Showing posts with label See It Descend Into. Show all posts
Showing posts with label See It Descend Into. Show all posts

Saturday, October 15, 2022

See It Descend Into - Premise & Classes

See It Descend Into is a megadungeon campaign I am, in theory, going to write and run.

Maybe.

Perhaps.

Eventually.

The players are citizens of a nation undergoing colonization by the foreign Pentarchy, and attempt to recover and record archaeological information of the ancient stepwell-palace known as the Inverted Pyramid before the Pentarchy sends their own teams to strip it of anything of value and send it back to their capital to rot in a warehouse.

The Inverted Pyramid is filled with writing in the now-lost Dead Language, and decorated with murals, sculptures, and other artwork. XP comes not from the value of treasures looted from the Pyramid, but instead from analysis, with bonuses for taking photographs, translating inscriptions, and recording the context of the artifact. 

the stepwell Chand Baori, in Rajasthan

Classes

See It Descend Into is using a GLOG variation too generic to post here, and so far 4 classes - a Fighter (quite overtuned, as an experiment in hyper-specialized classes), an Explorer (a form of Thief entirely about trap management), a Quartermaster (general-purpose support class), and the Translator I posted last year.

One mechanical note is the prevalence of a damaged keyword - items can be damaged through strenuous or nonstandard uses (beating a door down with a crowbar, etc). Once damaged, they can be used once more before they break, but can be repaired in town or by Quartermasters.

The Fighter (stolen from deus ex parabola and Vayra)

The Fighter A: Subclass, Expertise, +1 to hit and damage B: Extra Attack, +1 to hit and damage C: Subclass II, +1 to hit and damage D: Extra Attack, +1 to hit and damage Δ: A Heavy, Iron Hand Subclass Choose between The Foreign Method and The Native Method. Gain its first bonus now, and its second at template C. The Foreign Method An altered form of the Pentarchy’s martial practices, taken up by rebels in the places that would not be Provinces. 1: You can damage a weapon to reroll its damage dice. 2: Stolen power from the Pentarchy’s divine bureaucracy lets you name a single specific action (attacking with swords, walking East) Illegal during combat. Everyone understands this declaration, even if they do not speak your, or any, language. You must immediately make a free attack against anyone committing an Illegal act - these attacks ignore maximum ranges. If you commit an Illegal act, you die instantly. The Native Method Once common, now rarely mastered in a world dominated by firearms and switchblades. With a few changes of your own, however, it still holds on. 1: You may fill up to [templates] inventory slots with muscle (+1 STR), sinew (+1 DEX) or fat (1 point of damage reduction), through a day of focused effort per slot filled, emptied, or changed. 2: You can take 1d4 damage and burn away one of your filled slots to: leap 20’ horizontally, make a pair of unarmed attacks immediately after another attack, throw a grappled target ten feet, and perform other feats. Expertise Whenever you hit someone with an attack, you can attempt a combat maneuver against them for free. Δ: A Heavy, Iron Hand Kill two foes with a single strike. All damage dice on all your weapons explode on their highest result. 1d6 wayward students will soon approach you, pledging their service in exchange for your teachings.

The Explorer (stolen from deus ex parabola and Michael)

A: Skilled, Click

B: Stay Away

C: Under Tension

D: Experienced

Δ: Steady Hands


Skilled

Given a few minutes, you have a [templates]-in-6 chance to succeed at any of your Skills (any 2 of Climb Sheer Surfaces, Hear Noises, Hide in Shadows, Move Silently, and Pick Locks), in addition to normal resolution rules. 


Click

If you set off a trap, you get to act before it goes off, but before it reveals what it does. Guessing a safe option (ducking under the hammer trap) protects you, guessing the wrong option (ducking into the spike pit) does not. Shoving another party member in the path of the trap is always an option.


Stay Away

You can invert your Skills, letting you roll to Render Walls Impassible, Move Silently, See in the Dark, Hear Noises, and Sabotage Doors.


Under Tension

If you already know there is a trap before you set it off (finding the pressure plate, but not knowing what it will do), you can make a Save - on a success, it doesn’t go off, but you know exactly what it would’ve done if it had. On a failure, you can still react with Click.


Experienced

Choose another 2 skills out of the earlier list or these: Leaping Gaps, Running Away, Attacking Someone Who Can’t See You, Intuiting Thoughts, and Finding a Friend. These do not invert.


Δ: Steady Hands

Kill an enemy with a trap you built.


Once you have determined the presence of a trap, either using Under Tension or good gameplay, you can spend an Exploration Turn to completely extract it, so you can set it up elsewhere.


A stepwell in Karnataka

The Quartermaster (stolen from Skerples, Lexi, and Lexi again.)

A: Evaluate, Boarding School Education, +1 Inventory Slot

B: Prominence, Smithing, +1 Inventory Slot

C: Hidden Market, +1 Inventory Slot 

D: Craftsman, +1 Inventory Slot

Δ: Baron


Evaluate

You know the market value of any mundane item on sight. Unique items like ancient pottery require an Intelligence check to evaluate, and some magical items cannot be evaluated.


Boarding School Education

You know the language of the Pentarchy, letting you easily communicate with guards, foreign merchants, and colonial officials. You gain either +1 or +INT bonus, whichever is higher, to reaction rolls with these groups - they are delighted to see their “””civilizing influence”””.


Prominence

When you meet someone, you can choose to be the most prominent person in the group or the least obvious person in the group. This doesn’t give you a mechanical bonus to stealth.


Smithing

You can repair a simple item, including melee weapons, for free during a Rest.


Hidden Market

Items the colonial government has deemed illegal (firearms, drugs, etc.) can still be found and purchased. Roll 1d6 - on a 6, you find exactly what you want. On a 3-5, the item has an issue or condition (works poorly, the original owner wants it back, it’s twice as expensive, etc). On a 1-2, you find nothing.


Craftsman

You can repair up to three items during a Rest, including complex objects like firearms. 


Simple items repaired and upgraded by you get a bonus that lasts a day: armor gets +1 AC, weapons get +1 on attack rolls, lamps last an extra Turn, et cetera.


Δ: Baron

Invest 2,000 Notes into a piece of property to turn it into a successful business of your own.


Gain your choice of 100 Notes or a hireling (up to 3 at a time) each day. Expect insincere invitations to formal events, patronizing interviews from Pentarchy journalists, and near-constant attempts to buy your business out from under you for 1,000 Notes.

Sunday, October 17, 2021

The Translator & The Dead Language (GLOG Class)

On the GLOG discord and its close siblings, an idea for an archaeological campaign has been simmering - a megadungeon (which, for the purposes of this post, will be called the Inverted Pyramid) has been discovered, and the PCs enter to write its history, translate its Dead Language, and learn about its Builders - not to just loot the place (after all, any common thieves could manage that) but to research it.


One of the ideas of this hypothetical campaign is a stronger divide between class roles - a Fighter is not someone who's slightly better at fighting, they solve fighting problems. Other characters are at best incompetent and at worst actively harmful in a fight.

But, if one character solves fighting problems, we need other kinds of problems - traps and the like are already well-trodden ground, so the Translator deals with a new issue - the Dead Language used by the civilization that built the Inverted Pyramid.

The Dead Language
The Dead Language comes in two forms - Terrestrial Script (ansi e-tan, literally "words that are close to the ground"), a normal language used for writing and record-keeping, and the Spiritual Script (ansi en-ot, "words that are in the sky"). The Spiritual Script can, with the correct enunciation and enough focus, cause changes in the world around you.

Some people in the OSR space are both knowledgeable and determined/crazy enough to make their own conlang. I am neither. Instead, here is a list of 20 sample words of Terrestrial Script, which the Translator can roll on at character creation. If you want, you can expand this into an actual conlang, substitute one you already like for it, or otherwise mess with Terrestrial Script. If you aren't interested in taking these steps, simply tell the Translator the words they know, and surround them with meaningless syllables.

  1. Here (en, is also attached to words as a prefix to show that they are in the same place - en-ot meaning "in the sky").
  2. Animal (shur)
  3. With/Having (sen, can be put between two words to display ownership - shur-sen-tut meaning "an animal with think", or a person)
  4. Not (ja, attached to words as a prefix to show the inverse - ja-qut meaning "not safe")
  5. Light (wer)
  6. Food (pone)
  7. High/Important/Valuable (noian)
  8. Say/Write (tursa)
  9. Stone (met)
  10. You (ti, is also used as the number "two")
  11. Me (fir, is also used as the number "one")
  12. Them (dren, is also used as the number "three")
  13. Away (os, is put between words to show they are far apart. When seen as a lone word, usually means an instruction to stay away)
  14. Moving (wase)
  15. Water/Road (sunsir)
  16. History (kohi, also used as a prefix to show the past-tense)
  17. Future (shajli, used as a prefix to show the future-tense)
  18. Prophecy (shajlike - either used on its own to mean "a foretelling", or as a prefix to show a particular kind of future-tense that is best compared to "after we are all dead")
  19. Hand (feshed, is also used as the number "four", and as a word similar to, but not identical to, "angel")
  20. Air/Sky (ot, is also used as the number "five" or just "many")
A note on the Dead Language's numbers: sen is placed between them to add, os is placed between them to subtract (ot-sen-fashed is 5+4, ot-os-feshed is 5-4). However, ot-sen-fashed-dren-fir-ti doesn't mean "15", but means "more than could ever be counted", and usually appears in historical texts to mark the passage of generations, or in religious texts to describe the Builders' god (who, for example, is described has having "innumerable hands/angels".

Heaven's Vault is a video game about translation that I stole parts of the Terrestrial Script from (sort of) - you should play it! (I say, having only played a couple hours of it)

In contrast to Terrestrial Script being an actual language used by the Builders, Spiritual Script is a magic system - specifically, a modified version of rune magic system from Ten Foot Polemic, along with standard GLOG magic dice.

Guidelines for GLOG Rune Magic
If a rune already exists (placed on one of the walls of the Inverted Pyramid, for example), it requires no MD or magical talent to use. You just push and the effect goes off.

If you're making a rune, you need to invest MD into it. For every MD you use, you can add a Minor Rune. These MD aren't rolled until the rune is activated.

Generally, damaging runes deal [best] damage, or [dice] damage with some kind of status effect (freezing, poison, etc.). Remember, the campaign's structure is based on heavy class specialization - the Translator is supposed to do minimal or no fighting.

Take and Repel runes each have a range of 20*[dice] feet. Make runes will, by default, place the created object either in or directly over the user's hand (Make Earth drops some dirt in your hand, Make Light creates a hovering glow-sphere).

The Translator

A: Old Notes, Close Study, +1 MD 
B: Rubbing, +1 MD
C: Good Handwriting, +1 MD
D: Ancient's Tongue, +1 MD
Δ: University Tenure

Old Notes
You start knowing 3 random words of Terrestrial Script. You also begin with one Meticulous Die, representing your focus and concentration. Unlike Magic Dice, this cannot be used to cast spells. Instead, it can be used for Close Study of Terrestrial Script, and empowering rubbings of Spiritual Script. Meticulous Dice decay and are regained in the same way as Magic Dice, but do not have Mishaps or Dooms except during Close Study.

Close Study
If you can't determine the meaning of a piece of Terrestrial Script on your own, you can invest MD (along with one hour of study per MD used) to look through known words, assumed etymology, and other hints, eventually coming up with translations of [dice] words in the writing being studied. If a Mishap is rolled, one word in your translation is wrong - it still kind of works in this line, but it doesn't mean that. (For example, you may mistranslate "the king rode a chariot pulled by oxen" as talking about a farmer, or about a plow). If a Doom is rolled, your concentration is broken. You spend your time pacing, unable to focus, and accomplish nothing.

Rubbing
With the right equipment, you can make a rubbing of a piece of Spiritual Script, and invest MD in it. The rubbing can be activated by anyone, and your MD return immediately when it is used.

You cannot make rubbings of rubbings.

Good Handwriting
You have analyzed the Spiritual Script enough that you can write runes of your own.

Ancient's Tongue
After dozens of sleepless nights poring over assumed descendants of the Dead Language and carefully transcribing the ramblings of the Inverted Pyramid's undead, you have recreated a spoken version of Terrestrial Script. 

However, only 10 glyphs of your spoken version are correct (roll randomly once again). The rest, you'll have to correct through speaking to liches, mummies, golems, and other inhabitants.

Δ: University Tenure
Write, then publish, an article demonstrating comprehensive knowledge of written Terrestrial and Spiritual Script.

2d4 excitable archaeology students arrive at the camp, each with one Meticulous Die they can apply to Close Study. They are uninterested in entering the Inverted Pyramid itself, due to its danger. Any further discoveries published will bring another 1d4 students.

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...