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Eclipse Phase: Psi-Chosis - Paula

Located on the 276th sunward floor of the Harrington Torque, one of the kilometers-tall spindle-scrapers that criss-cross Nova York.

INTERIOR

The interior décor is black-on-black with every single item limned in a blue light. In the UV spectrum, however, the club is a polychromatic disaster; a nouveau style that’s being referred to as “invisible pollocking”.

GHOSTS: Those subscribing to the Black Light’s custom AR channel (for a nominal fee) will find that the club is “haunted” by a number of spectral blue spirits who float here and there. These are all delta forks developed from egos that only survived the Fall as vapors.

LAYOUT: There’s a hemispherical bar area with tables studded across the floor. The dome of the bar is a dance floor designed for people wearing grip-pads. There are also two lounge areas (one for VIPs). The employee-only area contains a kitchen, storage, a break room, and the manager’s office.

ACTIVITY: During the day, the Black Light is largely deserted with just a few desultory drinkers. At night, the bar and lounge areas are thickly crowded. (The recent incident only created a sensation and increased the club’s demand; people are reporting that real ghosts are haunting the place.)

INVESTIGATION TEST – BAR: Will find the protoplasmic vomit (see below).

INVESTIGATION TEST – KITCHEN: Will find the component recently added to the drink fabber (see below).

CHARACTERS

MANAGER – EVANDER MOON: A gruff man in a splicer morph; blue, pseudo-prehensile dreadlocks and a slight potbelly. He’s convinced that the whole thing was a prank; some sort of “living art” piece somebody is prepping in anticipation of the Intergalactic Art and Culture Show. More than happy to take the free publicity, though.

BARTENDER – PAULA BANWIN: Friendly face in a dark-skinned splicer. She’s still badly shaken by what she experienced during the incident (which included a detailed vision of her watching TITAN drones kill her family and her original body… events she has no memory of because she escaped Earth as an infomorph fork before they happened).

Paula keeps a lifelog. She’s been teasing the events of last night and hasn’t publicly released all the footage, but they would function as surveillance footage (see below).

CLUE – SURVEILLANCE FOOTAGE

Can be obtained from the club’s security system, Paula Banwin’s lifelog, or possibly from other witnesses.

FOOTAGE: Average night at the club. Then all the lights spark brightly; people in the room and various items are clearly drawn towards a point near the center of the hemisphere (as if drawn by a strong gravitic field). People are clinging to tables or to each other and screaming. A few items implode, sending dull shards of safe-glass and ceramics careening around. Then, abruptly, its over; gravity reasserts itself and everyone falls (albeit slowly) towards the floor.

PERCEPTION (+30): One person (and only one person) is unaffected (Modya Oborskaia). Modya remains at her table. Her eyes are wide, but her pupils are rolled back to reveal only the whites of her eyes (which slowly turn red).

Rolling the footage back will reveal that Modya had just arrived and taken her first drink. (The drink was, of course, made in the drink fabber, see below.)

Rolling the footage forward will show that, after the incident, she stumbled away and vomited into a modern art piece that’s been extruded from the wall of the club. (The protoplasmic vomit she spewed up is still there, see below.)

CLUE – DRINK FABBER

Located in the kitchen. Standard model, but a strange, fluted canister made from some sort of black polymer compound has been added to it.

CANISTER: The canister was installed by workers from Neuralite and added epsilon psike-out to everything the fabber made. It has an inventory taggant attached to it that clearly identifies it as coming from a Neuralite storeroom.

Surveillance footage can reveal the person installing the canister. If successfully traced, it will turn out to be Neuralite employee named Evren Nissel (he knows nothing; he was just told to install the canister).

OPENING THE CANISTER: The canister is completely sealed except for the intake and output valves. Breaching the canister will trigger a self-destruct unless an encrypted passkey is broadcast. If the canister is opened, the chemical residue inside can be subjected to medical analysis (see Node 3).

CLUE – PROTOPLASMIC VOMIT

Located in a modern art piece that’s extruded from the wall of the club. Modya vomited into the art piece after the incident.

The vomit is semi-gelatinous and looks something like a decaying jelly fish. In substance, it’s made up almost entirely of protoplasm – as if a huge mass of cells had their plasma membranes stripped from them.

The vomit can be subjected to medical analysis (see Node 3).

Go to Node 2: Modya Oborskaia

Eclipse Phase: Psi-Chosis

October 7th, 2016

Eclipse Phase: Psi-Chosis

Eclipse Phase: Transhuman

FIREWALL BRIEFING

SUMMONS: PCs are summoned to Nova York. No indication of what their mission may be. Fake IDs are not required, although caution never hurt anyone.

RESEARCH (-20): May allow PCs to pick up some of the details from the briefing before arriving.

VIRTUAL CONFERENCE: Hosted in a VR simulspace as soon as the last PCs’ transport is close enough to mitigate transmission delays.

HOST: Depicted as a featureless shadow. Infomorph in a heavily secured eidolon using a suite of kinesic-denying software.

ITINERARY: Firewall has been tracking a series of apparent async events on Nova York over the past six weeks. Rumors or confirmed reports include:

  • A telepathic blast allowing someone to summon medical assistance for someone injured in one of the nickel mines.
  • A beaten wife causing her husband to collapse through sheer anger. (The muslim community on Nova York is interpreting the incident as a punishment of sin.)
  • A series of minor robberies which may have been aided by post-hypnotic suggestions. (Although traditional cyberbrain-hacking may be the actual culprit.)
  • Everyone in an area reportedly “sharing the same thoughts”.

Firewall’s initial suspicion was this might be evidence for a new async. Or possibly an async gang trying to expand into Nova York.

Over the last ten days (which may have been while the PCs were in transit), however, there have been three major incidents:

  • Over the course of a week, roughly a dozen people were struck with complete and total amnesia. (They’ve been restored from backups. Medical examinations have found no physical cause for their condition.)
  • Twenty people in a Banco de Nova York facility simultaneously experienced a “shared delusion” in which they all dived into the caldera of Olympus Mons.
  • A fifty-foot-long section of corridor in the Skin was found transmuted into gold.

A fourth incident – the most significant to date – occurred last night at a club named the Black Light.

  • Initial reports suggest a massive incident featuring Casimir force repulsion. To date, only exsurgent asyncs have demonstrated the ability to manipulate the Casimir effect.
  • The Black Light is located on the 276th sunward floor of the Harrington Torque, one of the kilometers-tall spindle-scrapers that crisscross Nova York.

The Black Light Incident represents our best lead. Your mission is to identify the cause of the Nova York Events and, if it represents a threat, put an end to it.

BACKGROUND – NOVA YORK (9 METIS)

Nova York is described in detail in Rimward, pg. 26. This section is a brief summary of information from Rimward and also contains original material pertinent to this scenario.

  • Population: 500,000 (third largest habitat in the belt)
  • 9 Metis: Large nickel-iron and silicate asteroid. (Not to be confused with the moon of Jupiter by the same name.)

THE CAVERN

  • CENTRAL CAVERN: Spherical, 4 km in diameter, 200m beneath the asteroid’s surface.
  • LIGHTING: Huge light tubes in the outer walls. At night, the lights of the buildings cause the surface of the sphere to resemble an enormous geode.
  • GRAVITY: Microgravity of 1/140th g. (Up and down have little meaning. Falling is irrelevant as air pressure and low gravity eliminate any risk of injury.)
  • SPINDLE-SPIRES: Thousands of exceptionally tall and fragile-looking buildings that extend between 100 and 150m above the surface, with a large number that extend all the way across the cavern.
    • Durable frame, with reflective or translucent materials that play with ambient light in the cavern.
    • Residents often jump from one building to another.

THE SKIN: Refers to all the tunnels burrowing through the asteroid around the central cavern. Most of these are the result of mining, but many have been converted to low-rent housing and the like.

NOYO ECONOMICS

  • NOYO: The locally produced currency. No other form of currency is accepted.
    • Value of the noyo decreases over time from the date of issue, which is meant to stimulate spending, discourage currency speculation, and prevent wealth accumulation.
    • Value of noyo is pegged to local reputation network, so people with high Noyo rep have their currency devalue at a slower pace.
    • Tends to warp the local rep economy – people tend to avoid “narcing” on their friends because it can create a negative feedback loop when money is on the line.
  • BANCO de NOVA YORK (BdNY): Manages all financial transactions and is the habitat’s legal custodian.
    • Residents and businesses rent their roofs; no one owns property.
  • EXTROPIAN: Other than the Noyo and BdNY, Nova York is generally extropian.
    • Private contracts for security, insurance, legal code, etc.
    • Each building is often a collective (either closely-knit or purely functional), often sharing contractural services.

NOYO CULTURE

  • Cultural melting pot.
    • Wide variety of religious memeplexes.
  • Heavily based around visual arts – sculpture, architecture, light-sculpting, sensory experiences, AR experiences, aerial dance routines, etc.
    • Planning to host an Intergalactic Art and Culture Show next year to draw tourists and residents.

BACKGROUND – PSI-EPSILON OPENER

Psi-opener drugs, as described in the core rulebook (pg. 325), are a variant of the Watts-MacLeod strain that temporarily imbue users with the ability to use one particular psi sleight. Neuralite (a well-cloaked subsidiary of the Cognite hypercorp) has been developing an experimental psi-epsilon opener. They’re hoping to unlock the powerful psi-epsilon abilities available only to exsurgents, but crossing the relatively benign Watts-MacLeod virus with active strains of the exsurgent virus is obviously incredibly dangerous.

The psi-epsilon opener is a binary compound: The epsilon primer and the epsilon psike-out. The opener only becomes fully active when the epsilon psike-out is taken by a primed subject.

Testing of the compound proved difficult because it had a very low success rate in laboratory trials. Neuralite’s scientists estimated that for every 1,000 test subjects they brought in, only one might actually manifest psi powers due to the safeguards they had added to the virus’ DNA.

As a result, Neuralite decided to test the compound by pumping the first part of the compound into the H2O supply of Nova York in order to saturate the population in preparation for the “activation event”. Their theory is that when they add the epsilon psike-out to the water supply in a few days, they’ll create roughly 500 powerful asyncs.

The early, minor async events in Nova York are due to an unexpected side effect from the epsilon primer: Citizens who are already asyncs (many of them minor asyncs who don’t even realize they have powers) are experiencing spontaneous and uncontrollable outbursts of psi energy.

The major async events in the last few weeks are the result of Neuralite performing isolated tests of the epsilon psike-out compound.

Epsilon Primer: The primer is essentially a complicated receptive capsid and does not contain any active exsurgent virus. This means that most people exposed to the virus are at no risk and their bodies will flush the primer out of their system within two weeks. The exception to this are asyncs, who must make a Moxie x 20 test once per day while exposed to the drug. On a failure, they’ll manifest a powerful and out-of-control version of a psi sleight. This experience generally inflicts 1d10+5 SV.

Epsilon Psike-Out: If taken by someone under the effects of the epsilon primer, the victim must make a Moxie x 10 test. (An async suffers a -30 penalty on this check.) On a success, the drug only has the effect of a normal psi-opener and psike-out (see Eclipse Phase, pg. 325). On a failure, the victim receives the permanent use of a random psi-epsilon sleight and also benefits from the effects of psike-out. Unfortunately, this also means that he victim is infected with the haunting version of the exsurgent virus (see Eclipse Phase, pg. 366). Each time they use the psi-epsilon sleight, there is a 10% chance that this will upgrade to the mindstealer version of the exsurgent virus (see Eclipse Phase, pg. 367).

ALL HELL BREAKS LOOSE

The epsilon psike-out is scheduled to be released 1d10+1 days after the PCs arrive. (It may happen sooner if Neuralite realizes they’re being investigated and Radom or Vangelis decide to pull the trigger.)

If the PCs fail to prevent the release of the epsilon psike-out, it’s a catastrophe: Neuralite’s estimates are off by a factor of ten (and they also don’t realize they’re creating exsurgents instead of empowered transhuamns). 5,000 psi exsurgents will be created in Nova York (emerging over the course of 1-2 weeks). At fully 1% of the population, they probably can’t be contained. The end result is that Nova York is likely to be quarantined or destroyed.

REVELATION LIST

LocationClueLeads To
Black LightProtoplasmic VomitMedical Analysis (Node 3)
Black LightDrink Fabber - CanisterNeuralite (Node 4)
Black LightDrink Fabber - Chemical ResidueMedical Analysis (Node 3)
Black LightSurveillance FootageModya Oborskaia (Node 2)
Modya OborskaiaTissue SampleMedical Analysis (Node 3)
Modya OborskaiaConstant ThirstWater Treatment (Node 5)
Modya OborskaiaInterrogationNeuralite (Node 4)
Medical AnalysisModya's DNAModya Oborskaia (Node 2)
Medical AnalysisEpsilon Psike-OutNeuralite (Node 4)
Medical AnalysisWater SamplesWater Treatment (Node 5)
Neuralite OfficeResearch Into Neuralite's ContactsWater Treatment (Node 5)
Neuralite OfficeModya SurveillanceModya Oborskaia (Node 2)
Neuralite OfficeCell CulturesMedical Analysis (Node 3)
Neuralite OfficeThe PlanWater Treatment (Node 5)
Water Treatment PlantNeuralite Personnel & EquipmentNeuralite (Node 4)

INVESTIGATING OTHER INCIDENTS

Following up on the events prior to the Black Light is not necessarily fruitless, but there’s not much to go on:

  • The people who experienced the telepathic blast have not repeated the experience (although one is, in fact, a weak async and just doesn’t know it).
  • The beaten wife is currently being sheltered by her mosque. (She’s an async trying to deny her abilities due to a religious belief that they come from Shaitan.)
  • There are no functional leads on the robberies.
  • The people suffering from amnesia have no memory of the event (no pun intended). None of them are responsible for the amnesia and neither their egos nor their morphs have anything abnormal about them.
  • There’s no indication of who (or what) was responsible for the transmutation (and the owners of the mine have sealed the area off).

Tissue samples taken from the telepath or the beaten wife contain high concentrations of the psi-epsilon opener. It’s difficult to isolate by itself (-20 modifier), but comparing these samples to other relevant samples provides a +10 modifier to those checks. (See Node 3.)

Go to Node 1: The Black Light

Star Trek - Captain Kirk

One of the problems with running military games in an RPG is the chain of command: Realistically speaking, even on remote missions with a small team (i.e., ideal RPG fodder) there should still be one guy who’s actually in charge of the op. This can either be an NPC (which can lead to railroading or, for the GM not interested in railroading, a really tricky balancing act between having the NPC commander do their job vs. letting the players take the initiative). Or it can be one of the PCs (which can remove the dilemma created by requiring the GM to issue literal orders to the PCs, but can also result in incredibly fragile gameplay that’s highly dependent on the player running the captain).

On my bucket list is running a Star Trek-like open table campaign where every player designs a captain and their bridge crew. When a player requests a session, that player would be running the captain and anyone else who shows up for the session would pick up the roles of their crew troupe-style (meaning that those roles would, over time, be played by a variety of people). This doesn’t so much solve the problem as work around it by giving everyone their turn in the captain’s chair.

Here’s another thought: Everyone at the table takes on the role of a bridge crew member. But then you also have an Everyone is John-style cap system which gives everybody at the table control over one “slice” of the captain’s personality / skill set and the ability to bid for immediate control over the situation. Unlike Everyone is John — where the character being portrayed is literally suffering from multiple personality order — the goal of the table here is still to portray a coherent character; it’s just that the disproportionate agency possessed by the commanding officer is now jointly shared by the entire table. (Which makes it much more closely resemble the rough-and-tumble democracy of a typical RPG group where everybody usually gets a say in what the next course of action will be, but occasionally somebody will just charge off and force people to follow in their wake.)

First Secret of Prep: It will always, always, always add value to your game and make for a better session IF (and this is a very important if) you focus your prep on the stuff you can’t improvise at the table.

Second Secret of Prep: What you can improvise effectively will depend on your own strengths as a GM, it will change over time, and it will vary based on the system you’re running. I talked about one facet of this in The Hierarchy of Reference, but it applies across the board. Maybe you struggle with having dynamic battles featuring clever tactics, so you spend a little effort prepping Tucker’s Kobolds. Maybe you find it easier to run Pathfinder monsters if you make a point of highlighting feats you’re unfamiliar with and jotting down a note about what they do. Personally, I know that I get too tight-lipped with NPCs revealing the deep secrets of a campaign (because I ruined a campaign once by getting too loose-lipped with those secrets and it’s a Pandora’s Box you can’t close — if the PCs don’t know something they can always learn it later; if they learn too much they can’t forget it), so personally I focus a certain amount of effort on prepping exactly what NPCs know.

Third Secret of Prep: Some stuff you find hard to improvise can be made easy to improvise if you prep the right tools. Procedural content generators are an obvious example of this. But it can also include stuff like “if you’re bad at coming up with names on the fly, prep a list of names”.

Particularly valuable prep targets, of course, are the things that can never be improvised on the fly. Props and handouts are perhaps the most obvious example of this.

Coins of the Damned – Part 4

October 3rd, 2016

Go to Part 1

THE BLACK POUCH

The Black Pouch

The black pouch is an insidious device, designed to punish the greedy and prey upon the indigent. It appears as a normal coin bag, made out of black leather. When it is first found, the black pouch will contain a single gold coin. When someone withdraws the coin, they will lose 1 hp as the black pouch drains the living energy from their body. Unfortunately, the magic of the pouch will also work to disguise this parasitic act from the victim’s consciousness: The victim must make a Wisdom check (DC 20). If the check is a failure, the DM should keep a secret total of the victim’s total hit points (this damage heals normally).

The next time the pouch is opened, it will contain 1+1d6 coins. Each coin removed will, once again, inflict 1 hp of damage. (A Wisdom check should be made each time a character reaches into the pouch. Note that characters can remove more than one coin each time they reach into the bag.) Each time the black pouch is opened after it has been emptied of coins, it will have generated the same number of coins as the last time, plus an additional 1d6 coins.

Recipients of the black pouch will often count themselves blessed – but if they are not careful, they will be killed by their supposed boon. If the character withdraws a number of coins from the pouch sufficient to result in death, have them roll a Fortitude save (DC 20). If successful they will survive with 1 hp remaining (and be aware of what the black pouch is doing to them, if they weren’t already). If the roll is a failure, then the black pouch has drained the last of their life from them.

Those who discover the truth of the black pouch will at least count themselves lucky for the wealth it has given them. But even that, unfortunately, is nothing more than a cruel trick: The black pouch does not create the gold it offers, it merely teleports it from the nearest available source… which is almost always the money pouch of the very person drawing from the pouch.

Caster Level: 9th
Prerequisites: Craft Wondrous Item, vampiric touch, teleport
Market Price: 50,000 gp

CHEST OF ENTANGLEMENT

In many tomes of arcane knowledge, the chest of entanglement is known by the name of kingbane. To most, the origins of this obscure title are lost to the long tides of time. Those fortunate enough to have obtained a rare copy of Nardonne’s A History of the Kings and Their Follies, however, know of a tale that may lie at the heart of this matter: King Edan XIII of Oldren (a kingdom long since lost to the surface of the world), it is written, waged a long and terrible war with the elves of the wood.

In the end, Edan was victorious. But the elves were bitter in their loss, and so they plotted their revenge even as their enemies celebrated their triumph: When King Edan demanded that his new subjects gather his bounty, they did so – placing it within great chests of oaked, each carved with all the skill the elves could muster. Such skill was great, and, indeed, the chests themselves were a treasure beyond value.

But they were also a trap. King Edan marveled at their beauty, and stepped down from his throne of war when they arrived at his woodland court. “And so,” Nardonne writes, “Their trap was sprung. The king was bound and those who lurked in ambush struck. And King Edan was no more.”

Although Nardonne’s narrative does not positively identify the nature of the trap contained in the chests, the description he provides of the chests leads many to suspect they may have been chests of entanglement – the bane of King Edan.

A chest of entanglement is an ordinary, wooden chest, decorated with exquisite carvings of vines and foliage. Attempts to detect traps – either with the Rogue class ability or the find traps spell, for example – will fail, as the chest is not trapped. A successful Search check (DC 25), however, will reveal that one of the carved leaves is a concealed panel, which can be swiveled to one side to reveal a small hole, no larger than a man’s thumb. A detect magic spell will reveal a faint aura emanating from inside the chest.

A chest of entanglement is filled with two thousand gold coins. When the chest is opened, the coins will fly out of the chest and begin clinging to the skin and clothes of whoever opened the chest (if more than one character opened the chest, the coins will attack one of them randomly). The afflicted character must make a Reflex save at DC 20 once every round in order to evade the coins – a failure, however, indicates that the coins have successfully coated the character’s body, placing them under the effects of an entangle spell (-2 penalty to attack rolls, -4 penalty to effective Dexterity – characters attempting to cast a spell in this condition, or while being attacked by the coins, must make a Concentration check at DC 15 or lose the spell).

As with the spell entangle the character can escape the coins with a successful Strength check at DC 20, but the coins will continue to pursue them (forcing them to, once gain, make Reflex saves). The coins will not relent until the lid of the chest has been closed – at which point they will fly back into the chest through the concealed panel.

Caster Level: 3rd
Prerequisites: Craft Wondrous Item, entangle
Market Price: 6,000 gp

REFLECTIONS ON COINS OF THE DAMNED

The first thing I remembered upon rediscovering this article was the difficulty I had writing a new introduction that basically covered the exact same ground as the introduction from the first article.

I think this similarity of introductions also contributed to why the article lay forgotten on my hard drive for so long: I’d see the file, but end up just assuming that it was a different title for “Gilted Fiends”. In fact, “Coins of the Damned” was the original title of “Gilted Fiends” and it was changed during the development process because Dragon Magazine didn’t want the word “damned” appearing in their pages. Campaign Magazine didn’t have such qualms, and so it made sense to recycle the title for the sequel. (Which no doubt also contributed to my confusion.)

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