Thursday, February 20, 2025

Best Case Scenario Mission - INTERSECT BINARY WAVES [O-E]

Player Intro

A dozen unstable psychics, recovered from the ruins of the Center for Coordination [see archival documents SECOND HAND CLOCK/PIKES GATHER SUNFLOWERS/SYNTHETIC TOMORROWS AWAIT] must be delivered, alive, to a holding/burial facility in Denver, Colorado, operating beneath HealthOne Mountain Ridge.

Two armored vans have been provided - van 1 holds 4 telekinetic, 2 intrusively-telepathic, and 2 energetic/pyrokinetic subjects. These eight are sedated - however, due to the increased metabolism of psychic subjects, they are expected to awaken immediately if sedative injection is interrupted. IV glucose has also been provided, to ensure none of them starve during delivery. Foil helmet-inserts have also been provided, to dampen telepathic interference.

Van 2 contains four biofeedback-specialized psychics. These subjects cannot be sedated due to their immunity to medicines and poisons, and are thus only physically restrained.

Your drive goes just fine, up until you notice the garbage truck flying down a side road at 60 miles an hour…

The Ambush


    Garbage truck “A” - stops side-on in the middle of Pearl St. in an attempt to block the frontmost of the agents’ vans. Assuming all goes well, 2 occupants (soft-armored and rifle-armed driver and front-seat passenger) throw smoke grenades over van 1, then approach while a pair of hard-armored LMG soldiers hop out the back and keep the vans under suppression. The riflemen then cut through the back door with torches and start pulling out psychics’ sedative IVs. Early warning or really sick driving may let van 1 avoid this trap - thus its superposition on the map.

    Garbage truck “B” - flies up the street at 60 and gladly impacts van 2, assuming the biofeedback-specialists will survive. Another team of 4, all soft-armored shotgunners, move to open it. 

Psychic Statistics

All are as average humans except otherwise stated. Psychic Potential rolls are on 1d6 - the result is both the [sum] of the psychic ability (as GLOG spells) and treated as an Attack against the psychic using it. Effects of wounds and death from these attacks occur after the psychic ability is resolved.

Telekinetics can make a Psychic Potential roll to throw [sum]*200 pounds of matter at 30 miles an hour. Assume agents weigh 200 pounds, and cars 3000. Telekinetics can cooperate to lift weights equal to the total of their rolls. Throwing an agent is an attack, as is throwing an agent-sized object at an agent. Dropping a car on someone kills them instantly.

Telepaths take over [sum] people for a [sum] minute duration. As long as they’re wearing helmets, pawns are only assaulted with whispers and shifting shadows in the corners of their eyes. Civilians have no such protections.

Pyrokinetics set [sum] people or objects On Fire. Agents who are On Fire are attacked every turn until they do something about it. When an agent dies of being on fire, if they had any grenades in their inventory they detonate from overheating.

Biofeedback turns psychic potential inside-out, into the body. For [sum/2] rounds their speed and jump distance is tripled, they can run on walls, and they can make two attacks a round (even unarmed, biofeedback specialists can attack without penalty). For this duration, the specialist is immune to injury and death - on a 6, their head may explode, but they won’t stop moving until time runs out. If you miss, it’s because they caught the bullet.

Saturday, February 1, 2025

Freak People (Gateway GLOG)

Now that I'm headed down the road of "running" "a campaign" again, I returned to Gateway, my scheme for a pick-up game to play with the one or two people who are guaranteed to show up when the rest of my players flake. 

While poking at it I realized - what's the point of an overly-colorful, largely non-serious Fantasy Setting™ without the opportunity to play as some variety of nonhuman weirdo? I normally lean towards all-human settings, but Gateway is, as much as it's anything, a winking revival of the way I wrote in 2017; powered purely by half-memories of 3.5e homebrew websites.

And thus - freak people.

1. Human
They sure are.

Reroll nothing.

Benefit: keep a 2nd item between sessions.

that's it. i don't know what to tell you. go get a job.

2. Ogre
Some say every ogre is the reincarnation of a saint from ages past.

Reroll STR and take the higher.

Benefit: put a * next to your STR score. Roll checks with it only for superhuman tasks (picking a guy up and hucking him like a catapult, benchpressing a car, crashing through a stone wall).

Drawback: you must fail a STR check to not immediately destroy pathetic human items (doors, levers, tools, pets) when interacting with them. Your soul is immense - you glow like the sun to anyone who can see them.

3. Millisecond Dragon
Each of the 23 hours of the day has a grand dragon for a living avatar - and it continues downward, with dragons of half-hours and minutes and seconds and tenths-of-a-second and so forth becoming more humanoid as their domains shorten.

Reroll DEX and take the higher.

Benefit: once a session, shoot a 3d6 damage cone of either ice (for the pinkish-orange brood of the dragons of the Dawn), fire (for the sky-blue brood of the dragons of Noon) or lightning (for the purple brood of the Dusk). Probably best used to melt through steel, make ice platforms, or do some other OSR puzzle gibberish.

Drawback: save or pick up shiny objects.

4. Cultivator

Bug-men of the prismatic wastelands to the west of Gateway, emerging from their holes to see what all the fuss is about.

Reroll CON and take the higher.

Benefit: burrow through soil as fast as a person walks, climb walls at running speed.

Drawback: bright light provokes a save vs. fear.

https://www.artstation.com/artwork/1d9X - yes this is the same picture i used for cultivators in 2018 we already agreed that i get to be lazy with gateway

5. Elf
Immortal(?), meditative wanderers of the desert of ice.

Reroll INT and take the higher.

Benefit: around your neck is an amulet, holding the soul of a parent, a favored aunt, a friend from the army, or so on. As long as you wear it, you can speak with the dead. If you shatter it, the soul within possesses a target of your choice, then escapes to the afterlife. You could still speak with the dead - but all they would do is howl.

Drawback: dogs and other domesticated animals attack you on sight.

6. Visitor
Honestly, nobody knows what your deal is. Worshipers of living iron stars, they say. 5 feet tall and stick-thin, covered in multicolored scale-petals and ridged patterns.

Reroll WIS and take the higher.

Benefit: once per session, release petal-dust that forces all nearby to Save versus murderous wrath.
 
Drawback: when startled, save versus doing the aforementioned. (doesn't count towards your limit, at least)

7. Myconid
A statuesque social form of the Motherland, sent to aid that vast fungus's geopolitical ambitions.

Reroll CHA and take the higher.

Benefit: your mycelial form is silent when walking or falling. You never make any sound you did not intend.

Drawback: once, when it is least convenient, your sleeper agent programming will switch on.

Sunless Horizon Beta 2.3 Release

Commissioned from Scrap Princess excited screeching I've been posting about  Sunless Horizon  for about a year, and after finally gettin...