific vehicles negate difficult travel over specific terrain.

    The caves beneath the Volcano are purposefully left without any dungeon map. What is contained beneath it, and how or why your table will seek it out is up to you - is there a mystical artifact keeping the island afloat? Ruins of a Minifig civilization that once shared the island with the Dinosaurs? A gateway to the ancient past through which the ancestors of the Dinosaurs traveled? Listen to your table discuss the possibilities, and then decide what would be the most exciting to uncover! 

    Additional Dinosaur Herds for desired dinos (raptors or ocean predators come to mind) could be included, but the interplay between the herds I've already written means that interacting with One affects the locations and temperament of the rest. Adding more herds in would require they weave into this tapestry, or they may as well just be set dressing. 

    


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