Showing posts with label Modern Fantasy. Show all posts
Showing posts with label Modern Fantasy. Show all posts

Wednesday, December 23, 2020

Damoren - a review of campaigns i've run and previous reflections.

 I've fun modern "kitchen sink" settings where it has magical elements. And Damoren reminds me of this and like any GM who has run this and prepared for this - we go where our desires take us. Typically if the GM loves history, science, tech, military the GM goes there. 

I love Seth Skorskowsky's Traveller Videos and I thought it didnt hurt to try his books given that the reviews. I've not picked up Dresden Files since forever and the controversy regarding Jim Butcher gave me pause. 


  1. Secret Society Tropes. As a GM, Management, and Science lover Secret Societies and Conspiracies are something we have a special relationship with. One we realize its so easy to unravel one - if you follow the flaws of the conspiracies - you find out that as a GM these are true because once you introduce Players - an unpredictable factor - it thoroughly tests the Conspiracy Systems integrity and it easily breaks it. 

    The same flaws of that collapse a Conspiracy make Parties or Groups Vulnerable to Social Engineering and Internal Collapse. 

    Whichs not a problem for me in suspending my disbelief. I just teat it as a Setting. 

    Got reminded of Demon Haunted World by Carl Sagan which teaches the skepticism we use to break down problems and biases into actionable components. 


  2.  World Building. I like the Modern Fantasy World Building and I like the world building Seth does in Damoren.
    I like making rules and mechanics that all things comply in. Reminding moe of Shadiversity's rant on Mandalorian's use of Trackers and Reloading. 
    I ran my own Modern Fantasy and its very Fun applying so much real world knowledge and history to rebuild a world. When I see the world-building I appreciate it because I've tried it and I can see how hard and how organized or a genius you have to be to do it.
    World building affects so much: from the Setting to the Combat and the Tactics. I can't emphasize enough how much this apply so much System thinking to be able to Zoom out and in and knowing when to do so. 

Saturday, March 29, 2014

The War Beneath Heaven S02 E09 - Falling from Grace





















Thanks to
+Kalalification Playing Jack Striker
+Panic Slark Playing Archie Griffith
+Lee Fairweather Playing Sam Morpheus
+Ken Kthulhu Playing Fish
+Ffej Lednam  Playing Eeshu

  1. This happens a few days before the explosion on the mountain. Thomas asks fish to check on Jakub and Merle. He finds them hanging out in this Anime Megastore, being run by two mercenaries Jack and Archie. Sam is their doctor friend who they are trying to get to appreciate anime. They get him to try out Boku no Pico (nsfw). They all know each other in various jobs and contracts. Constanz is there pushing Jakub's wheel chair. 
  2. Fish is no diplomat and asks Merle how they are doing. Merle is ok with Fish, but kinda hates the company now that its entertaining lowlifes and people with no moral character. He doesn't like working with gangsters, the russian mob (vampires), and all the questionable people HSS has gone to bed with. Even at great personal expense they break up with Thomas and Osman. Fish doesnt give a shit, and just plans to report these guys are in "ok". The doctor, Sam, notices Jakub is not doing well. 
  3. Jakub is friends with Jack, and he's like asking to borrow some anime. He doesnt get to practice anymore being crippled and stuck in a wheel chair. He looks to pitiable, so Jack lends him some stuff against Archie's wishes. Sam tries to talk about Jakubs health, and Constanz gets defensive. 
  4. When Jakub fails to text and follow up, Jack gets worried and checks him out. He brings everyone else along. They find him in seedy apartment building with vagabonds sleeping n the hallway. When they get to the door, they here a scuffle. Jack breaks down the door, at which point Merle is struggling with an Intruder in whispy black shadows covering him. He shoots only to be shot back, two shots at his concealed vest and one at his foot for maximum damage. He manages to stay up. 
  5. Everyone else tries to check on whats going on, Archie just goes straight for the the impoverished mercenaries valuables while there is a struggling for their life. Merle is already bleeding and he asks them to protect Jakub, before the assailant does something that causes him to bleed all over and gush. Fish and constanz protect Jakub who has turned gray and green. After taking out merle, the assailant escapes. Merle is recovered a bit, but has a weak pulse, Sam was expert in helping him. 
  6. They try to get out after getting the wounded up and propping them out of the building. Some locals are preventing them to use the elevator and they can't climb 8 flights down. When Archie props his guns at them, the locals all bring their hands up - they are large and intimidating, but only carry improvised weapons and knives. Archie empties a Saiga-12's whole mag into  the elevator with shots spraying everywhere and leaving the locals into a bloody pulpy mess. When they reach the ground floor, Panic. Locals take phone pics and they all scramble. There are 3 dead bodies covering the service elevator floor with guts and human meat. Sam is aghast and is swearing at Archie. Fish doesn't mind. They get away but shots were being fired at them, Fish makes a clean get away. 
  7. They arrive and the go to the safe house clinic. Jeni receives them and seems to be the only one in charge. She does like Archie immediately, she asks Fish what happens and fish won't tell her about the gunning down of some locals. She can tell if something important is being withheld, she presses but fish does not give her any more information and endorses the people with them. She does not trust them, especially Constanz (where they had an argument and it got very lively). They use the clinic to fix everyone. Sam gives a powerful opiate to Jack to kill the pain, it appears to work very well. Explosions erupt. 
  8. Eeshu props himself out of the land slide, he sees the swarm stay on the top of the mountain. He is less harmed than speedy who looks really beat up and half buried. Speedy makes him drive and they try to drive back. He manages to drive poorly scratching and banging other cars. They don't give a shit, and speedy just gives them all the finger. They are trying to get back to HQ, they can see the fire. Its all burning. Fortunately they are not too far away. 
  9. Explosions were happening around the building. Pillars of smoke covering it all in many angles, the building is veiled in smoke. The cant see whats happening. The drones that are launched get destroyed. Archie sees whats causing it but it sounds impossible to others, fish and Jeni don't seem to be surprised. They can't see whats causing it. They go up to the reinforced command centers, Jeni is hesitant to bring in Constanz but everyone else endorses her. Sam stays down to help examine Jakub and Merle.  
  10. When they finally get to the rooftop, they see it in the outline of smoke that is hollowed out because of its shape. Much time was lost as fear and panic overcame them, the dragon was flying rounds and trying to find reinforced wall to shoot at, but chooses to occupy itself with the prey. 
  11. Eeshu arrives carrying speedy. He notices Sergei through his veil as Dimitri gets off the terrifying beast ridden. He passes him off to Jeni who is helped by Sam. Eeshu joins the group upstairs 
  12. They fire at it, doing very little to damage it but something seems to get hit. They empty a couple of magazines. The dragon is at a distance and when close enough, an RPG bursts from burning smoke. They all take cover and the dragon closes in,  fish throws a plastic explosive and it knocks the dragon and its rider. The dragon let his rider slide down to the rooftop instead of falling off it into the dizzying heights. Its perched in the edge of the building where it will engage them.  
  13. Eeshu manages to pass them a back of armaments. Fish dives toward a pit in front of the dragon and falls to the lower floor. The dragon launches of at them, destroying the cover of Jack. Archie fires, Fish fires APDS shots from his shotgun, and Eeshu throws the last plastic Dimitri carried. It pushed the dragon back. When the team started shooting at the fallen rider, they can see blood pooling. It takes the rider and leaves. Many get to shoot at the rider and the dragon, the creature casts a powerful spell engulfing the entire area in thick black smoke. Archie puts on his gas mask and tries to scrounge for valuables. Sergei charges from his nightmare at the dragon, and leaps to impale it. 
  14. The team manages to recover, some are wounded - Eeshu from the Land slide 4hp, Fish from the fall 5hp, and Jack still had a sprain in his foot. Most are tired, 2FP or so, some even more tired. Pulling back, they returned to a control center which has on emergency lights and bodies on the floor. Jakub can be seen standing over one of them, his body gray and green. Merle aims a gun at them.   (end scene)
Notes.
  • I realize in the report ALOT happens. I don't know if people notice it in a 4-5 hour game. That's why I do the reports I guess, a lot do happen and they make for more directions for me to pull the story based on what the players are up to. 
  • I do admit that I'm a bit affected by cold blooded killings, but I gotta let them do it. I won't stop PCs from doing that, Sociopathy is part of the game but the world does have its consequences. If you want to get away with a lot of carnage, take a page from the play book of the more famous sociopaths. Of course 3rd world police response times suck and there happens to be panic and fire in some other place tying up the cops. Although note that in an age with cell phone cameras, more discretion is needed when killing people. 
    • GURPS mysteries is an awesome read, it talks about how killing affects even non-sociopaths (even out of duty, self defense and survival). I don't want to oversimplify or dehumanize sociopathy and playing them or characters who has to work with them is one of the main interests I find in running games.
      I wonder if the characters will let their humanity fall away and is sociopathy the best strategy to dealing with high threat situations? Note that I allow high functioning sociopaths get away with murder, if they can, not just out of drama and internal conflict but to see how the players react to it and if they can internalize or immerse. Some games are known to reward Sociopathy by killing PCs loved ones and other important things to the PC (bold to emphasize an observation that will get me in trouble). The "coping" mechanism is making someone who has nothing else to live for but money, and power. (would players like to Internalize people who are sociopaths? or keep the character at arms length?)
Notes. 
  • Something was opened up when the mountain was demolished? 
  • Who was the dragon, and why such a blatant attack? How is the press going to spin this, and how is it going to affect the HSS-Dao Joint venture. What does Cheng-Dao need to do to get everything under control, what will he not stoop to gain power and respect among the other Mage Elites. 
  • Thomas and Osman appear to be unable to control the situation. Clearly burn out, but much more as they deal with Dylan and Cheng more than the regular team. Good friends leaving does not help, Merle and Jakub, and Tasha being unable to deal with them as well. 
  • Speedy is wounded (again) and the Two Mages are pre-occupied with Cheng's machinations. 
  • How will the collateral damage affect the people in the Heights? 
  • What will happen if the Police will go after the ones who murdered the guys in the elevator? Does that implicate everyone who was there? Will HSS get caught up with the police and not just their supernatural enemies? 

Friday, March 28, 2014

Things to Look forward Too

Because of the Games I'm running both Modern and Historical here are the projects that are just going through last edits and where I have to step away a bit and clear my head.
  1. Monsters and Avatars
    1. Avatars
    2. Fallen Deities
    3. Were Creatures
    4. Giants (in haven they occupy another plane since they will disrupt the veil; Yeah an excuse to fight Titans ala Shinjeki no Kyojin)
  2. Undead Templates
    1. Liches, lesser or Proto-Lich
    2. Vampires
    3. Zombies (as drones)
  3. Demons and Dragons 
  4. Spirits and Ghosts 
  5. Modern Templates
  6. Historical Templates
I will try to get them all ready. They will be in my Gdocs so that i can easily edit them. You can see them as I edit them.

Although what I have in the works will take probably a month or two. 
  1. TL1-3 Ships. Galleys and Sail craft spreadsheet using GURPS Vehicles. With Blender Guide in building Galleys and Ships. Probably coming out in June or July. Includes "board game" combat for ships and tools to easily build fleets and create set piece battles. 
  2. GURPS Magic Strategy Guide! - Basically taking all the transcripted spells in a spreadsheet and looking at them by Prerequisite count level by level and at certain point budgets. Consolidate all the assumptions organize them as Tags. The tags will describe each spell and will reference other spells. Basically magical best practice organically grown based on the spells available in GURPS magic. The spreadsheet will be done about april. The index first part Prequisites up to -2 or -3 done by Sept (i'll be in the US by August hopefully). 
  3. War Beneath Heaven 2.0 Season 03! Consolidating much of the Fluff and material. Since the world is not beholden to any theories it can be easily modified to any campaign. My favorite part about it is that its a Fictional Country - you can make stuff up on the fly. Will create a tool to break down factions and entities for easy world building and adjustment. Since I'll be adding the Marches and other realms, there is going to still be a lot to do. 

So basically everything you need to run a Kitchen Sink or you can use for you game. Its low powered, easy math, and a GM who you can talk to about how to work on other stuff. Since I'm running all these games I'm getting more and more material. I'm also encountering more and more problems which line up together for a solution that tends to solve many of them at the same time. 

I've contemplated having a break from WBH, but if the players keep coming, I'll entertain them and I will try to run - health and family obligations permitting. The table is open and accommodating, and despite many awkward moments when meeting new people its still going on. Enjoying it while it lasts. 

Saturday, March 15, 2014

War Beneath Heaven S02 E08




  • We began with some Office Drama. Merle has a falling out with Thomas. Cheng Dao has been riding the HSS hard and Thomas burned out left Speedy in charge. First day on the job, Speedy feels the pressure and is juggling a ton of tasks: fitting out the new underground network, talking to suppliers and clients, putting out fires and researching on the Devourers. Everyone else is busy with their own thing.  
  • The guys had to do a counter attack. But they have so many problems and lacking manpower. They went with the vampire Sergie and Dimitri. They had to find the base of operations of the Devourers. They did after torturing the captured mage, many of the normal people had some residual trauma from the events that transpired: A mage with cockroaches moving around his body and that talks about unspeakable horrors and a crusading vampire Enforcer that spoke of god's purifying fires. Tasha did not like where HSS was headed, and told Speedy they better have a talk after this, as she brought a badly infected mage to one of their black market doctors for healing. 
  • When they arrived they meet Eashu, who prevented them from tripping the alarms. A hunter who was aligned for their cause. They find a long way around into the base, using the Hunter whose been casing them for a while manage get in deep. They encounter a variety of obstacles, mountain-side hike, garbage and more garbage, darknessm 5cm mosquitos that cause really bad rashes. the place used to be an old school, but has been made a dump site. Old Banyan trees crawl and engulf all the structures and garbage is shaped by its inhabitants to create a labyrinth. 
  • They settle on a stealthily going into the main passage way. They took out a couple of guards. They go in deeper shift their focus to go in underground. They avoid the wounded and the other logistical needs of the mages. There they detect the water reservoir, and head there as the smell of garbage and rot grows. They found the edge, a pier, filled with stacked pallets filled with an orgy of swarms. 
  • Speedy's connection was gone, but before it petered out, he was coordinating with Fish about how to place the bombs. A frustrating alert came in, 10 missed calls and a garbled message of help from Jeni with a time stamp 10-20 minutes ago. He considers pulling out, but manages to arm the bombs and asks the vampire to place them. 
  • They observe on the water mountains of garbage and condensation forming clouds within the massive hollow enclave. They eventually notice the occupants of the Pallets: people, who are tied down while the Swarms consume them. Sergei do not alert these barely living vessels as he wished their suffering to end with the satchels of god's wrath placed in the foundations. When the preparation was complete, Speedy decided to exit out stealthily. 
  • Sergei and Eushu saw these signs, of something looking through these clouds and of voices speaking in the buzz of swarms and rumble of the earth. Dimitri collapses to his knees. Speedy is in a position where he has no leadership to rely on, no way to see the views of his team vs his own with more objectivity. Sergei summons his Nightmare steed and places Dimitri on it, he scales it and leads with a powerful example. 
  • Swarms move to oppose them, but the 2,000 pound steed and lance break through. Speedy can keep up but Euahu cannot. Speedy has to make a call, and his hesitation and conscience closes the opportunity as Sergei plows and breaks through the swarms and their weakened defenses. Speedy and Eashu look for a way out, and find clues to what awaits Haven with the devourers's and their plans. They find the hovels of hundreds of families, quickly marched into what they saw as pallets for feeding the swarms. The find the sky and themselves near a cliffside. A sentinel is alerted, a huge creature surrounded by swarms. Sergei and Dimitri catch flashes of bright light in the darkness from the direction of the city. 
  • Speedy is again reckless with the flashbangs and manages to knock them all out. The wake up, their vision returning with the good fortune that they woke up before the creature is in full strength and Eashu lashes out at it... with much futility. In desperation, Speedy activates the explosives.
  • The mountainside falls into a depth they cannot see and the earth moves and buckles, and eventually throws them off their feet. They face the city, the Heights, and see fires and pillars of smoke in HSS locations. A dragon with great outstretched wings from kilometers away rains fire into the Heights. 


game is in the next two weeks, the 29. everyone gets 2cp +3cp to give to everyone else.
I had 4 new players ask to join, with only Fej committing and alerting me what time he will arrive. The others reinforce my very high fall out statistics.
I had to kick out players not part of the game anymore because it interfered with my calculating if I go overboard. 

Tuesday, March 4, 2014

GURPS Magic Notes 10: Energy Reserve and Extra Fatigue; Modular Abilities and Magery

Edit: I just got Powers
Energy Reserve is in GURPS Powers p.119. Its basically build in from Fatigue Points. I first heard about this in the forums. If you don't have GURPS Powers, you can just use extra Fatigue Points, with an accessibility limitation: Only for Spellcasting is in GURPS Magic p. 15 in the Box.

Capped energy Reserve to 15ER or 9cp when discounted.

Limitations for Fatigue or Energy Reserve*

  • note Weakened or Half Power B110  
  • Only in Emergencies (and Half power unless Emergencies)
  • (GM's call) Aspected to a College/Path (B67)
  • Granted by Familiar (B38)
  • Pact (B113)
  • Nuisance Effect (B113) like side effects when using the power. Either flash backs, supernatural special effects, or many other creative inconveniences that can be dangerous in the wrong time. 
    • Flashbacks any time the character taps from this FP. 
  • Preparation Required (B114) pretty awesome, its like "powering up". My call is that, you have to performing the Preparation before you can begin to recover again. 
    • Example. Killian meditates for a minute to gain start recovering 10FP in the the start of the day. After 20 minutes he has fully recovered. If he uses these all up, he has to meditate 1 minute to start "recovering" again after 20 minutes.  
  • Gadget Limitation (B116). Its basically like a Power Stone that you paid points for. But it is not limited to the Stone, it can take other forms. It would be interesting all the other combinations of limitations you can have. 
    • Example. Killian's has his father's watch, an old model from the war. But before he can use it, he has to make it tell the right time (preparation 1 minute -20% limitation). 
  • Limited Use (B115). After you used it up this power a number of times that day, you won't recover this "energy" until the next day.  Basically take the Pool and multiply it by the number of times per day. A pool of 10, that can be used 2x a day is a Pool of 20. After the character goes through a total of 20 points that day (after resting), he cannot use the power until the next day. 
  • Takes Recharge (B115) instead of regenerating at the rate you recover fatigue use the time multiplier (x2, x5, x10). 
  • Trigger (B115) like nuance effect it may be a little bit steep of a trigger. Enemy wounding the character would much more risky than the character having to inflict a wound on himself to access the power. 

*obviously I can't put limitations from Powers.

Side Note.

Modular Abilities vs Thaumatology

Modular Abilities (B72) can break my current magic system. Basically, I can take 80% worth of limitations and move around my points to paths I would need. At 80% limitations, that would be 0.6cp per modular CP points.  Note that its easy to stack up the limitations, although ONE interesting limitation is that by Super Memorization, you need something to memorize from. One needs an external "drive" lolz. The only precedent of how many Pages a Spell is can be found in the Make Scroll Enchantment Spell. A 250 power enchantment spell is a freaking book. This will fairly balance this out, a bit. So using a spreadsheet, take the College and all the Power Costs and add them up. Typically 50 spells, at about a very high variability in power levels. 
A simple experiment. Thaumatology IQ+10 is 48cp. With 48cp I have 78 modular character points for Spells. This would grant me a Thaumatology IQ+17 or Path/College of IQ+19. 

So to prevent this, I will have to change the costs 15 points initially and 10 points modular point. This would grant of 22 modular points. On its own it may look small, but if the mage already had points in a Path he may use the points to bring up spells like a technique at 1pt at a time, even more versatile if he can do it after a minute.  

The reason I went to increase the point cost is if you look at the Preparation Required, its easy to get -80% with just an 1 min to 1 hour of study, spells only, and something like Limited use. 

So yeah, GM's out there hopefully you will catch this "Bug" lols. Even in a Low Magery Game you can imagine how powerful it can be. Note the "Source" and "Focus" of the power "Super Memorization" the player has to explain how he got it. Its easy to just ban it for magic or just use the power cost I propose. 

DnD like mages will fall under this category. I'm tempted to use this combo in a Dungeon Fantasy game since its a 250 point character. In such a game.  

Saturday, March 1, 2014

War Beneath Heaven S02 E07: Lost Leader


  • Cheng Dao and HSS decide it is best he represents HSS and Purchase the Title for Prince of the Heights. The cost would be brokered by Dylan Baker of the Tower and negotiated with all the participating Domain Mage Lords conceding to Cheng after they get their cut. (old fashioned feudalism which pretty much how things work in established and stable oligarchies).
    • Bill has a “recent” acquisition but Cheng is too busy expanding and wheeling and dealing to pay closer attention.
    • The underground tunnels was an old water way and logistics network more than 1000 years ago.
    • HSS plans to expand their secret network using the tunnels, and Bill's knew “friend” gives them a way to be ignored by the Tunnel's pale serpantine dragon guardian.
  • Cheng was able to pony up the money because he plans to let the Russian Vampire Clans settle in his high population territory. Undead don't really deal with Mages unless there was a way to enforce the deal, so the Russian Orthodoxy is brokering the deal with Cheng. Its a Win-Win... if you can call having a vampire clan move into your neighborhood a “Win”
  • The party gains a Vampire Enforcer and his Handler: Sergei and Dimitri. Sergei has been as sleep for a long while and has come out of retirement. He's politics are simple and effective for this purpose: Police the Russian Vampire Clans/Mob – which means he has to make sure they don't gobble up more territory than the deal suggests and that they keep their numbers and activities in Check.
  • The problem of the Dragon and the Kaeneen aka Devourers was settled... kinda. Osman and Thomas have been very poor in their Ops decisiveness. They did a terrible decision in leaving it up to a group decision. (Note: they should assign one of the PCs as Team or Project Leader). What happened is they ended up pursuing BOTH avenues by talking to the Far East Triad (Local Chinese Mafia which operate in the Economic Autonomous Zone). Chengs sends them with the Vampire hoping they can negotiate with the FET... without a plan.
  • The meeting has been set up and some days pass, with the team doing their other responsibilities.
    • Speedy and Fish gossip with Jeni as they go about doing the Infra Duties and Responsibilities with building an underground network. Perfect: A Miner (and Explosives Expert) and an a Network guy.
  • When they come to the meeting, obviously Thomas and Osman dropped the ball. They go down to a shielded room only for Cheng to prepare them terribly for the negotiations.
  • They meet Willian Lao (Wu Lao) and his representative a Miss “Xin”. They find the information of the team useless and are far more interested in Killian. Bill was trying to sell his brother out, but the FET cannot believe such a man would do so, so quickly. When a gun fight was about to errupt, Miss Xin concludes the negotiation quickly by taking the information they desire from Fish and giving them the identity of the Dragon.
  • The Dragon is working for Quijolo Group, a proxy of the Chinese government (and what should not be as surprise – a Rival of the Triad.
  • The Party leaves and find out that Cheng's fortress is again attacked. Cheng uses excessive force: Fire magic to deal with the Devourers which attack them with Swarms and a well-Trained militia. Fires rage in the area, destroying the Shanties and causing much of the population to scatter.
  • The Party rushes in and dispatches them, catching them by surprise. They seem to have taken out 18-19 Opfors...
  • Post battle analysis looking dire as it may be a probing attack. Further Attacks on Cheng make him look weak to the other Domain Lords. After the battle, he wants Blood, he needs them to make an example of the Devourers. Osman and Thomas, are swayed to agree. They argue that to deal a decisive blow quickly to the Kaeneen – one that should end this would bring stability and lower the loss of life. They seem to change their minds quite quickly, asking the party to delay the attack on the Dragon for the Devourers.   
GM Notes. 
Give more room for players to Improvise. 
Give more "Flexible" time so that each turn is more satisfying. 
I have to tweak things to speed up combat flow. 
New Player, New to GURPS a session to show the system and build a character. 

Monday, February 17, 2014

War Beneath Heaven S02 E06 - Under the Heights

Quick Summary

  • The damage done by the crew in order to fight the magical swarms had its cost. It was worth a ton of lost business and security as it was made to the Cheng's base of operations. The crew called it a night and let the rest of the team cover for them, come early morning they night team discovered some tunnels along with the sewer system. Tunnels that threatened Cheng's operation in this vulnerable time. Cheng sent a bunch of his zombies to explore and less than half was able to return. Keeping guard and warding, the night team awaited the day team to survey the mess - good thing the damage was done by a miner - Fish.  
  • The crew had to quickly set up, improvising and making up a bunch of the equipment from remote controlled cars and picking from their portable wire-less CCTV cams. They expected water but a they were met by dry series of tunnels. 
    • Fish can make out a lot of details - it was feeding canals meant to bring water to a population that was above them, but has not existed for probably a thousand years. Canals also served many purposes, and it can be seen in the markings of people using them for other purposes, but none that looks recent. There were hints of closed off passages but he can't make heads or tails of it: was it made during the time it was a canal because it too had water damage but different - details better made under light and a mining lab. 
    • Merle had other details, he can see the zombie tracks Cheng has sent but a rather large limbless creature moving around recently disturbing some of the tracks. 
    • Bill was without much powers except to infra because of a botch. 
    • Speedy was setting up beacons for relative positioning reference since they had no GPS. 
  • They covered two km when one of the beacons moved and eventually disappeared. Fish first notice that there were closed off passages and something. Merle didn't like blind spots and something moving behind them was conflicting his better tactical judgement. The group moved to cover the rear, and find several passageways broken. They tried to tracker this fresher trail, which entered the closed off passages. They lead to a fork and a strange clay door. 
  • They examined the door and came to slightly different conclusions - consistently it seems a woman crying and sobbing, what seems like pleeding and the sense that there was wilderness outside. The figures seemed to be under some tree and the wind rustling the leaves. Fish can hear the crying and asks if the crew wants to open it. He opens it for them, and see what appears like a thousand year old mass grave. In the corner what appears to a mummified woman holding swaddling clothes. 
  • When Bill manages to do a Magical Search, he senses the presence of sentries approaching. Guards made of stone, bone and metal charge at them. Powerful and with the regalia of royal retainers they assault the crew - but this is not their first rodeo. 
  • Things were quickly moving one way, till an unexpected visitor appears - one of the serpant men that escaped the tower during the flood. (in some way it would make sense). Like typical adventurers they immediately deal with the threat ASAP. Merle manages to evade its attacks long enough to reload failing to shave a second off his reload). The crew got to check out bills magics, and Speedy was able to shoot the thing after two attempts with his Taser Gun. 
    • The Taser hits the first time but the creature was able to shrug off the effect but creates an unearthly howl that awakens the ghost in the room. The ghost wrestles with it at its expense, and fades away by the time the team was able to bring force to bear. 
    • Stunned and reeling back, Merle finishes it off with 3 round snapshot at the head. Snake soup everywhere. Merle has never relied on so much solid slugs before. 
  • The ghost cannot communicate with the crew, its voice slowly fading it leaves only tiny motes of light over the swaddled clothes. Bill investigates to see a mummified infant which exudes the magic he's knows has to do with magical companions and the vessels they reside when he touches to examine it a spirit manifests into a small child, not much of a toddler who asks "Are you my master?"

Monday, February 10, 2014

War Beneath Heaven S02 E05: Big Trouble in Cheng's Town

Quick Summary

  • Intelligence Reports are that there are more parties digging into the Heights
  • Bill's been doing scans and there is large Bio Activity, and its coordinated. He reminds people that Swarms are a powerful and versatile familiar that allows intelligence gathering indirectly. 
  • Killian has been using his Coven contacts to find out any activities and movers in the area. His report is that no "Mage" has laid claim to the Heights and ever since OGW suddenly pulled out smaller factions have been eyeing the territory. He was following up a lead when all these mages (including himself) stumbled on scounting parties... particulary a Dragon in 4pm.  
  • Bill and Fish investigate, they get there and were able to observe various gunmen trying to flank the dragon. The dragon seems to be tearing up the sewage system and burning away the cockroach swarms. The swarm fails to hurt the dragon as it easily deals with them. one of the men see the HSS Drone an panics trying to shoot it. The Dragon is strartled and begins running away. A figure jumps off a building into the dragons back as it runs into the shanties. 
  • Bill and Fish ambush a gunman, who is filled with disgusting cockroach themed fetishes and jewerly. They get some information from him - The Kaeneen, and it turns out to be a mage who tries to uses the swarm to overwhelm the Fish and Bill. Bill uses a powerful gust of wind to crush the bugs (messily), the mage gets really angry and casts darkness and tries to grab something from Fish (but ends up empty handed). Bill and Fish flee, but go around to investigate.
  • They find the burned out residential building. Bill introduces Fish to magic and some interesting things happen. Fish can examine the arson pattern and determines they are scouting the area - possibly using the fire and collateral damage to move in. 
  • The Kaeneen enventually face Chengs people and the Cockroach swarms attack his fortified manor. Fish, Bill and Speedy (who free runs to get there) help out. Cockroaches everywhere and deals about 20k usd worth of damage to the mansion... Bill crit fails his magic which causes the swarm to grow stronger and fiercer engulfing him and others. Fish fixes the problem with 8lbs of explosive plastic and adds another 200k usd of collateral damage to Cheng's property. 

Saturday, February 1, 2014

The War Beneath Heaven S02 E05 Backstory and Primer

Backstory

Thomas was looking out from the new HSS safehouse. A recent but temporary command center, in the edge of the Heights overlooking both Cheng' Territories and a view of the CBD. When he arrived, Jeni was working with speedy and the other IT setting up the network. He hasn't seen Speedy so beat up since he still worked as freelance and in the streets. Jeni is quite a soldier, she didn't bulk when Speedy was giving her network basics a mile a minute. His coaching helped a little, but speedy really needed the help and the distraction and they needed more network expertise. Jeni needed to know how the system worked and getting her hands dirty was going to the best way to train.

Everyone looked ragged, so did thomas. He was not eating right and retaining so much water. He kept popping antacids till he can't feel hungry, then he would suffer terrible migranes since he would get all caught up with work and then self medicate for the pain. He was still competent, but not by much. Osman and Emily took over most of the personal meetings, and had to hire some man power from SGC to finish the last details on the business plans. Thomas knew it wasnt going to be exactly the way he liked it, and the more medicated he became as he grumbled to himself.

Cheng now shows up for the board meetings of HSS, the group opened up a new entity, "f(x)" or coefficient, particularly for the development of the heights. Every meeting Cheng would have more muscle, in just four weeks manage to demolish several hectars of old informal settlers (about 6,000 families) and tested the SGC charities limits. He got them squatting in the school, Thomas was already predicting that it was a move to devalue the property in order for him to buy and convert it to his own housing system and his muscle will make sure everyone knew who they owed their loyalties to in the next district election.

A few of the HSS did grumble a bit about cutting down several gangs in order to put an allied Hong in its place. Osman was quick to listen to them air their problems with Bill listening in and making sure this grumbling wont find its way to Cheng. Thomas was to weak to play hardball and get his ambitious ally in check as he expanded.

Growth has its footprint, and International Politics is going to catch up with them. Many new clients have voiced silent interest in the Heights development under the new entity f(x) since many are from the black market network of both the HSS and Cheng. The legitimate business plans talk about new network infrastructure and buying new connections, the word of mouth to the clients is that an enhanced and fortified shadow ISP will be created in the area.

The promise is HSS will be a network node that will allow a distributed network for HSS clients to perform their business. When a client buys one slot, its effectively 13+ collocation slots around the islands each with their own independent connections. To sweeten the deal, HSS has created an "exit package" to help these prospective clients leave their current network and appear to be destroyed or dismantled - a win for their inside guys and a brand new start for them.

Primer: June 12 2013, 3:14 am

Thats when the first layer red flags came up. In all the noise of the movement patterns around the properties, they needed another way to view the patterns and that was taking up the old burned out mess that was being used to attack their location. Bill cleaned out of the bad Juju but despite the skepticism of the crew they can't shake the feeling that trouble was going to happen. Thomas assured them trouble will and that's why they needed a more forward base of observation.

The alarms were merely IF systems monitoring the floors of the buildings nearby. Many were old even in the 90s, so when activity spiked they got a closer look. So it seems another group is setting up their CCC in the next block overseeing Cheng's and HSS territories. Chengs and Thomas networks own the territory now, nothing happens here without them knowing and when a group with expert field craft sets up next door something is up.

Their new neighbors brought their own baggage... It looked so innocent and none of the guys would have picked it up. The crew has gotten a bit nose deaf in their new C3 and got used to having to swat bugs in the area when just that day Bill didnt have to pick out any bugs from the sugar he put in his instant. It was those kind of clues and that kind of absense that played into their imaginations.

Bill went a bit crazy with that little thing, his questions were bugging the guys and left them squeamish. Everyone thought it was crazy, on his way to the forward C3 they would pass by the fastfood garbage pick up area, you know it from the smell and the fluids that seeped into the gutter visibly behind some small iron door. Bill was with Merle and asked him to follow, to satisfy his curiosity open the door. Merle was a bit pissed, bill argued it was his thing to check up and security. Merle can tell if he was BSing so he gave him the benefit of the doubt. Opened to find garbage, and almost caused merle to hurl... and not enough bugs...

Bill was asking Killian to set up more wards, and Killian didn't like taking suggestions from his older brother when the night got a little too dark.








Tuesday, January 28, 2014

GURPS Magic Notes 20: Darkness Aspect and Shadow Path Mage

Playing around with Darkness Aspect Mage and Shadow Magic. Again lets begin with some basics. Reading the definition of Darkness Aspect Mage (B67), it seems the mage can only cast spells in Total Darkness. I wonder if spells can "exist" outside darkness.

Basic Darkness Aspected Mage Template

73 points. 
IQ10
Unusual Background (Mage) [10]
Magery 15 (Asepct: Darkness -40%; Accessibility: Ally -40%) [35]
Thaumatology (VH) IQ+3 [20]-23 (-5 from low mana)
Special Familiar [8]
Maintaining Darkvision-20 and Scryguard-21

Shape Darkness (M113)

The character has 19 hexes of Darkness to Shape. The familiar typically maintains the darkness. Powerful Familiars are more adept in maintaining the spell and shaping it creatively in order to grant the mage a strategic advantage.


Special Familiar 
Familiar up to 75 points
(Ally 50% Point Value 2cp; Special Ability +50%; Sympathy, death of ally brings Character to 0HP -25%; Constant Frequency x4; Dependent Freq-6 -2cp, ) [8]. Typically these Familiars grant Mana Enhancer 1.

Powerful Familiar 
Familiar up to 112 points
(Ally 75% Point Value 3cp; Special Ability +50%; Sympathy, death of ally brings Character to 0HP -25%; Constant Frequency x4; Dependent Freq-6 -1cp) [14].  Typically these Familiars grant Mana Enhancer 2 .


Shadow Path Magic (house rule; non-RAW)

Ignore if your only interested in RAW.

Special Paths or Expanding the spells of a particular path is something I will go into greater detail. I just want to get Shadow Path out of the way. Shadow is a common go-to concept in many fantasy and even 4-color settings. Shadow Magic is one of my favorite in DnD 3e, of course after playing all these games shadow has a very flimsy and inconsistent definition. Shadow has substance, when in science its merely the absence of light that we can SEE (so its not really darkness because there is electro magnetic stuff going around). 

I like Shadow or Darkness as a concept taken from Science, the concept of there being something where there is nothing (one of lectures of Laurence Krauss Something from Nothing). Basically its impermanent matter.

So in this Concept (Dark Matter), Illusion Creation falls under Shadow Magic as well as Darkness (particularly only the Spells that Cause/Control/Manipulate Darkness). Because its that "Schrodinger" like sense of unstable reality, I want to put elements on Movement (particularly teleporting and blurring elements) in the Shadow Path Magic. 

Basically special Magical Paths (I will cover Blood, Flesh Crafting, Sacred Flame, in other posts) allow them to "default" certain spells from other schools at a "default" penalty. It requires an additional unusual background worth 10 points for special magical paths. The reason why i want to go over special magical paths is because the way concepts overlap in GURPS Magic, depending on your perspective certain spells should be in certain colleges/paths and certain things should be achievable by many colleges. 

Shadow Magic 

Certain Movement Spells are possible at a -2 penalty plus their prerequisite count (like Mage Hand, Teleport and Blink) but it is aesthetically pulled off as being shadow and darkness related.  
Certain Illusions and Creation spells can be done at -2 penalty  plus their prerequisite count but everything appears to be black featureless things and beings. 

Meta Spells dealing with Concealment (like Conceal Magic and Scry Guard) are done at -4 penalty.

I'm tempted to allow darkness themed elements like, Shadow stuff gust of Air feats or Liquid-Water Like Feats or Obsidian Earth to be created at a greater penalty (-4, -6, and -8 respectively adding to its prerequisite count). Black Fire or Shadow Flame being something possible at a -10.

The Darkness Aspected Mage can be easily converted or grow to become a Shadow Mage

Shadow Mage Template

83 points. 
IQ10
Unusual Background (Mage) [10]
Unusual Background (Shadow Path) [10]
Magery 15 (Asepct: Darkness -40%; Accessibility: Ally -40%) [35]
Shadow Path (VH) IQ+3 [20]-32 (high mana)
Special Familiar (Typically a Shadow Snake) [8]
Maintaining Darkvision-31 and Scryguard-28 

Shadow Raven, Special Familiar

The Shadow Raven is a Common Familiar for Darkness Aspected Mages. The mage need only to give it shade, in order to allow it to begin casting Darkness and Shape Darkness. It manages the Shape Darkness for the mage and is able to maintain it indefinitely. 
74/75 point template
Abilities and Characteristics [5]:
ST3 [-70] HP3 SPD6
DX14 [80] Will10 Move 2[-15]
IQ10 Per12 [10]
HT10 FP10 SM-4
Dodge10 Parry- DR-

  • Traits [-24]: Acute Vision 2 [4]; Telescopic Vision 2 [10] Night Vision 5 [5]; Sharp Beak [1]; Flight (Winged -25%; +3 Move; Air Move-12) [36]; One Arms (Uses Beak) [-20]; Social Stigma (Valuable Property) [-15]; Dead Broke [-25]; Status -2 [-10]; Magery 0 [5]; Duty, Hazardous (Almost Always) to Master [-15]
  • Magery [35]: Magery +15 (Ally Accessibility -40%; Light and Darkness College -40%) [35];  
  • Affliction (B35) Granting Mana Enhancer 1 to its Mage [53] (Mana-Enhancer level 1 +500%; Optional Rule Limited Enhancements B111 applied on the Mana Enahancer) 53 points.
  • Skills [10]: Thaumaturgy-25 [8]; Scrounging-12 [1]
  • Class: Animal, Familiar

Shadow Snake, Special Familiar

The Shadow snake is a Special Familiar that grants a great amount of power to its mage (Mana Enhancer 2). It is fairly weak, but has the ability to slip through cracks and hide on the person of the mage. Note Unlike, the other Snake Familiar this familiar cannot manipulate at all. 
70/75 point template
Abilities and Characteristics [5]:
ST 7 [-30]  HP7 SPD5.75
DX12 [40] Will10 Move 4 [-5]
IQ10 Per10
HT11 [10] FP11 SM-0
Dodge10 Parry- DR-


  • Traits [-73]: Cold blooded (50 degrees) [-5]; Night Vision 5 [5]; Innate Attack Toxic (Blood Agent -40%; Melee Attack, Reach-C -30%; Onset -10%; Cyclic, every 10 seconds with 10 cycles +500% ) [21];  Sharp Fangs [1]; Magery 0 [5]; Vermin Form [-35]; Social Stigma (Valuable Property) [-15]; Dead Broke [-25]; Status -2 [-10]; Duty, Hazardous (Almost Always) to Master [-15]
  • Magery [25]: Magery +15 (Ally Accessibility -40%; Light and Darkness College -40%) [35];  
  • Shadowform [-20]; Unusual background Shadow Path Magic [10]
  • Affliction (B35) Granting Mana Enhancer 2 to its Mage [103] (Mana-Enhancer level 1 +1000%; Optional Rule Limited Enhancements B111 applied on the Mana Enahancer) 103 points.  
  • Skills [10]: Shadow Path-25 [8]; Stealth-12 [2]; 
  • Class: Animal, Familiar

War Shadow-mare, Powerful Familiar

The Shadow-mare is a Powerful Familiar used by "Shadow Riders". 
110/112 point template
Abilities and Characteristics [65]:
ST21 (-10% SM+1, -40% no Fine Manipulators) [55] HP24 SPD5
DX9 [-20] Will11 [5] Move 6/12 [5] 
IQ10 Per12 [10]
HT11 [10] FP12 SM+1
Dodge9 Parry- DR-

  • Traits [-72]: Combat Reflex [15]; Quadruped (B263) [-35]; Chummy [-5]; Peripheral Vision [15]; Weak Bite [-2]; Social Stigma (Valuable Property) [-15]; Dead Broke [-25]; Enhanced Ground move 1 [10]; Status -2 [-10]; Duty, Very Hazardous to Rider [-20] 
  • Magery [45] Magery +15 (Ally Accessibility -40%; Shadow Path -40%) [35];  Unusual Background: Shadow Magic Path [10]
  • Affliction (B35) Granting Mana Enhancer 1 to its Mage [53] (Mana-Enhancer level 1 +500%; Optional Rule Limited Enhancements B111 applied on the Mana Enahancer) 53 points.
  • Skills [14]: Mount-10 [4]; Shadow Path-25 [8]; Brawl-10 [2]
  • Class: Animal, Familiar
  • Note: Can Speak

Conclusion

oooo Shadow Mages ooooo. Its aesthetically and conceptually pleasing to see shadow mages and darkness aspected mages. So I had to write about them. I guess now that I have all this hashed out I can have some of these appear in my games.  Since all my notes are available hopefully you find it useful for your game, it takes little effort to adapt it to adapt it to other games.  

Blood Mages is another themed mage that would be cool, they would be drawing from Body and Water path spells. If you've watched Beyond Boundary, you might get the idea of shaping items out of blood (like Illusion Creation Spells). Blood Mage with a Mosquito Swarm Familiar Lolz (awesome and terrible at the same time)!

Themed mages are pretty cool conceptually, and with their limitations and costs hashed out make them hard to use since the circumstance they become very powerful is very limited. A Darkness mage is actually a bit more powerful than a Shadow Mage, since Thaumatology allows a blanket ability to cast any college at -6 vs the narrower themed focus of a given the costs a 150pt character as a Special Themed mage will not be so powerful as a generalist, and a little better off in flexibility as a specialist.


Thursday, January 23, 2014

GURPS Magic Notes 08: Doctrine 03 - Information Gathering

Lets have a quick review of some key concepts.

Let's Review

  • Magery (B66) is a Binary Answer: Magical or Non-Magical. Since there is no Extra-Perception Stimuli I'm actually puzzled how to describe it consitently without falling into a Meta-game description: "magical". Exception Mana Enhancer (B68).
  • Quick Contests (B348). Ties is Both Lose. Funny that Quick Contests are only covered in Basic Set Campaigns. 
  • Information Spells (B241 & M13). Secret Rolls! Only in Critical Failure and Success does the GM say anything. Otherwise the GM says "404 error" lolz.
  • The Rule of 16 (B349). this may affect Sense Observation... MAY, note that Sense Observation is not an Attack Spell. Its ability to Trace back the source of Observation becomes very hard to use with the Rule of 16 since the Trace back attempt is always at a -5 penalty.    

Hostile Intent (rule this out early)

Sense Foes (M44) and Pentagram (M124) talk about Hostile Spells and Hostile Intent. Note that these are very poor descriptors and the GM should consider the repercussions. 

Example is that Sense Foes should not be able to discriminate Zombies and various kinds of Automata Intelligence Creatures. Digging a hole to Automata is as "hostile" to the ground as it is to Cut up the Target Mage. Mages can employ various kinds of delusions to its targets, Obscene Fascination or Obsessions may not be considered hostile and the GM should rule these things out early. 

Personally I rule that players use something unambiguous and provable than intent. Any strong emotion is general enough but very clear, if their attention is locked on my person is something that is also less ambiguous but general, etc.. 

Now lets go to Pentagram and Hostile Spells. Information Gathering are not hostile but all Social Engineering activities begin with Information gathering. Permission to be known was part of basic etiquette and is part of basic security in some cultures, you do not just give away your contacts information to just anyone and people want to know if you do give away their information because they want to know where a threat can come from. So in such a case, Information Gathering Spells falls under hostile spells. 

So what happens is that Pentagram can hide someone who doesnt want to be found. That's a powerful and dangerous circumstance. With Sense Observation, it becomes a multi-layered defense of privacy. 

Sense Foes can be made more specific using strong emotion or attention or violent urges as a way to determine Hostility but not so broad and exacting as hostility. So the sense foes can be used in such a way, the mage eliminates factors and tries to narrow down possible intent. 

Scryguard (M121)

In Doctrine 01 we learned that Scryguard is one spell everyone casts everyday because: its fairly easy to maintain, and some masters cast it multiple times a day since it costs nothing for them to maintain it for Allies.

Things the GM must Rule ahead of time
  • How it Affects History Spell? I like a good puzzle so I'm making Scry Guard distort History Spells. 
  • How it Affects Impressions?  This is fairly complicated but can be simplified. While under the influence of Scryguard what happens to the impressions left on objects? If you let it distort history, it acts like an emissions or signature negater, then it may also distort the impressions left items (of course biological remains are a different story). for WBH I'm ruling it distorts impressions, (they are unreliable and subject to GM misinformation). 
  • How it affects Sense Observation? Wording wise you have be observed in order for Sense Observation to work.  But there are many legal ways to interpret this that allows even a failed Seeker/Magical Observation/Observation skill roll attempt to Trigger Sense Observation because the Act of spying and scrying is all that is needed not the SUCCESS of the action. I like my game to be a bit cloak and dagger/cat and mouse, so I'll allow just the mere act of Trying to observe (successful or not) enough to trigger Sense Observation. Often we gather information that does not make sense, but the act of gathering information has used up time, effort and resources (its tangible). 
  • Tracer? (M106) This bypasses Scry Guard BUT it does not bypass Sense Observation only when The Mage concentrates to locate the Tracer. Tricky eh, so "tagging" someone with a Tracer and only activating later on will require fore-thought and planning. Something I want in my games.   

Sense Observation (M167) and the Surveillance State (GM Ruling)

The GM has to rule if Passive Observation, one that does not target someone specifically Triggers a response. Because of how tricky this matter is, in WBH I rule that the spell is triggered anytime information about the character can be collected. That means that a character will find himself being "Pinged" by his cellphone as it sends data to a cell tower. Character must rely on very low tech means of sending information or Comm/Empathy spells for communicating.

The spells identifies many threats, so a character will be wise to get Expertise: Security or Electronics Operation: Security skill to identify and judge the threats. Even an NPC just taking smart phone pictures of his comrades with the mage in view can Trigger the Sense Observation for the character to look away from the camera. If someone does that Dark Knight trick where all cellphones are hacked to gather information, Sense Observation will notice.

Characters who have this spell on will immediately notice if their phones' power-down state is a sleep state or truly an Off-state (unless a RFID switch triggers and powers the "on" state with a radio signal of the phone, the Sense Observation will only be triggered when the RFID is activated).  If they are on a Computer, the spell will trigger if they are Online and if they don't have enough computer savy, it will alert them of basic keylogger programs that are used for debugging (which the character has to use a Computer Operations Roll -2 to turn off lolz). Suffice to say, a character has to make Computer Operation Rolls to customize his OS to gather less inforamtion about him/her. Paranoid Mages only use Linux Lolz (there is a Distro for Mages lolz! which is the same used by the paranoid)

Seeker One Try Per Week (GM Ruling)

my Search Fu has poor results. I'm going to give a Hard once per Week limit to Seeker (M105-106) per Caster and spells like it. When we consider scrolls and magic Items that replicate the spell, the person who is gaining the information can only attempt the Seeker once per week. The only way to circumvent this is to Buy Scrolls of Seeker and have someone else use the scroll (like a Novice or Initiate). Making Seeker scrolls also count as Casting Seeker. Since its precast, if all the penalties exceed the Scroll Power Level then the spell fails. 

Sense Observation and Scry Guard

Someone trying to use Seeker will trigger both Sense Observation and Scry Guard (despite scry guard interrupting). Its like make a "search querry" , when you hit enter the signal is out there. Scryguard is just a Blocker, and Sense Observation gathers information on the Querry. Note that these are all contests,  a Seeker can still find out information if they Bypass the Scry Guard but will have a problem against Sense Observation (which is Against the Seekers IQ not his Spell Skill).  

The GM has to make ruling as how these interact. The ruling has many potential consequences, so feel free to use my ruling as a guideline to how you want certain consequences to play out.

Sense Observation in a crowded street? You feel everyones gaze as they walk by but you know it when one gaze lingers longer than the rest. 

Example.
Killian has a Scryfool-30 (Scroll, cast after all the prep spells; +5 from High mana mana enhancer 2) on Osman, Scry Guard-26 on himself (first spell cast) and Sense Observation-23 (2nd spell cast; -1 penalty) Set up on himself, and he is guarding Osman.
 
An Adept casts a Seeker-29 (Scroll cast ceremonially; double energy cost for +4, x20 the time) on Osman. The Adept has set up Scryguard-24 (1st spell cast) and has Sense Observation-22 (2nd spell cast; -1 penalty) 
The Adept rolls a 11 with a margin of 18 success with Seeker-29 vs Killian's Scryfool of 30 rolling 12 (18 margin of success), they Tie in a Quick Contest and "Both Fail". The Adept cannot seem to gather any information and is frustrated. Still the Act Triggers Sense Observation-23 vs IQ Adepts IQ10. The adept Rolls 12, failing by 2, and Killian rolls 9 succeeding by 14, for a Total Success of 16.
Killian can make a Seeker roll at +16 - 5 for unfamiliar at his Seeker-18 for a total of 29. Killian rolls a 10  for a margin of 19 vs the Adepts rolls 9 for a margin of 15! Killian is able to penetrate the Adept's Scryguard and able to see the Adept's Whereabouts (he probably makes an Observation Check and cast Memorize to get all the details). 
The Adept gets a chance to detect Killian with his one Sense Observation (a quick contest). Killian rolls vs his IQ12, a 13 (failed by 1), and the Adept rolls his Sense Observation-22 with a 8. He has a +15 to detect Killian with a Seeker BUT alas Seeker can only be attempted 1 per Week! 

Counter Intelligence Traps

Because of Security Concerns, its common that someone intentionally leaves an "Impression" items as Bait. Mages act on their Patrons behalf and leaders can break the connection between themselves and their patron in order to protect the patron. This is a muddy issue and professional try to always find out more before closing the noose, unless their hands are tied and they have to act. 

This kind of expectations helps create the kind of problem solving and strategic mindset you may want out of an Espionage Mastermind Game (one of the faces of the Ware Beneath Heaven Campaign). 

Illusions Surveillance Machines

Garbage In Garbage Out. Surveillance Devices only detect what they are designed to detect, you can use details to Infer certain things but an illusion disguise is recorded on a camera as is. An invisibility spell wont be picked up by a visual camera, of course other devices like heat detection can pick up an invisible character.

Alternate Identities (GM ruling)

A mage can have an alter ego, creating a Fake Face and Fake Identity (get the Alternate Identify advantage B39) to begin with... not exactly. It takes time to cultivate an Identity, some mages can create Fake Identities for sell it anonymously. It should cost about $20,000 per year of traceable history (modified by fame) and given how Haven attracts so many migrats and expats, there are a lot of missing and dead people to harvest their identities.

This will really screw with Seeker Spells. Of course there are limits to Alternate Identities, and Patricians and Dynasts may alter their features slightly to make it harder for Seekers spells to be used to gather information about them. 

GM has to rule is Seeker's Visualization requirement Kicks in with characters with multiple faces. In WBH the Visualization only works with the face, if an Illusion copies the face then the spell will return with an Error. Thats why name, Impression component and face is needed. The more details the better. 

What Happens Next?

Once you know the Identity and Location (through Trace) of who you are looking for, you have the foot in the door. When its Large Organizations vs Large Organizations (symmetric warfare), things can be porous because they will both use social engineering against each other weakest link.

Large Versus Small (asymmetric warfare), unless Small has the initiative it is pretty much a straight forward rub-out. If Small has the initiative, then guerrilla tactics/shadow warfare and exploiting the weakest Link of the larger organization.

Tuesday, January 21, 2014

GURPS Magic Notes 07: Doctrine 02 - Basic Magical Defense is to Know a Mage

More Extensive Countermeasures and their Costs. These packages are useful for GMs to detail how extensive the protections a Character may have.

First is to get Mage Man-power at the character disposal. How much and how to get such man power. Next is the Basic Security Strategy based on Common and Simple threats. Haven with its massive population growth (more than 2% per annum) and attracting many expats makes magical manpower something very complex.

Mages are Allies with Special Abilities, always count the +50% where applicable as a Patron or Ally.

Rules in Review

  • The Rule of 16 (B349)

Powerful Mage Allies and Contacts

Mages as Contacts (M44)

Mage contacts is the first step to accessing opportunities and magical equipment. The higher the level, the more powerful the equipment available. You can say contact skill level cubed is the FP worth of Item the character can get. Reliability determines the default reaction score level with the character, at unreliable at Poor (B560;  sells at +20%-50% "market" price), somewhat reliable at Neutral (at "market" price), Usually reliable at Good (at "market" price), and Completely Reliable at Very Good ( up to -20% discount of "market" price). 

Retainer Fee. 10-20% Monthly earnings of a Mage contact can be the retainer fee. Retainer fee is the freedom to bug your mage contact without having to exchange favors every transaction. 

Preventative Measures. Consulting with a Mage contact helps determine if there is someone out for you, if your plans are going to cause problems with other mages, and many other basic planning information gathering. This is the cheapest and smartest way to go about things: watch where you tread. 

Mages as Allies 

Powerful Familiars, Demonic and Undeath Companion, or Fate Bonded Allies can all help when it comes to Magical Counter measures. Of course only the Time they can allocate to the PCs can be dedicated in this way, so an Unsleeping companion can probably hold vigil 24/7. 

Allies (unless unwilling ones) are automatically at the best reaction roll with the PC (the unwilling ones in helpfulness but not feelings). Note that these are relationships and when the character eats up a lot of time and expense of some of their allies, and the allies cannot afford it then they may feel responsible (depends if they have some code of honor or sense of duty) for that ally. Note that PCs who have these sense of duty tends to have more allies lolz. 

Mages count as allies with Special Abilities. if it needed to be said.  

Paying Mage Allies. Some allies require retainer fee, others are Part of the PC's business and get wages from the PC. Allies should not exist in a vacuum, and their financial involvement with the PCs point out their strong shared incentives. 

Mages as Ally Group  

Being a Patron to mages, has its advantages, particularly when getting the price of the manufactured goods and leaving a very small detectable footprint for Intelligence Gathering as to the Size and Strength of the Organization. Most organizations project power in order to create ambiguity regarding the resources at their disposal, part of the game theory. Powerful Entities with Mages are ambiguous in the threat they can present, and often create peaceful coexistence in this game-theory situation.  

The price is there if you want to make them hirelings to make them more accessible, despite their lower Freq. The better their Freq-Appearance the more available they are to help.



Group of Adepts 24/7 FTE 2 (typical for the most most powerful Mages)
 $672,000 annually
At least Wealth Status 4 character
Ally (Ally 50% of Mage's Point Value; Frequency: Often, x2; Supernatural +50%; Group x6; Dependent at 50% Point Value of the mage, Freq-6 -5) [31]

Group of Masters 24/7 FTE 2 (typical for the most most powerful Mages)
 $1,680,000 annually
Typically Wealth Status 5 character
Ally (Ally 100% of Mage's Point Value 5cp; Frequency: Often, x2; Supernatural +50%; Group x6; Dependent at 100% Point Value of the mage, Freq-6 -1) [89]

Group of Masters 24/7 FTE 2 (typical for the most most powerful Mages)
 $3,360,000 annually
Typically Wealth Status 5 character
Ally (Ally 100% of Mage's Point Value 5cp; Frequency: Often, x2; Supernatural +50%; Group x8; Dependent at 100% Point Value of the mage, Freq-6 -1) [119]

Third World Mages.  

the way mages are created in haven is a process of Indoctrination, Patronage, and the extensive use of Minds Reading/Search and culling out dissent. Mages who survive the culling process and pursue the industry are those that are mostly likely freelancers or quickly protect themselves by joining a Coven. In Haven the most common mage groups are CULTS, worshiping the persona of some immortal mage patron (pretty much the situation of baby boomer or taken to the extremes in Transhuman settings).

Masterless Mages

There are very few Masterless mages. Mages of independent personality and initiative, and not part of some Cult or Coven (typically they are a "Circle or Guild or Fellowship" where they are peers in pursuit of knowledge -- total nerds). These mages owe their training to other Masterless mages who are pretty much like historical Free Thinkers, who breed through knowledge being passed instead of Indoctrination. PC mages in my game are Masterless mages (they do have mentors but they are not "Patrons" but teachers), they are the minority that is both dangerous and fighting for ground to survive (if not to thrive).

They are important to note that these are the extremely rare, probably 1:1000 and poverty and ignorance doesn't help the demographics lolz. They are pretty competent compared to the Adepts of Cults and Covens, and have a real passion. Typically seen as good guys because they don't perform the typically exploitative process of indoctrination, but can be REAL JERKS (be prepared to be offended lolz).

Allies, Contacts, Hirelings

Allies and Contacts have a Freq of appearance. When its not constant, it is assumed they have responsibilities that take them away from the player's access (they need to make a living, and the PC is not the center of his/her world). 

I've discussed mage "retainer" (based on my experience working with lawyers in our company and various consultants). Then there is actually hiring them, making them part of your monthly expenses, for a long period (like 2-3 years with periods of evaluations, and basic provisions that maintain performance and protect you as an employer). Even if they are hired, the PC must declare their job role. Assume the lack of access is the mage doing research, gossip, and study.
Mages are expensive but a whole market of them doesn't make them too expensive. Example is Killian who earns about $5,200 monthly for the HSS and on retainer for a year. He is a pregen for players who want to taken on challenge of playing a mage, but is still a hired member of HSS and does his job (with his brother Bill who has a great disposition to evaluate his performance to Thomas and Osman) particularly providing and maintaining scryguards for the team (he maintains one for Speedy, Osman, Fish, Thomas, Himself, and Sid; -6 to all his spells cast)

Mage Skills

Hidden Lore: Mages (A) IQ - Understanding the kinds of Mages, Colleges, the Orders/Covens/Guilds/Cults etc... You also know the Cost of Living, wages, and many things about the magical industry regarding HR. You also know that most powerful mages have cults/followers/devotees to draw magic power from (particularly because of how regular magic system works)

Information Analysis: Thaumatology  (H) IQ - the ability to understand magical doctrine and practice, you are able to apply your Thaumatology in gathering information regarding strengths, weaknesses, opportunities and threats. Defaults to Thaumatology-6. 

Expertise: Security (Optional Specialty: Thaumatological) (A) IQ - Very Specific regarding Magical information Gathering, Intrusion, and Counter-Intelligence. All the social engineering related practices with magic.  

Strategy (Thaumatology) (H) IQ - waging a Thaumatological Campaign, defaults from Information Analysis: Thaumatology -4.  Since magic has many elements of logistics and preparation, and how to organize magical elements. 

Current Events (Thaumatology) (E) IQ - requires Hidden lore Mages, knowing whats happening currently. Basic Political situation and Atmosphere among the many magical factions. Typically people learn about current events from their contacts, so sometimes you don't need it but sometimes its better to be the one to get the information yourself instead of 2nd hand. 

Thursday, January 16, 2014

GURPS Magic Notes 22: Demonic Ally

I'll leave it up to you what are demons in your setting.

Summoning such a demon costs only 11FP of course the Pentagram (M125) prepared costs 10FP as well for every 1 sqm. Typically a 19sqm pentagram, area 3, for 190FP or $47,500 for the penagram casting; easily $5 per sqm allowing with fine (x4) or very fine modifiers (x20) to casting per sqm of durable material for the pentagram. A silver inlaid pentagram of 19sqm at $950 of materials totals $48,500.

Material Component for Summoning a Demon.
I'm using the way to calculate Slaves found in Basic Set (annual income of profession x5 years). A demon should be worth as much as a Master (Mage who is Wealthy) at $780,000 worth of materials (human traffickers may be selling human life for such use) .

Demonic Ally Template
-20 point template


Advantages [190]: Resistance to Mind Affecting Magic +8 [15]; Unaging [15]; Darkvision [25]; Magery 20 (Aspected Darkness -40%; Granted by Contracted Ally -40%) 20 [45]; Demonic Talents (Acting, Merchant, Law, Fast Talk, History, Disguise, Intimidation, Psychology, Stealth, Hold Out, Politics, Hidden Lore)+4 [60]; Unusual Background [10]; Unkillable 2 (B96) (Achilles’ Heel, Common-Burning, -50%; Hindrance, Common- Impaled weapons, -25%; Trigger, a Simple Ritual, -5% ) [20]


Disadvantages [-210]: Dependency (B131) (Very Common-Ambient Mana, Constantly x5) [-50]; Dependency (B131) (The Contract and the Other Party's, Very Common, and Constantly x5; if the Contract is Violated) [-50]; Weaknesses (B161) (Sentimental or Significant Item) [-20]; Social Stigma (Valuable Property; Bound Demon) [-15]; Vulnerability (Magic Weapons Aspected , x4) [-20]; Dead Broke [-25]; Obsession (long term goals) (6) [-20]**; Code of Honor (Gentleman's) [-10].


Skills: Apply an Adept Template (+112cp template)

Class: Divine, Supernatural

Notes about Demon Template.
  • Allow the Adept Template and Demon Template Magery to Stack! for a Magery of +30. Not that the PC will gain the full advantage of this, Demons will not grant their full power. 
  • Code of Honor can be brought down in exchange for some Vow or strong psychological compulsion.  

Demonic Motivations.

Obsession is a requirement for each demon (and supernatural creature), since we established that these were once human feel free to think about what Immortal Motivations a demon can have. You can have something like bram-strokers dracula and undying love, revenge, etc... Murderous/Sexual compulsions that need sating can be a good substitute.

Contract with Demons.

If the demon is not plot protected, make SECRET opposed legal roll with the demon. Contracts are Perks (B100) according to M156 under Demonic Contracts. So a demonic ally is at least work 1pt. The margin of success or failure determines the Demons loyalty score. Its important that this roll is secret. The GM can always ask the player to Roll but use that as a Red herring (its sounds mean but this is a demon not paid in points). Since contracts can be renewable and adjustable.

Sample Contract. 

Since Demons are going to be part of a Player's own Motivations, but cannot derail the GM's story. 
  • This is one of the most annoying because the Demon basically YES&/BUTS all the player's wishes lolz. This is also pretty fun. The Demon is a machine for the GM to play out an obnoxious member of the party lolz. 
  • The Demon is left to his own Devices, as an ally the time the demon is not found (he has a freq-12) he creates some kind of trouble. Trouble that makes the PCs own plans more interesting (or closes many avenues and options to the Party). As a fickle creature the GM never has to justify anything, lolz.  
  • The PCs gain a secret enemy, gains the demon's secret enemy (this is not part of the Demon Template, but the Demon Character).
  • The Demon is leaching some of the resources of the PCs, borrowing powerstones (which takes time to power up again) or damaging various devices (they are worn and damage, but still functional). 
  • Demons F*cking with NPCs. Demons creating complicated relationships and giving the party some problems and some convenient NPCs in the Picture. (Basically the story with Tribonian Locke in the War Beneath Heaven Campaign, a head ache for his former master Dylan Baker which lead to some events). GMs fond of Soaps and messy relationships Go-to material! Worse, demons giving birth or fathering children lolz. Or Demons and their children lolz. 

Notes on Contracts

  • These are CONTRACTS meaning there is an exchange of Consideration. You cannot enslave someone via contract. If you read the basics of contracts it requires voluntary actions and decision. 
  • In the end of the day, what the contract really binds the mage and the demon is duty to each other and to help each other out. Its like a forced friendship. Even if you can conduct everything lawyer-like, Contracts require consideration for everything in exchange so the demon can make it as difficult as possible to the Mage or can make it very easy for the mage depending in how it feels towards the mage. 
  • That is why a demon who has the same Aligned Motivations with its mage is what works best. The real magic is the ability to research the Demon's motives and making a "match made in heaven" kind of deal. See the Sample Demon. 

Typical Adept 

93/112 points
Comfortable ($5600/month)
ST: 9 [-10]   HP: 9 SPD: 4.5
DX: 10      Will: 14 [20] Move: 4
IQ: 10   Per: 10
HT: 9 [-10]   FP: 9   SM:-0
Dodge: 8 Parry: - DR: -
Typical Age late 30s and early 40 (13-20 years of work)

Advantages [50]:  Magery 15 (Ally Accessibility -40%; Half-Power unless casting at Night -20%; Pact: Sense of Duty to Coven -10%; Pact Code of Honor Soldier of the Faith -10%) [35]; Signature Gear: Powerstone 15pts [2]; Powerful Familiar [14];
Disadvantages [-20]:  ST-1 [-10]; HT-1 [-10]; (you can add Enemies, Dependents, conflicting Duties, Inconvenient Compulsions, etc...)
Skills [43]: Thaumatology-31 [32] (-6 for other colleges - prereq count); Enchantment-25 [11]

A demon with the Adept Template can have Thaumatology-46 (skill 40 in any school/path)


Example 

Theresa The Angel of Death

Sadism (12) [-15]; Discipline of Faith: Ritualism [-5]; Obsession (Cause all to Suffer to Purify themselves) [-10]; Fanaticism [-15]; Masochist [-10].

Theresa is a beautiful but simple woman by all appearances. She wears a nun's habit, and has quiet and meditative lifestyle, but can be very charismatic and charming. She has one particularly nasty "overhead" to any Mage who contracts her, and that is her obsession with pain and suffering. In life her obsession was very well known and has brought controversy down on her and her order after she died, but despite this humanitarian atrocity she is pretty much a Saint to many.

As a demon, she likes to cultivate this and thus aids in attacks that bring about the increase of such pain and suffering. She would like to see any public good welfare activity, particularly medicine and health education cease. She wants increased "devotion" to her beliefs, and would further any "charitable" house who provides a place for people to suffer and die to expand their reach.

She will Aid in refugees (like in Haven's open refuge policy) to would gladly shelter them, asking her

Who would Want her? If you are big pharma who want to abolish generic medicines and monopolize medicine, she will be aligned to most of your goals. She also helps in giving good press as she will also conduct and manage the charitable institutions that house these people dying in misery. Although the best combination would be a mega-slum lord Politician, reap the suffering for their votes and divert wellfare aid to his/her coffers, deny them basic medicines and pain relief to feed Teresa her obsession, and use the resources and press she grants to advance property and human acquisition.  As a slum lord he can "breed" and grow his manpower reserves, to make it sustainable for Theresa.

She would be favoring Comm/Empathy, Mind Control (pain related magics), Body (particularly pain related), and healing spells (that increase the ability to endure, but not in any way relieving).