Showing posts with label dnd. Show all posts
Showing posts with label dnd. Show all posts

Wednesday, June 15, 2016

The Hunted: A gonzo racial class for OSR-style games.

Originally published in the People section of Secret Santicore 2014.

Lore

Those who have ventured into the deep forests often speak of the songs of the giants. Deep moanings can be heard, loud enough to be felt in the chest. The travel hundreds of miles, vibrating trees and sending the ears of animals up at the sounds. The forest itself seems to sing with deep sounds of the wandering giant tribes. But rarely is such a giant seen, even as the sound seems to emanate from right next to the travelers.

So rare are the sightings that some modern scholars insist that giants to not exist, that they are hypothetical inventions to explain the natural sounds the forest makes. 

The giants are real, however. They not only have their songs, but also language and culture. They stand as tall as two men and as wide as three. They travel in small, disperse groups through the forests, foraging for the moss, lichen, and bark they call their food. They can be violent, but they never war amongst each other. For the giants have a secret that few men know, a secret that is contained in the slow songs they sing to each other.
In their slow songs, the word the giants use for themselves is “Hunted”.


Background Information

The Hunted are a nomadic race of humanoid giants that live in seasonal forests, foraging food from their surroundings. They are a thoughtful, plodding race, and one that serves as a bit of a thought experiment: What would a conscious, cultured race look like that is not at the top of the food chain?

Because of their dangerous surroundings and solitary existence, the Hunted are hunted by the apex predators of the forest, particularly wolves. Because of this, they have developed a culture that both fears and venerates the Hunters, who they look upon as avatars of god’s divine wrath. They have  developed a culture that minimizes the risk that any giant, particularly young giants, will be brought down, but have developed a religion that helps them deal with the fact that most giants do meet a violent end between the teeth of their god.

The Hunted live and travel in large tribes of individuals, but because they require so much space to graze, they often will spend weeks not in physical proximity of each other. In order to stay in touch, to share information about the weather, predator movements, and just not to get lonely, the Hunted sing a low, deep, slow song that can travel hundreds of miles through the forest. This song contains information, but not in the form of words that make up sentences—rather, the information is contained in the grammar of the song, the way they sing it with each other, the musical points and counter-points of the various participants. The song is a low slow lumbering thing that holds multiple layers of meaning, much of it just out of the conscious awareness even of the Hunted. 

The Hunted are phenomenal bushcraftsment. They can predict the weather days and weeks in advance, can track any animal over long distances, can tell from the sounds of the forest where packs of wolves or other predators are. In spite of their size, they can hide well in any forest, and even their slow singing will not give away their location. It is only through an excellent sense of smell or by happening upon an unsuspecting (usually very young or very old) giant that one will be found.

The Hunted navigate the north-south length of the continent every year. The summers they spend in the North, taking advantage of the abundance of food and lack of predators in order to congregate for two months as they give birth and raise their calves to the point that they can make the long journey south. In the winters, they again congregate at the southmost reaches of the seasonal forests, doing their best to help each other find food until the worst of winter relents.

They thus spend most of their time traveling, and only travel through the forests. As the forest is not unbroken, many have wondered how the Hunted make it from the top of the continent to its inner reaches without ever being seen.

In each of their semi-permanent settlements is a convent for the very old. Those few Hunted who have managed to live to the point where they can no longer travel settle in these areas and become the spiritual leaders of the Hunted. The Old Men live in the South, and the Nans live in the North. As such, two separate versions of the Hunted’s religion have formed, which the Hunted believe simultaneously.

The Old Men tell of the importance of accepting what is in a philosophy not unlike Buddhism. The Wolf comes for everyone, and so accepting Him when He does come, regardless of his incarnation, is an important point of growth. Once the acceptance of things as they are has been made, a Hunted can himself sense better, communicate better, and survive longer. The Old Men promote doing willfully and experiencing mindfully, and teach meditation techniques that help all the Hunted live better in the world. 

The Nans, those who have grown up charged with protecting their young, do not take such a laissez-faire attitude towards the Wolf. They teach that The Wolf is an unthinking force of nature as much as he is a cruel god, and as such the techniques that the Old Men teach are just as useful for understanding its ways in order to work around them and even challenge them. They teach the importance of sacrifice to the Wolf in order to satiate it, and the ways in which a Hunted can fight back with both intelligence and strength.

The Old Men and the Nans communicate between each other only through slow songs: at the beginning of each migratory season, as the Hunted leave a resting ground, those who will not be coming with them start a new slow song that will be sung that entire season. In this slow song is information that the Hunted will need to safely make it through the season, and when they arrive at their destination those Hunted who lived out the whole year since their last leaving will take in the song, help them sing it one last time, and then begin composing a new slow song for the traveling season ahead. Thus, the Nans sing to the new mothers and fathers of how to protect their children, while the Old Men sing to the young children of how to do well in the woods on their own and how to interact with society. 


How to Play

In order for the players to play as a Hunted, they must be willing to play a large smelly beast of a humanoid, a giant covered in green mossy fur and rough bark-like skin, with paddle-like hands of ridged leather that they use to scrub lichen off rocks, who will attract unwanted attention wherever they go. In return, they will play a creature that does not fear physical attack, has heightened senses, and can travel through the woods as easily as a whale through the ocean.

A Hunted can be played as a gentle giant, a dim-witted warrior, or a cunning barbarian druid. The player should know two things about the Hunted character: Why has the character left the tribe, and why has the character left the forest? These question can be answered in many ways: maybe a whole tribe has left the forest to live with men or halflings, perhaps he was exiled for wrongful conduct and chose to leave the forest for self-punishment, or perhaps she lost her first young child and in her grief forgot the ways of gliding between the forests and actually reached the edge.

For examples of how to play a Hunted player character, look at the “further reading” section at the end.


Mechanics

In game terms, the Hunted are a racial class that takes elements of Fighters, Halflings, and Dwarves and combines them with a large size and several custom abilities and disadvantages. I will be using Lamentations of the Flame Princess for reference, but rather than giving exact stats I will be explaining how to construct the Hunted class for your game using your chosen ruleset.

First, the size. Hunted require a minimum strength modifier of +1 and constitution modifier of +1. In addition, they receive a racial bonus of +1 to their strength or constitution modifier, as the player sees fit. So in most old school systems, if a player does not roll at least a 13 on both Strength and Constitution, they cannot play a Hunted (unless a kind system or GM is willing to let them swap stats after the roll). 

Hunted are good fighters with long reach. Male hunted take a +2 to the base melée to-hit bonus, and females a +3, although progression from there continues as a Dwarfs (in LotFP, to-hit never increases, in others it increases by the minimum amount per level). In addition, they all have a d10 hit dice, and a minimum HP of 6 at level 1. Finally, their tough hide gives them a +1 AC bonus for having “natural armor”.

However, the Hunted are not often trained warriors. Most know how to use a stone spear—it has fantastic reach even in melee (treat as a spear), does impressive bludgeoning damage (treat as a mace or warhammer), and can even be thrown (again, treat as a spear, although with no bonus to ranged to-hit), but cannot use any other weapons without training. In addition, any non-custom armor will do more harm that good by preventing the +2 to-hit bonus, and only increasing AC by 1/2 the usual amount. Custom-made armor does not have such restrictions, but costs 5x the normal amount due to added materials costs and the difficulty in sizing it properly, and can only be made by a master craftsman. 

In addition, while the Hunted are strong and hearty, they are not agile, lucky, or accustomed to magic. They have the saving throw progression of whichever class has the worst in your ruleset (the Fighter in LotFP), and start with the saving throws of a level-0 character even as they are level-1. This can often be role-played as the Hunted simply accepting the world as-is, as the Old Men teach.

The Hunted also have three special racial abilities, described below, and a special racial disadvantage, described below that. The players can invoke the abilities whenever they make sense. The GM should invoke the disadvantage whenever it makes sense, and play it out to its logical conclusions.

Ability 1: Slow Singing

Wherever other Hunted are in range, the character can slow sing to communicate with them. This slow singing is available regardless of their relationship with those particular Hunted—the truth of the slow song does not follow the petty conscious social boundaries of regular speech. 

Slow song does not work like speech. There is no back and forth, not even symbolic concepts underlying what is being sung. The character sings along with the others as if in a trance, and like tapping into an animal collective unconsciousness, comes out knowing certain things. 

In practical terms, a certain length of singing will give the character certain knowledge. If the character would simply like to broadcast important information (“the forest is on fire!”, “the big baddie is coming!”), it takes only a half-hour of singing to broadcast it to others who will then incorporate it into their song. This song will continue to travel at a very rapid rate, upwards of 500 miles per day, but only to other Hunted.

If the player would like to know the answer of a yes/no question, they must simply sing for an hour, and then will know what the other Hunted communicated with them—although it may simply be “I don’t know”, and this they won’t know until after finishing the song. Singing for a longer period of time is more likely to result in a solid answer, as the song will have traveled a longer distance across multiple participants. 

If the player would like to know the answer to a more complicated question, it’s likely that they will have to sing all day. Traveling is a prime time to sing, and so the GM may choose to make this easy by simply letting the Hunted’s player ask one question for each day of travel where the Hunted did not engage in any encounters or speak with the other players (to simulate their focus on the Song). The GM should answer in a way that is helpful but cryptic, and if the Hunted asks a question that the other Hunted wouldn’t know they may receive an unhelpful reply back. The more relevant the question is to the life of the average Hunted, the more specific and useful the answer will be—so asking where the wolves are or how warm the summer season will be is going to be more straightforward than asking the movements of men through the forest or the goings-on in a forest village, and asking about the political situation in a kingdom far from the forest will likely result in confusion or laughter rather than answers. 

Ability 2: Bushcraft and Hiding

The Hunted excel in nature, particularly the woods. Whenever foraging for food or water, attempting to know the weather, or find their way through unmarked nature, they have the same chance of success as a ranger or halfling of the same level (so starting at a 1/2 chance in LotFP). This is true of all skills that could be construed as being “bushcraft” skills.

The Hunted can hide incredibly well when in the forest. They have no chance of being found by men when they put their mind to hiding, and a 1/6th chance even while they move and/or sing. If a druid, ranger, or dog is doing the looking, the chance of staying hidden decreases by 1/6th

If, while hiding, the Hunted makes a successful melée attack, that attack counts as a “sneak attack” under whatever rules you’re using. Or, if you’d prefer, the attack is a critical hit with all that implies under your system (acts as a roll of a nat 20, so it does full damage or roll on a special benefits table or whatever). 

Ability 3: The Word for World is Forest

The Hunted travel only through the forest, and have found a way to slip from forest to forest along magic lay lines, so that they never have to set foot in open plains even when any conventional travel route would take them there.

Slipping between the forests only works when groups are singing the slow song. They do not have to be in particularly close proximity, and indeed it is the slow song itself that anchors the Hunted to the forest.
To many Hunted, the space between the forest is but a myth, a sort of geographical boogymen that mothers tell calves in order that they not stray out of range from the safety of the song. To those who have seen it, it haunts them all their lives—either through fear of approaching it again, or through curiosity of what lies beyond.

A party with a Hunted can slip through the forests with it, as long as they’re singing a song as they go. Any possessions they are in contact with will come as well, as will any beasts that sing along—such as dogs howling, donkeys braying, or cats purring. The song, once it’s been taken up, is infectious, so this should all come through course. The hardest part is getting the party to sing together in the first place. It is only through a mindful but unselfconscious singing that they will align with the Hunted. The forest knows whether the song is sung sincerely or with only personal gain in mind. 

The GM might want to prod the players into actually singing along the first time. There will be hemming and hawing, but only once everyone is in harmony (as poor a harmony as it might be) and have found a song they can sing together can the adventure continue. The song itself does not matter. 
Traveling in this way does not cut down on the travel time, distance traveled, or resources required, but it does force all encounter rolls to be done on a forest table, the party has no chance of encountering settlements of any kind as they travel this way, and only druids, forest elves, and other Hunted will be able to track them. 

Disadvantage: What Is that Smelly … Thing?

The Hunted aren’t readily accepted in human company. They are large, somewhat smelly, awkward, scary creatures. Their hands are flat and ridged, their brow sticks out past their snout, and their mouths are wet and gummy and full of rows of tiny molars. They can speak the common tongue well enough, although it sounds not unlike if an elephant were to speak English out its snout—deep, sonorous, and undignified. To men, they look like terrifying alien creatures, more animal than human.

And as such they are treated. Most who meet with the party will assume that the Hunted among them is either a beast of burden or a slave. They will cause villagers to run into their hovels or band together to drive it out, they will often not be allowed within city gates, and the best lodging they can expect at an in is in the stables—and only if there are no horses there to be frightened (other animals besides dogs will largely ignore the Hunted and goats may even befriend them). In some of the more baroque cities, association with a Hunted may be a mark of social good amongst the nobel classes, but only as men of high standing in Europe used to keep on “savages” as boarders—they are a mere curiosity to be paraded in front of their friends, and are still regarded as less than human. 

Hunted generally do not feel comfortable in the presence of man. Man is, after all, an apex predator himself, one who was able to conquer all other predators and even domesticate the Hunted’s god. 

Speaking of which, the Hunted have a fearful venerations of dogs bordering on insanity. Female Hunted will often attack them on sight, unwilling to stop until the last one is dead (or they are). Male Hunted will do their best to hide from them, and if seen will pray loudly to the dog in hopes of a good clean death. Of course, many human-bread dogs are more scared of the Hunted than the Hunted are of them—although packs of dogs or well-bread war dogs will often attack the Hunted, or at least get very aggressive in their presence. 

Being Hunted in a human world is not easy nor comfortable for the Hunted, and while the party might be quick to befriend a strong, intelligent, and skilled giant to help them on their quests, most of society will not react similarly.


Further Reading / Works Cited

Much of the society and behavior of the Hunted is based on real life behavior of the giant grazing mammals of the oceans, and the general concept for the slow songs is based on the mysterious songs of the humpback and blue whales. Any documentaries about humpback or blue whales are worth watching if you’d like to know more. I particularly like David Attenborough’s BCC documentaries, such as Ocean Deep or Life

The old communal language of the dolphins in Startide Rising by David Brin was an influence as well.

A possible backstory for a Hunted player character can be found in the book 1491 by Charles Mann. Mann describes the true story of the person we know as Squanto, the Indian Tisquantum (a name that literally translates as “Wrath of God”). Squanto was trained to be the personal bodyguard of the king of his tribe but was captured by a slaver ship as a young man and taken to England. He traveled Europe as the charge of various men who used him either for labor or as an ornament to show off to their friends—that is, he was little more than a slave. However, he twice learned the language of his captors, befriended them, and convinced them to help him return to his home. When he finally did arrive home, it was just after a plague had wipe out his entire tribe, and a neighboring tribe captured him, put him in a cage, and forced him to translate for them in their dealings with the Pilgrims. Some day I’ll write a fantasy book based on the life of Tisquantum, but until then steal this story for your Hunted character.

The idea of slipping through the forest was taken from Peter Hamilton’s Pandora’s Star. Honestly the book isn’t worth the read, but that was a pretty sweet idea to steal for an RPG. The name of the ability I stole from the Ursula K. Le Guin book, The Word for World is Forest, which I must admit I’ve never read. It would be easy enough to use the Hunted in an SF setting as a peaceful sentient race on a forested planet of some sort. 

Finally, this is an updated version of a race I created several years ago in a thread on the worldbuilding forum on reddit. If anyone would like to see the original incarnation, just email me, but I promise it’s not that exciting. 

If you do end up using this racial class in play, I’d love a report on it! Any questions, additions, comments, or corrections are always welcome as well. 

Wednesday, March 18, 2015

"Helping", a Houserule for LotFP Skills

The Rule
One player's character can attempt to help another's at a skill test. To do this, the helping player rolls a d4 on their skill. If they succeed by rolling at or under their skill, then the helped player gets +1 pip for their skill roll.

However, if the helping player rolls a 4, they must check their skill on a d4 again. If they fail the second check, the helped player immediately suffers a catastrophic failure caused by the ineptitude of the helper.

Once one player has make a skill check to attempt something, no other player can make a skill check to attempt that same thing. Either help out, or accept that you've used your one chance to use the rules to get something done for you, and you'll have to come up with more creative solutions if you fail.

Clarifications
Players with a 5 or a 6 in a skill don't need to roll to help, they automatically give +1 pip in help.

Players with 4 pips in a skill cause a catastrophic failure on double-4's, and otherwise successfully help.

If the helped player's skill moves beyond 5 pips due to help, they roll another d6 for each additional pip beyond 5, and only fail if they receive 6s on all the dice that they roll. 2d6 at 6 pips, 3d6 at 7 pips, etc.

Catastrophic failures are context-dependent and up to the GM. On a "bushcraft" roll this might mean an immediate random encounter roll, on a "language" roll it might mean a hostile misinterpretation. The general rule is that more or less the opposite of what the players wanted to happen, will happen.

Multiple players can help if it makes sense in-game, but a single catastrophic failure means doom for the attempt. Roll all the help rolls together first.

Helping characters must have the same or fewer pips as the helped character.

NPCs, retainers, etc., cannot help or be helped by these rules, even if they have skill points. The exception is henchmen, who can help or be helped only by their corresponding PC.

Sunday, March 8, 2015

Secret Santicore Reference: "People"

A table of contents of the "people" PDF for this year's Secret Santicore

Flower Devils vs. Silk Demons2-4Two "meta-organizations", decentralized occult alliances that are somewhat at odds with each other. Each organization has several abilities, flaws, items, etc associated with it. Gives rules on generating NPCs of each organization. Describes how they interact with each other, and gives a timeline of events that are happening in the background of the campaign world.
The Order of the Machine5A "meta-organization" for Fate games. Occult group that worships AI. Gives several NPC templates for high-level occultists.
The Eternally Young6-7Description of an early modern herbal health company/cult. Ideas on how to use this in a campaign. Includes stat block for "Grace Meeks, Undead Beauty Guru" and an alien/god thing which is using the company to its own ends.
The Death Cult8-9Description of a death cult. Details its founding and evolution into several states. Includes punishment for those found worshiping death: eternal life.
The Secret Cults and Guilds of the Desert Kingdoms10-14d30 Cults and Guilds for a desert setting. Each gets a long paragraph description. Laid out to be easy to roll on.
Horror Barbarians15-16Three horror/weird-themed barbarian tribes. Description, flavor text, and some campaign tie-ins.
Interplanetary Pirate Ragamuffins17Seven NPCs biographies. Each a sort of pirate ragamuffin. Given 4e classes but no other stats.
Garden Sports Oriented Combat and Dungeonering Moves18-19Moves built for Dungeon World that are all focused on some form of garden sport. Also gives a list of moves for Robot Characters ("Danger, Will Robinson") and Mi-Go Characters ("Wretched Humans").
What Does This NPC Do in His / Her / Its Spare Time?20-23Various tables to roll on to deterimine the hobbies, activities, and abilities of general NPCs.
30 Reaons not to Murder NPCs24-25d30 table of reasons a party might not want to randomly murder a given NPC.
Rival NPCs26-28An essay on the nature of what makes a good "nemisis" or "big baddy" in play, how to build them up and get the players invested while still leaving them agency, etc.. Includes several nemises of different form from the author's own game (statted for 3.5 from what I can tell?).
The Lonely Heir 29-33A fully-statted class for Dungeon Crawl Classics that is modeled after the typical Lovecraftian protagonist: a lonely pampered young man who falls into something greater than himself, which slowly destroys him.
d12 Sorceror-Queen Generation Table34-35Seven d12 tables that, when rolled on together, generate a playable Sorceror-Queen.
Super Powers in D&D Type Fantasy36-40Various tables and rules for generating and playing D&D characters who have super powers. Presented as "things to do after usual chargen".
Table of Adventuring Parties41-46d10 table of adventuring parties, each with a short back-story and multiple fully-statted NPCs for LotFP.
Four Monastic Orders47-50Descriptive text + rules for 4 different monastic orders, including a 5e "path" for each one. Includes schisms and relationships amongst the orders.
NPC Faction Cartomancy51-52Rules for using playing cards to build various types of NPC factions—whether nations, guilds, etc.. Describes how to lay out the cards and what different types of cards mean in context. Elegant and fast. Includes examples.
People53-57d100 tables for generating NPCs to be found at a market quickly. Includes name, business at the bazzar, and a secret for each.
Three Robbable NPCs58-60Descriptive text of three rich/robbable NPCs, what they have, and how they hide/guard it. Each scenario could lead to muliple sessions of play.
The Hunted—A Gonzo Racial Class for OSR Games61-64Instructions for building a racial class of forrest-dwelling giants for your OSR system of choice. Includes descriptive text of their culture, rules for their special abilities, and how to generate the class regardless of your system.
Rats!65A picture of a party lowering one of their own on a rope into a well, while giant rats at the bottom scramble for his delicious flesh.

More information and references for other PDFs is / will be available in this spreadsheet.

https://docs.google.com/spreadsheets/d/11nXs4Tv-XkKC2RD8Y3f5g4MQnnTclm7bzXZ2s7hPiGo/edit?usp=sharing

Wednesday, February 25, 2015

Summon Ants

This is a first-level MU spell for my Amazon Rivercrawl game.


Caster summons a swarm of ants whose HD is equal to the MU’s level. Nearby ants gather through the forest to come to the Caster’s magical pheromones. The swarm lasts as long as the caster is concentrating, and the caster can direct them to various foes. The swarm has one attack, the largest on this table for its HD.

Once the caster’s concentration is broken (by attacking, being successfully attacked, casting another spell, or pretty much doing anything that isn’t walking slowly), the swarm will lose one HD per round until it has dissipated, and it will fully dissipate if its current foe falls. To attack the swarm, the foe must make a grapple attack vs. the swarm’s HD. If it succeeds, the ant swarm loses 1HD regardless of the caster’s concentration.

While swarmed, a foe is at -2 to hit anything that is not the swarm itself.

When casting, the player roles 1d4 on the following chart to see what kind of ants respond.
  1. Fire ant. On successful attack, the foe saves vs. poison. On success, half damage is done. On failure, full damage is taken. If an attack does 6pts or more of damage, then save vs. paralyze or be paralyzed for d6 rounds in pain.
  2. Leafcutter ant. On successful attack, no damage is taken. Instead, leafcutters attack the skin and clothes of the foe. -1AC for each successful attack.
  3. Weaver ant. On successful attack, no damage is taken. Instead, the foe must save vs. paralyze or be stuck (-4 to attacks, AC, and can't move) for d4 rounds (cumulative) in the ants’ sticky gauze. 
  4. Army ant. On successful attack, ants do full damage. 

Monday, February 23, 2015

Xena's Grasping Maw

When read or researched, this spell appears to be the following first-level spell:
A five-gallon hollow floating sphere of energy appears. This sphere can be moved by the will of the Magic User at her running speed, and exists for the MU’s level x 10 minutes. (So a level six MU can conjure the sphere for an hour.)

This sphere has “jaws” as it were: the Magic User can will a variable semi-circle opening to appear or disappear either on the top of bottom of the sphere. This opening can be used to fill the sphere with items or liquid, and can also be used to grasp large items. Their closing will not crush anything, but will hold up to 200lb objects tightly enough to pick them up and move them. When closed completely the sphere is air- and water-proof.

Xena was not the magic user who originally crafted this spell, but rather his cat whose ability to grasp items in her mouth was the inspiration for his research.
When the spell is memorized for the first time, everything seems good until the Magic User decides to cast the spell. They will find that they rather prefer having the spell memorized for later than using it now, and won’t cast it.

To the character, the desire to keep the spell memorized “for later” will be stronger than any want, need, or coercion to cast it.

Story-wise, the spell is a sentient memetic virus of sorts, one that once memorized cannot be unmemorized because its desire to live (aka, stay memorized) is too strong.

Mechanically, the player just lost a first-level spell slot. If they memorize it again, they will lose that one too. Each spell is independently willful.



There is a plus side to this, however. Unbeknown to anyone living (except maybe one of the players’ antagonists), the spell’s will is so strong that even a changeling, once it has changed into a magic-user who has this spell memorize, will find itself itself unable to change again. The changeling will effectively become the magic user, and the two of them won’t even be able to tell each other apart.

What any person decides to do in such a situation depends on how fully they’ve given themselves into their magical studies and desire for power. I’ve written up one option, I’m sure you and your players can think of more.

Friday, January 2, 2015

The Clone Big Baddy

This is re-purposed from a reddit comment.
I want to make a BBEG based around the powers of the X-Men character Multiple Man, need a little help on the execution… 
I was just thinking it would be interesting if, when finally able to confront the BBEG of the campaign, instead of just the party vs. one big powerful boss, he splits and the clones work together or have some type of synergy between them. 
I guess I was just wondering if anyone knows of a Monster that can already do this, or things I could use to make the clones seem unnaturally able to work together (hive mind style)?
One way I can think to hack this is to use changelings.

Changelings are chaotic creatures that take on the form of other nearby beings. Their goal is usually to cause mischief, insomuch as they have human-understandable goals. The way they work is that when no one is looking, a changeling can change appearances to be similar to anyone within their line of sight. They don’t just change outward appearance—they actually change into the person they’re mimicking, so their thoughts, memories, manerisms, memorized spells, etc., are all 100% the same. The only differences are that 1) detect magic/evil works on them and 2) where their heart should be, they have a solid black gemstone instead.

Changelings are the kind of creature that are as much trap as monster, and whole sessions can be taken up by the political, personal, and physical chaos that ensues when a few changelings are thrown into any regular situation. The intro adventure included with Lamentations of the Flame Princess is pretty much exactly that. The players don’t know who are who, everyone is freaked out by the fact that all of a sudden there’s two of some guy, both of whom are exactly the same and can’t be told apart. Imagine if you had a perfect double of someone just appear some day. Fucked, innit?

Enough introduction, here’s the idea for the big baddy:

The way it started, the big baddy was originally but a simple wizard who’d memorized a specific spell that works as a kind of memetic virus, such that anyone who has it memorized is compelled to keep it memorized. Lost the spell slot, kind of a bummer. But he alone has discovered something else about this spell. When a changeling changes into a person who has this spell memorized, they find it impossible to change again. In essence, the desire to keep that spell memorized is stronger than their desire to wreak havoc, so they essentially become that person.

The first time this happened, it was by accident, and he freaked out about having a changeling clone. However, being a (soon to be) big baddy and smarter than your average bear, he and the clone eventually realized that in being the same person, they could trust each other implicitly as long as they always took the attitude that they were indeed the same person. They always knew what the other one was thinking or would think given a situation, because that’s what they’d think.

Once they agreed, they began searching out other changelings at great cost, and forcing a change by putting the changing and the big baddy in the same room until they changed into him, and then bam, he had another him running around. They discovered that any clone could make another clone of the clone and the same would happen. A changeling truly becomes the person they are mimicking.

So through this process, the baddy slowly became an actually big baddy. He and the other changeclones work in perfect harmony towards the same goals, always perfectly trusting each other because they are the same person. If one dies, that’s too bad, but they’re all the same so as long as it’s for the greater good of the cohort, even the one dying is usually happy with it. They’ll even lay down their life for the greater good of the hive if they need to.


So, how do you play this? I’d recommend a few things.
  1. Have an adventure that is completely focused on changelings at some point. Get your hands on the Lamentations of the Flame Princess one if you can, at least to read about them in-depth. This shouldn’t in any obvious way be about the big baddy, it should seem like a stand-alone adventure, but it will introduce the players to most the key concepts.

  2. The mimetic virus spell should also come up at some point. Maybe the wizard accidentally memorizes it as part of a trap (and thus loses a spell slot). Maybe it’s just mentioned as lore. Again, it shouldn’t be directly tied to the big baddy in any way—this is giving your players enough info to later figure things out without spoon-feeding it.

  3. Have the players meet up and fight a single wizard at some point. Make it a fight that’s hard for them, but that they should with some cunning win. Once they have, they’ll think they’ve won against a pretty big baddie. Then once they see him again later, or hear that his trade is still booming or plans are still percolating or whatever, only then will they know that something else is up. Maybe they’ll think it’s a resurrect spell, who knows. Make sure to let them think what they will.

    The easiest way to do this, I think is to someone involve the players in the changeling trade.

    How does the baddy find new changelings? Is there a cottage industry built up around this? Can the party use that to sniff him out potentially, or find some of his non-clone lieutenants to learn information about him. Does he even use non-clones in his plans any more?

    This is what I personally would use to give the players a chance to figure out what’s going on, but only through really good research on their part. In addition, make sure the baddie changes his plans based on what the players learn. If they gain info from a human lieutenant, maybe that’s when the baddie stops using non-clones. That kind of thing.
  4. You’ll have to figure out some of the details. Are the changeclones telepathically linked? I’d play it that it seems that way, but in reality they just always know what they would do, so they know what their clone is going to do. But, that doesn’t mean that they know where they are or what they are doing.
  5. Is the original wizard still around pulling the strings, or did he die at some point and now it’s all changeclones acting as him? Does that even matter? If the original wizard dies, what happens to the changeclones? I’d play it as it doesn’t even matter, and even they don’t know who is who. Maybe even that once they did know, the original would willingly kill himself off for the good of the hive.

    Finally, this is what special power he has, but what is his final goal? To rule the kingdoms? To make money? To make everyone a subject to his clone army? In other words, this power is what makes him big, so what makes him a baddy? Or is he simply someone who crossed the players at some point, so they’re going to crush him regardless of whether he’s really that bad or not.

  6. The then big fight. This should be pretty epic—tonnes of wizard clones all fighting the party. One interesting thing is that they might be at a weaker level than the party without the party realizing it. So any individual baddie is only level 3 or so, but their acting together is what makes them big. They also don’t have to have resurrect spells, healing spells, etc, that the party might think that he does have from previous fight where they thought they killed him, then he came back later. Will make for a slightly more fair fight too.

    Then you throw a bunch of them at the party and see it go. A few notes on tactics: any individual baddy will gladly lay down its own life, but only if it (and thus all of them) thinks it’s for the greater good. This probably means they’ll come in waves, not all at once, in order to minimize damage to the hive. That is, they’d rather 4 die outright than 25 get injured. The goal is always that the hive continue and achieve it’s goals, not that any individual baddy does.

    If they’re telepathic, then all the clones should have the same spells memorized. If not, then they can all have different spells. Even if they’re not telepathic, they should work with more coordination than most enemies, because they know how the others will think.

  7. What does winning look like? Sewing dissent? Breaking the changeclones free, turning them back into changelings by tricking them into using (thus un-memorizing) the virus spell? Does killing the original big baddy to release the other clones, or does that not do anything anyway? Is he even still alive? Does it even matter? If a few changelings change into someone who also has the spell memorized, will that get the other clones not to trust each other? Is there any other way to do that?

    If one of the party, or someone else, did memorize the mimetic virus spell, then can the changelings change into them? Maybe even against their (human) will? Does the big baddy know this is a possibility, or is it an unknown weakness? A potential reward for a wizard who is down one spell slot for session after session, or for players who figure out the background details of how the baddie is managing all this. Just don’t spoon-feed it to them.
    Ideally there is a better way to win than just “the party fights them all and beats them all”. I’ll bet your party will come up with a few you and I never will together once they learn all the facts, so listen to them.

  8. And don’t let them forget that the gemstone at the heart of a changeling is worth beaucoup bucks. Wouldn’t want to deprive them of the scene where they’ve covered themselves and the baddy’s lair in inches of blood while hacking through the check of each captured baddy, looking for the gem.
Battle not with monsters, lest ye become a monster. And if you gaze into the abyss, the abyss also gazes into you.

Thursday, July 24, 2014

Bureau Dwarves

Originally published in Secret Santicore 2013, vol. 1.

Lore

A dwarf without work is a sorry dwarf indeed. Miners must break rock, architects must build great halls, and kings must fill them with revelry. A dwarf finds meaning in having a task and performing it well, and it content to work hard and then take his meal and mead along with his brethren in the great hall.

But some deviants do not find satisfaction in the daily grind. For them, work is painful and tiring rather than joyful, and the din of their dim-witted colleagues unbearable. It is these dwarves who, through training or accident, learn that the average dwarf is easily influenced—one must simply give him a task to perform.

Bureau are thus these disenlightened spirits who have seen that there is no meaning in the world. In doing so, they can often see bigger picture goals than other dwarves can, and this combined with their ability to corral many dwarves towards a single project makes them dangerous.



Bureau are regular dwarves who do not find meaning in work, but can thus rise above it and assign work to others. They are the taskmasters, project managers, administrators, and bureaucrats of the dwarven world. They are extreme nihilists who attempt to fill the hole left by their lack of purpose through influencing and crafting purpose for others.

Bureau often have neither hair nor beards. Some argue this is because a beard represents the dwarven spirit, which the bureau have lost. Others will counter that many bureau purposely shave, to which the former answer, “exactly!”

When in the presence of a bureau, most common dwarves feel supremely uncomfortable, and even after having been given (and while executing) direct commands, will insist that it is their own idea. As such, bureau’s influence is often under-estimated by all those around them.

Bureau prefer not to deal with most common dwarves, and instead have their tasks relayed by intermediaries. These are common dwarves too stupid to serve well at performing tasks, and who instead must be made to feel important as they run about, bossing other dwarves around.

Bureau are quite rare, and offer much respect to one another. Even while rallying entire dwarven tribes to war against each other in their nihilistic games, two opposed bureau can chat calmly over a cup of tea.



Mechanics

Mechanically, a bureau is a dwarf who, in lieu of all dwarven racial traits except dark vision, has several spell-like abilities (called “social moves”) at their disposal. Bureau gain levels and saving throws as a dwarf, but gain social move slots as a cleric. What this means exactly depends on the system, but generally a bureau should not have dwarven constitution, fighting, or skill modifiers. A bureau requires a positive Charisma modifier (+1 or above), and uses Charisma as its primary stat.

Unless otherwise noted, social moves do not require typical charisma or loyalty checks. Indeed, the whole point of the bureau is to have a class that does not require loyalty in order to get its way. Most social moves can be attempted also through role-play or charisma checks (depending on the system, group, and/or context), in which case they do not take a move but also have a chance of failure.

There is a single exception to the efficacy of social moves: they do not work on PCs, and must be roleplayed. They do work on hirelings, henchmen, and other PC-friendly NPCs, and played right they will work on the players as well.

A bureau must meditate after a good sleep in order to clear her social move slots. The form this mediation takes is up to the player—some exercise, some practice mindfulness, some play solitaire games. Some may even pray to the Gods they don’t believe listen.

There are no 0-level bureau; before they gain levels, they are but dwarves like any others.

Whether a player can play a bureau is up to the DM, although it is this author’s suggestion that the specifics of the player class be hammered out by the DM and her player ahead of time.

The bureau is a combined race+class, as per Basic and its clones. Making it compatible with other races or classes is left as an exercise for the reader.



Social Moves

Below is a sampling of bureau-specific social moves, followed by a list of cleric and magic-user spells that can easily be used as social moves. Original social moves are usually more powerful, but also more specific, than spells of the same level—this is by design.

Social moves are NOT magic. They reflect the charisma, social capital, and systematic authority of the bureau. This holds true also for spells used as social moves. A bureau cannot read magic nor use scrolls.

The creation of other social moves is left as an exercise for the reader. Hopefully between this list and the “works cited” below, I’ve given you enough inspiration.



Quell Crowd – 1st Level

With a powerful voice and well timed gesture, you can get a group of people to stop being agitated and look at / listen to you for several seconds. Useful for settling a crowd, stopping a riot, starting a speech, distracting a group, etc.. This can also be used to stop a single person dead in his tracks, regardless of what he’s doing. While they are only influenced by the move for several seconds, the caster may attempt to keep their attention through other means (which may be conventional or other social moves).

The size of the crowd that this will work on is a function of the bureau’s level using the equation 3^level. So 3 at level 1, 9 at level 2, 726 at level 6, etc. If there are more people in the crowd, then only the closest number will be under the effects of the move—but again, a talented bureau can use this to their benefit regardless.



Give Task – 1st Level

A bureau can give a task to any dwarf in her own clan, bureaucratic unit, or other appropriate social hierarchy which that dwarf will perform, regardless of his opinions on the bureau and the task. The complexity of this task is limited by the bureau’s level. A level 1 bureau can only force a dwarf to work at the taks for 1 day, and at each level that number doubles (2 days at level 2, 4 days at level 3, etc). The dwarf will try his hardest to complete the task while under the effects of the move, but if it is not completed within the allotted time, the dwarf makes a loyalty check, and if it fails he no longer has to attempt it. This loyalty check recurs each time the length of the move has passed (so for a 2nd level bureau, the dwarf makes a loyalty check at the end of every 2 days).

Notice that this works only on dwarves, and only on those who recognize the bureau as an authority of some sort (although it does not require that they respect that authority).



Public Oration – 2nd Level

Get a group of people to listen to you and agree with what you’re saying. The effect will last as long as they’re all together (and longer if they’re predisposed to the message). The size of the group upon which this works is the same as Quell Crowd. Useful for getting information across, influencing societies, marking arguments in front of courts or parliaments etc.. Can also be used to start a riot, although this will be an uncontrolled one whose purpose will be wanton destruction.



Stonewall – 2nd Level

Anyone asking questions or trying to get their way with the bureau is pushed off politely, gently, but firmly. They will think that they have gotten their goals achieved, and it will only be on later close reflection that they will realize that they have not. This can be attempted on other bureau, but will only work on those of a lower level (and they will be aware that it is working, although will be powerless to stop it).



Bind Henchman – 3rd Level

Upon the leveling up of a henchman, the bureau can choose to bind that henchman to his will. The henchman now has the highest loyalty to the bureau as set by the rules of the system, and can cast one 1st-level social move per day (at his own level), as long as it is done in service of his master. Upon each level the henchman takes, he can cast one more spell per a day (but can never cast spells higher than level one).

Casting this spell permanently uses up one third-level spell slot. The only way to free this spell slot is to unbind the henchman. The henchman will be unbound only if he dies by the hand of the bureau who has bound him—his dying in pursuit of his master’s goals (or of old age, etc) will not free up the slot.

Upon the death of their master, a bound henchman will go mad.



Public Influence – 3rd Level

Get a group of people to listen to you, agree with you, and act on your suggestions. Useful for causing a controlled protest, swinging a vote your way, getting unpopular work completed, etc..



Turn to bureau – 4th Level

After much discussion, cajoling, and psychological damage, a dwarf loses half his/her XP but becomes a bureau of the appropriate level (a zero-level dwarf becomes a first level bureau at 0 XP). This will require a number of hours of discussion equal to the dwarf’s level multiplied by 10 (so 20 hours for a second-level dwarf), but these may be spread out over time. As long as the dwarf listens (whether willingly or under duress) for the right amount of time, he will be turned.

As long as the process of turning is underway, one 4th level spell slot is taken up by the process. The bureau can chose to regain this slot by normal meditation, but in that case all progress towards turning is lost and the process must start anew.

If a bound henchman is turned, he becomes a bureau and can make all social moves as a bureau except “bind henchman”. He remains bound in all other ways. Upon the death of their master, a bound bureau is set free (although often chooses to continue their master’s plans).




In addition, all the following magic-user and cleric spells can be performed as social moves by a bureau. In some noted cases, the social move has a different level than its equivalent spell. All of the spells saves and restrictions do apply. However, these are not magic when used by bureau, and all saves must be vs. paralyze or charisma checks.

All spells were taken from Lamentations of the Flame Princess, but other sources should work fine.


Charm Person – 1st level magic-user spell

Command – 1st level cleric spell

Confusion – 4th level magic-user spell (3rd level bureau social move)

Detect Lie – 4th level cleric spell (2nd level bureau social move)

ESP – 2nd level magic-user spell (5th level bureau social move)

Forget – 2nd level magic-user spell (5th level bureau social move)

Power Word Stun – 7th level magic-user spell

Remove fear – 1st level cleric spell (social move only removes non-magical fear)

Suggestion – 3rd level magic-user spell (1st level bureau social move)



Further Inspiration

http://en.wikipedia.org/wiki/Duergar_(Dungeons_&_Dragons)
Evil, psionic-using dwarves.


http://en.wikipedia.org/wiki/Derro_(Dungeons_%26_Dragons)
Evil dwarves who influenced the bureaucratic machinations of Nazi Germany.


http://www.ribbonfarm.com/the-gervais-principle/
Particularly Parts I and VI. Bureau are the “sociopath” layer of Dwarven society.


A Song of Ice and Fire (books) / Game of Thrones (TV show)
Varys is a prime example of a bureau dwarf.


House of Cards (netflix series)
Kevin Spacey’s character? Definitely a high level bureau. The British version of the show (also on netflix) gets bonus points for better portraying how a bureau hides his true nature from those around him. Stanhoe in the British version is definitely a bound henchman.