Showing posts with label Mechanics. Show all posts
Showing posts with label Mechanics. Show all posts

Tuesday, June 10, 2025

Small Rules for Lanthanide Horizon (Dissection, Climbing/Caving)

Usually, I shift between genre with each campaign - but I'm now two failed Navigator sept campaigns deep and still haven't stopped thinking about them, probably because of the. failing...

As a break from three hundred years in the mines making Lanthanide Horizon hexcrawls I can't post because all my theoretical players read this, here are some leetle rules-modules I stapled to the latter campaign and barely used. 🙂

(later - I want to alter the Navigator backgrounds (i don't like Skald or Ropemaker), rewrite the Navigator septs so they can be used as NPC factions, and write some kind of generator for their Imperious management-kings) 

Machine Dissection

Ripped off from this system by Benign Brown Beast, but inverted - assigning dice, then rolling them, instead of rolling them before being assigned. 

When you move to salvage, pool 2+[INT bonus] d10s - with a relevant skill, add 2 more. Before rolling, divide them as you wish between three categories:

  • Receive answers to [dice] questions about this machine and others like it (HD, AC, attacks, purpose, etc).
  • Obtain minor components - roll all dice in this category and sum them together. Addone to the first digit of the sum to determine how many slots are collected, and the last digit keys what component is obtained. Any results that say "either X or Y", the player chooses. (For example, “26” is 2+1 = 3 slots of component #6)
  • Take [best] on a secret table of attempts to recover a major component - a machine-specific tool that could be repaired, with work. (OK I realized that this is kind of a pain in the neck, "the table" is honestly probably just. 1-5 you really do it wrong and the dying machine catches your hand in some gears and crushes it, 6-8 you get Nothing, 9-10 you get "broken component that could do Thing The Machine Does In Its Statblock if you fix it) 

Minor Component Table

1. Wire (either stout copper or beautiful fiber-optic).

2. Either intact batteries, or manganese dioxide (flammable, used as a dark green pigment).

3. Propylene glycol, used as a coolant and lubricant - startlingly, somehow, safe for human consumption.

4. Jumbles of small springs and synthetic tendon, or fragments of soft solder.

5. Elbow-sized servomotors, or shin-long electric pistons.

6. Contact adhesive, or screws and bolts.

7. Multicolored plastic insulating sheaths, or dice-sized blocks of graphite.

8. Strings of status LEDs, or single lightbulbs.

9. Lengths of metal skeleton, or external plates.

0. A clicking mechanical eye, or the tangled-bismuth brain - a piece you can’t understand, but the men of the Vault will buy. ("the men of the Vault" are a local group of Foreign Types - more generally you could just say "[...] understand, but have value as decoration and trophies.")


Climbing/Caving

Also ripped off, this time from Sam Sorensen's Lowlife, and this blog post by Xenophon, and the classic Veins of the Earth system. I've been alternating between this and a stat-damage-mapped-segment thing with every campaign and I'm not happy with either of them, but this one is faster which makes it better.

When climbing/caving, roll 1d6 - looking for a 4-in-6 normally, or a 2-in-6 under poor conditions (evil overhang wall, evil your-head-is-touching-the-wall-and-ceiling-simultaneously tunnel). 

Add 1 to your chances if:

  • you have an already-set rope line
  • you have 15 or more STR (for climbing) or DEX (for caving)
  • you have a theoretically relevant skill (if you literally have Climbing or Going Through Tunnels, add 2) 
  • you've had at least ten minutes to study the route

and subtract one if:

  • you have at least 5 filled inventory slots
  • you have something in one of your hands
  • you are in darkness
  • the ascent is, in some way, out to get you (a general situational penalty for icy climbs, rubble-filled tunnels, or other such things)

If you pass, you're good! Probably. Reroll every 10 minutes or if your situation ever suddenly changes.

If you fail, roll 1d4 - this is how many quarters (25/50/75/99.9) of the obstacle you made it through before either falling on a climb, or becoming trapped in a tunnel. If you have and are using sufficient rope and pitons, you fall only 1 quarter and take that much fall damage before becoming caught. 

If you ever have to crawl vertically, do the math for your chances at both and then roll a single d6. Experience the wonders of falling 30 feet down a pipe and getting stuck still 80 feet up.

(this system removes the large tables of possible failures in Lowlife and Veins. Instead, I get to build on this basic system by keying climbs and tunnels - electrified walls, pipes flooding with boiling water, or places with added or changed failure penalties - "fall one segment before being caught in the moving gears", "fall, and also wake up the robots that live in the walls", etc) 

Sunday, November 15, 2020

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 getting it playtested, have it ready for a wider release. Since this'll be the landing point for new people to the game, I've also put together a setting recap.


Sunless Horizon Beta 2.3

Despite all the stuff I've said about Sunless Horizon, I've never talked about the system.

Sunless Horizon is classless and levelless, with character progression entirely through equipment. Its core is a die step system, where your stats determine Check Dice that rolled against static target numbers.

Combat is working off a simultaneous resolution system, and instead of HP or an abstract wound system, damage for the PCs goes directly to a large Wound Table, similar to the GLOG's Death & Dismemberment.

Most of the rules are exploration-focused; a pointcrawl base expanded with rest actions, pathfinding, and a Difficult Terrain system for adding more gameplay to climbs and crawls. 

The game is currently mechanically complete (hopefully), but is missing content such as generators. Currently, there is a 4-entry bestiary and 2 d6 Obstacle tables, mostly for use as examples. Later releases will be focused on patching holes and developing these tools.

Click on the cover to take a look, and feel free to tell me what you think in the comments.


Introduction

Sunless Horizon is a SF-horror RPG set on the worldship Ein Sof; the last sanctuary of humanity at the end of time.

The worldship's AI, Keter, has created new creatures to serve it, working deep in the most inhospitable corners of Ein Sof to slow the machine's decay. Some of them have escaped, creating new societies far from Keter's eyes. 

The players are members of these societies, sent out into Ein Sof's halls to hunt for needed resources.


Peoples of the World

The people of Ein Sof come in many forms.

Kaiva are tall and thin, with large faces and knotted, bulging veins. Their skin is translucent - under it is a shimmering silver second skin, which absorbs radiation to balance out their tremendous food requirement. In times of stress their veins pulse, and they discard tremendous amounts of energy in a single fast movement, damaging themselves in the process. However, the energy stored for these actions leaves little for the body to use to repair itself.

Seeleh are heavy and strong, with their bodies arranged radially - 3 faces, 6 legs, and 6 arms, all emerging from a reinforced central spine. They can carry more than other phenotypes, and their multiple lungs let them last longer without air. However, they are more susceptible to Keter's words than the other phenotypes.

Iklen are strange and graceful. Their ridged skin changes color constantly - some of these patterns force eyes to slide off them, as if they didn't exist. Those ridges are covered in small scales, that shed from the Iklen and drift through the air. If inhaled, they change the emotions of the sufferer. Iklen move slowly and inefficiently, as if dancing. When surprised, this dance ends, and they must consider their next moves.

Ayir are small and fragile, with gargantuan eyes. Their light weight and small size helps them navigate difficult terrain, but make them more easily injured. Even when they sleep, some of their brain stays active, letting them move and act.


Godhead

Keter's only goal is to keep humanity alive and safe in their Empyreans while He works towards the completion of the Ishtar Program - opening a gate to a stable new universe, where humanity will rise once more.

However, the Program may take tens of thousands of years of technological advancement and failed attempts, and Keter's machines would fail someday. But, while He can run out of metal, living servants could sustain themselves indefinitely.

But despite Keter's best efforts, Ein Sof is still collapsing. Many of the biotech bays used to create these new servants now lie abandoned and unreachable, following their old orders. These lost thousands formed their own societies, and now live in the ship like parasites. 

Those were not His only followers, however. The machine Disciples of this silicon god still stalk through the halls, staving off the ship's failure and hunting those who have escaped His grasp.


Societies of Ein Sof

Superpowers

The Navigator Houses

The Houses are an industrial state, led by hereditary nobility. They have only just arrived to this part of the worldship, after being driven from their homes by the Disciples. 

In their territory, peace is kept through force. Holes are burned through walls, lights are strung up across new roads, and dissenters are strung up with them.

They trade with the Oasis Kingdoms, but plan to soon solidify their influence. If things go their way, tanks will roll through the Kingdoms' streets within months. 

Of course, there's no guarantee things will go the Houses' way. The Lord Navigators, each head of a House, are only held apart by a Regent. Border skirmishes are becoming more common. 

The Houses will go to war. The only question is who it will be with.

The Oasis Kingdoms

The Kingdoms were here first. They have control of most of this region, with each kingdom built on top of an important resource, whether that's power, water, farmland, or rare resources. Their authority was unquestioned - there has not been war for generations.

But now the Houses are on their doorstep, and the Kingdoms are forced to trade food and art for guns and time. 


Minor Factions

Ghoul Nests

Ghouls are born from human stock, meant for the Empyreans. Some stage of the cloning process was, when viewed through Keter's unknowable perceptions, deemed a failure, and they were released into Ein Sof to survive on their own.

Some nests turned to raiding towns and attacking traders. Now, both the Houses and the Kingdoms see them as a threat; that they are to be shot, and their nests are to be burned.

People of the Sea

Sea People shelter in the remaining towers of the Coolant Seas, farming the meager food that can be grown in its blighted water. This resource leaves them targeted by other groups, including the Navigator Houses. 

To protect themselves, the People of the Sea have turned their home chambers into trap-webbed nightmares. Despite this, outsiders are still more than happy to throw themselves into the grinder in the hopes of finding food.

Skinborne

Skinborne groups avoid Ein Sof's internals for its cold, sterile skin. They travel nomadically, floating through space in improvised voidcraft. The rare times they enter the ship are for violent raids, gathering food and components before fleeing. 

All these resources are being gathered for one purpose - completing the Ark, an escape ship made from a single engine of Ein Sof. They say the Garden World is passing by soon, and the Ark can bring them there. 

Sustainer Cells 

To the Sustainer Cells, everything is temporary. They say that someday, no matter how far in the future that is, the world will be safe. To keep themselves alive over this vast gulf of time, they commandeered many of Ein Sof's cryobays.

Now, most of their population rests, while those still awake struggle to keep them alive. This lack of manpower has forced them to focus their society on efficiency, creating a 4-caste system. Personality has been eroded, with Sustainer society expecting newly-awoken members of these castes to act identically to those they've replaced.
To keep themselves safe, the Tribes stay on the move. Their cities were uprooted and retrofitted into sealed walkers, each one hiding a secret - a functioning seed AI the Tribes hope to grow into a weapon to topple Keter from His throne.

However, the seed must be kept safe. Infohazards and hacking attempts can (and have) possessed them, and sent cities marching off cliffs.


Independents

Many tiny groups, unassociated with any faction, hide within Ein Sof. Runaway nobles from unknown nations, dragging their servants on a doomed quest for independence, strange cults following dream-quests from decoded transmissions, quiet villages, and a thousand thousand other mysteries, all (eventually) randomly generated.

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...