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[IRC Event Series] - No Stats Theatre - planning/interest

Started by Lmns Crn, February 20, 2009, 01:05:07 PM

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Polycarp

I am presently leaning towards Sunday, September 13 at some point, probably in the afternoon PST.  I think at least 3 players would be best, but we'll see what we have then.

Anyway:

[spoiler=Game Info and Characters]This will be a statless mini-adventure of ruins exploration, beginning with the discovery of an ancient ruin in the Saltmoor (the clockwise edge of the Flowering Moors).  As the PCs, you will play as members of an expedition team, hired and led by an Umbril named Areth-Ven.  You have been told very little about what exactly lies where you are going '" nothing at all, in fact '" but have been assured that a great treasure lies here, of which you will receive a handsome portion.  At the time, this sounded like a tempting offer (though after weeks wandering about in the Saltmoor, you're not so sure anymore).

A bit more background will be given before play starts.

Here's a list of possible PCs for you, but if you have another character idea you can propose that.  Catch me on IRC sometime and tell me what you'd like, or how you'd like to change an existing character.  The only requirement is that one of you must play Areth-Ven itself (I don't care who '" but I'm not going to play a DM PC!).

[ic=Sample Character List]Areth-Ven Ilfan (Umbril)
A merchant of exotic wares and amateur historian hailing from the port city of Inembran.  Areth-Ven is a clever businessman and dabbling scholar, but knows little of combat, jungle survival, or other 'hands-on' fields.  Areth-Ven is the expedition leader and carries the group's only lodestone.

Fens-Ul Thalun (Umbril)
A ballooner and veteran of the Netai Wars from Var Umber.  Fens-Ul captained a smokeship during the last war, and has plenty of experience in navigation, flying, and crossbow-shooting.  Fens-Ul is confident and cool under pressure, but a bit abrasive, with a military manner not suited for polite company.

Uszkal Tzula (Ussik Female)
A mercenary of the Netai Wars on the side of the Confederation, originally from distant White Lotus, who's been out of a job since the peace began.  Uszkal is a fierce and skilled swordsman with a keen eye and a fondness for art, but is impatient and still hasn't really adapted to the customs and society of this new land or its strange inhabitants.

Nialeng (Iskite Male)
A traveling scholar and explorer from Scalemount.  Nialeng knows a bit about antique Iskite languages, which is why Areth-Ven chose to have him along.  He has a stern and meticulous manner, perhaps even an arrogant one, though his time among aliens has cured him of much of the xenophobia that his fellows back in the homeland have.

Kunetze (Iskite Female)
A clockmaker and mechanical specialist, whose knowledge might be useful against traps as well.  Unknown to the rest, Kunetze was a sympathizer with the Right Orientation Alliance and spied for them during the wars.  She would rather see any treasures of the ruin in the hands of her people.  She is bright and opinionated, but tries to keep her potentially dangerous political leanings under wraps.

Akan Yika Meeran (Gheen Male)
An old acquaintance of Areth-Ven who also hails from Inembran; despite the fact that he was a smuggler for some time, he's the only one of the group Areth-Ven maybe trusts.  He's a bit of a black sheep among his large and influential family back in Inembran.  Yika Meeran likes to think of himself as 'reformed' '" mostly '" but still strikes others as a shifty character.

Tulthan (Tahr Male)
A skilled tracker from the Great Mire.  Tulthan has a curious streak that got him into some trouble with his blood, which is why he's out here.  He's a proficient outdoorsman and survivalist, but tends to be reserved among aliens, who he's seldom spent much time with before.[/ic]
Recommended Reading

Some familiarity with the setting is obviously preferable to none, but this adventure won't require a lot of background knowledge.  I'd recommend reading these articles:

    Gheen, Iskites, Tahro, or Umbril (depending on who you're playing '" feel free to skim these, as they're pretty long)*Szalk*Cog*Artificers (just the first part, you don't need to read the theories)[/list]
    Also, here is some setting-specific vocabulary you may hear me using and are free to use yourself.[/spoiler]

    The Clockwork Jungle (wiki | thread)
    "The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

    LD

    Great!
    Here are my preferences:
    Areth-Ven Ilfan (Umbril) [Interested]
    Nialeng (Iskite ) [Very interested]
    Kunetze (Iskite ) [Could do]
    Fens-Ul Thalun (Umbril) [Could do]

    Nomadic

    I'll play Areth-Ven Ilfan (unless someone wants to fight me for it).

    LD

    Perhaps to increase visibility of this event... create a new thread with the game details?

    Depending on when the game starts on Sunday I may or may not be able to make it. I will have some commitments that start a little before 6PM EST.


    Polycarp

    Well, the best time for me is afternoon PST - around 2-3 pm.  If there are insufficient people at that time, we'll reschedule for sometime next weekend.
    The Clockwork Jungle (wiki | thread)
    "The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

    Steerpike

    I was wondering if there'd be any interest in a No Stats Theatre session of Tempter?

    I think Tempter would work a lot better in a No Stats game than the Cadaverous Earth - I imagine CE as working best with fragile characters and opportunities for visceral combat, and a CE game based solely on diplomacy or puzzle-solving would seem to me not to exhibit the world's strengths particularly well.

    Here are a few sample characters, though of course players would be free to modify them or invent their own.

    Since this is a No Stats Theatre game, Tempters don't have the five regular statistics.  They do, however, each have three unique powers that expend 'Energy' '" two lesser powers, which expend one point of Energy each, and one greater power, which expends two points of Energy '" as well as a power or set of powers useable at will, without Energy expenditure.  Each Tempter begins the session with five points of Energy, having just manifested from Hell.

    All Tempters can manifest their true forms in the mortal plane for thirteen minutes by expending a point of Energy.[ic=Samael]A moody, brooding demon, Samael was once the Authority's Angel of Death, a role now belonging to the Archangel Azrael, for whom Samael reserves an intense, simmering hatred.  Samael generally appears as a tall, pale, sinewy youth with long, white-blonde hairl, dressed in black jeans and hoodie, his eyes concealed by opaque, totally reflective black sunglasses (behind which his eyes are black voids).  When required to 'dress up' he wears a black suit and tie with a heavy leather coat.  In his true form he is a faceless, cadaverous figure swathed in a tattered black robe.  Now a soldier of Hell, Samael's politics can be most closely aligned with Moloch's, though in general he prefers to follow orders rather than to lead.  In battle he wields a numinous weapon called the Scythe, which can assume the form of any weapon '" in modern times, often a gun of some variety.

    Powers

    Samael's Scythe can become any weapon wieldable by an individual warrior (i.e. it can become a sword or pistol, but not a nuclear bomb, a bazooka but not a tank).  If the Scythe becomes a firearm it has infinite ammunition, though its bullets can still be deflected by sufficiently heavy armour or similar protection; Samael can, however, execute incredibly intricate trick shots.  Samael is also a master of every conceivable mortal weapon, from a katana to a rocket-propelled grenade to a boomerang.

    Gaze: Samael can kill with a mere glance if he wishes.  By removing his glasses and making eye contact he can instantly slay any mortal.  Protective talismans or eyewear may guard against the Gaze.  This ability uses one point of Energy.

    Speak with Dead: Samael can temporarily bring a soul back to its body, though only if the soul went to Hell.  This ability uses one point of energy, but cannot be used on any corpse on which Last Rites have been said.

    Reanimate: Samael can infuse a corpse with a measure of his Energy to create an undead Revenant that obeys all of his instructions.  The Revenant is very difficult to destroy; even decapitating it will not stop it.  This ability uses two points of energy, but cannot be used on any corpse on which Last Rites have been said.[/ic][ic=Namaah]A sensual, guileful demon of Belialian affiliation, Namaah revels in entrapping mortals through seduction and deception.  Appearing as an androgynous human usually garbed in an immaculate white suit, with porcelain-white skin and large violet eyes, Namaah can switch its sex at will, emphasizing either female or male characteristics while always maintaining an edge of sexual ambiguity.  Sophisticated and ruthless, Namaah is a calculating creature with a capacity for subtleties.  In its true demonic form Namaah is a grotesque hermaphrodite with exaggeratedly prominent genitals and other sexual characteristics, including a long, serpentine beard and massive, pendulous breasts, a hybrid of fertility goddess and tumescent satyr.  Famously, Namaah seduced Noah and gave birth to the half-demon Ham.

    Powers

    Namaah can change its sex at will without Energy expenditure.  Namaah can also always predict the result of a die roll or discern the suite and number of a card without seeing it.

    Soulsuck: Namaah can drain a mortal's Essence through coitus, and severely weaken them (to the point of unconsciousness) through a mere kiss.  Protective talismans can safeguard against this ability.  This ability uses one point of Energy.

    Caress: If Namaah can touch a mortal's skin it can charm that mortal supernaturally, enthralling it and captivating it.  While a mortal thus charmed is not an automaton they are instantly sympathetic to Namaah's suggestions.  Protective talismans can safeguard against Namaah's caress.  This ability uses one point of Energy.

    Deadly Beauty: Namaah can enhance its allure to induce violent ecstasy in all that view it.  It can moderate this effect to produce physical pain or even death, as its victims hearts' pump too quickly.  Protective talismans or eyewear can safeguard against this attack.  This ability uses two points of Energy.[/ic][ic=Cagnazzo]Taking the form of a small, deceptively adorable French Bulldog with a gleam of sinister intelligence in his eyes, Cagnazzo is diminutive but vicious, a sly, sometimes cantankerous demon skilled in the arts of deception and infiltration.  With a penchant for fine cigars, cognac, and explosives, Cagnazzo is far more dextrous than most canines and can grip objects (such as pistols or keys) in his paws, and can talk.  He also professes a taste for canine females, regularly making lascivious comments on seeing one.  In general he is a sardonic, wise-cracking curmudgeon, a stalwart Beezlebubian known for his caustic wit and his predilection for obscenity.  In his true form Cagnazzo appears much as the mythical Cerberus '" a slavering, three-headed monstrosity of gigantic size, with glowing red eyes and massive fangs.

    Powers

    Cagnazzo's small size allows him access to certain areas other fallen might find inaccessible.  He can urinate and defecate at will, and can also conjure a cigar or a mickey of cognac without expending Energy.

    Blasphemy: Calling on the fell powers, Cagnazzo can bark a dreadful blasphemy that deafens any mortals who hear it.  Protective talismans or ear-wear can safeguard against this effect.  Blasphemy uses one point of Energy.

    Safe-cracker: Cagnazzo can expend one point of energy to discover the combination to any safe or any electronic password.

    Hellfire: If Cagnazzo drinks the entirety of a mickey of cognac he can let out a massive belch of sulphurous Hellfire, incinerating any mortals and flammable materials in a broad swathe and potentially knocking down walls or blowing open doors as well.  Protective talismans or wards, or flameproof clothing, may guard against Hellfire.  While in his true form all three of Cagnazzo's heads breathe Hellfire.  This ability expends two points of Energy.[/ic][ic=Abyzou]Preferring the guise of an enfant terrible culled from Japanese horror movies '" scraggly black pigtails, pinafore dress, an obscene giggle, and sunken, flashing eyes '" Abyzou is a demonic mischief-maker and trickster who thinks of mortals only as playthings (or snacks), delighting in violent and usually gory pranks.  Other demons tend to consider her something of a loose cannonball, even a liability; she is more or less apolitical, preferring simply to run amok on the mortal plane than to debate in the Infernal Parliament.  In her true form, Abyzou resembles a statuesque woman with writhing black tendrils for hair and clawed hands.

    Powers

    Abyzou can commune telepathically at a distance of up to one hundred feet (note that this does not allow her to read minds, only communicate psychically, though those she contacts can speak back mentally).  Protective talismans cannot block Abyzou out, though they may protect against her Mental Violation ability.  Abyzou's size may allow her access to areas others find too small to enter.

    Mental Violation: Abyzou can project disturbing hallucinations into mortal minds, potentially driving them into fits of madness, depending on the creativity and imagery of the illusion.  The mortal must be in range of her telepathy.  Protective talismans can safeguard against this effect.  Mental Violation uses one point of Energy.

    Psychokinesis: By focusing on an object Abyzou can move it with her mind; she must be able to see the object to manipulate it.  While this ability can be used as a weapon or to levitate team-mates Abyzou cannot pick herself up using it.  Protective talismans or wards may safeguard against this ability.  Psychokinesis uses one point of Energy.

    Cannibalism: Abyzou can devour a mortal enemy whole, distending her jaw horrifically like a serpent.  By doing so she gains access to the memories of anyone she eats.  Protective talismans do not safeguard against this ability '" though they do give Abyzou a case of wicked heartburn.  Cannibalism expends two points of Energy.[/ic]If people are interested let me know and I`ll write something up - I`d probably have time to prepare & play in a couple weeks.

    Nomadic



    LD

    Hm. The setting does not interest me as much as CE, but if I'm available to play I'll give it a shot since I have faith in Steerpike. I'd play Sammael, although a character related to Moloch might be interesting (not currently offered and I'm not exactly sure how to make one).

    Abyzou was a very nice design.

    Steerpike

    Samael is actually most closely related to Moloch, and if you'd rather make him more political that's fine.

    Overall I prefer CE more than Tempter myself - it's more original if nothing else - but CE doesn't really scream diplomacy/negotiation/non-violent exploration, which No Stats games have to kind of revolve around.  I can see having those elements in a CE game, but I don't think they'd dominate... even wholly urban games would probably have a fair bit of physical action, and it's hard to give such scenes a sense of excitement without a degree of risk, which tends to necessitate some kind of system.

    Maybe I could run an investigative CE game at some point though... *ponders*

    EDIT: By the way LIght Dragon a Gloria game could be excellent...

    Tangential

    Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme

    LD

    Hm. I do not think that rolling would be too much of a problem in a no-stats game if the stats were relatively simple (about as simple as Call of Cthulu- which I have run successfully over Skype), but combat that would require tactical placement on a board is out of the question. You are probably right that a pulpy CE would be difficult to do in the no-stats theatre game, but I think an investigative edition such as you suggest could work as long as the combat is very minimal.

    What will our general story line be for this episode of Tempter?

    Note: The dog creature really reminds me of the creepy frightning Clown from the Spawn comic-movie. What did you have in mind when you created him?

    >>Samael is actually most closely related to Moloch, and if you'd rather make him more political that's fine.

    Yes, I noticed Samael was pretty much a follower of Moloch- I intended to comment, however, that I thought Samael was okay, but if I could figure out how to create a reasonable Moloch character I would probably play that if there was high demand for Samael from other players.

    -
    Re: Gloria Game- I would be glad to run that sometime. Thanks for the interest.

    Steerpike

    [blockquote=Light Dragon]Note: The dog creature really reminds me of the creepy frightning Clown from the Spawn comic-movie. What did you have in mind when you created him?[/blockquote]Clown was definitely in my head (Spawn is generally with Tempter, not so much the movie but the animated series and comic), but the character he's most strongly based off is Behemoth from the novel The Master and Margarita - a sharpshooting, vodka-chugging tomcat.

    Nomadic

    Since this is getting some serious interest I'll stick up a news article to grab ya some attention.