Showing posts with label mythos. Show all posts
Showing posts with label mythos. Show all posts

Monday, April 27, 2020

Children of the Unknown

This is inspired by Searchers of the Unknown and Monsterparts.

You play a group of people who are growing up in a isolated small town.
Two generations ago a mythos entity contacted the town.
Your grand-parents knew about it, some experienced it directly.
Your parents avoid talking about it.
You know that something is strange, that something is not right here...
The influence of the mythos still linger in your town.

You are a teenager or maybe a young adult.
  • You have 1d6 hp (health points) and 1d6 sp (stability points) 
  • You have a AC of 9 and a MV of 12
  • You have no weapons
If you need to make a physical, social or mental test you need to roll above 12 with a d20. If this is something you have some experience or aptitude for, add your Level to the roll. If you receive help, receive +1 by person helping.

You start with 1d6 creep points that represent how much your town is creeping you.
  • If your creep points are over your HP you have a penalty of 4 to any physical tests.  
  • If your creep points are over your SP you have a penalty of 4 to any mental or social test.
When the GM describe something creepy (or not) you can award them 1 to 6 of your creep points.
If the GM described something creepy and you did not award them creep points they can award you 1 to 3 creep points.

If you have too many creep points you can tell what you have seen to a other PC and give them one of your creep points. You can also confide yourself to a NPC and give them creep points but this can  make them more creepy or put them in danger.

The GM record who or what receive creep points.

When you are interacting with something that received creep points, roll a d6, on a result of 1 they receive a extra creep point and the GM must spend one or more creep points to trigger a creepy event or to spawn creatures. The GM can also decide to spend creep points when they desire.
  • 1 creep point trigger a event that inflict a Damage or Shock Die. 
  • 2 creep points spawn a creature of 1 Hit Dice or Shock Dice (1die per 2 creep points spent). 
  • Events affect all the group and grant a saving throw against them.
  • Events happen once but creatures stay around. 
  • Creatures must hit your character to inflict their damages.
  • Creatures inflict 1d6 of HP or SP damage, they can do a extra attack for every 2HD they have.  
  • HD creatures are only affected by physical damages and SD creatures are only affected by rituals. 
  • Spawning a horde: if near a mythos lair, site or divined time, the GM can spawn a extra creature for 1 additional point per creatures. 

The group collectively gain XP by making contact with the mythos:
  • Sighting a event or creature: 100xp per HD or SD
  • Investigating something creepy: 50xp per creep points. 
  • Studying something left by a event or creature: 100xp 
  • Surviving a direct interaction: 100xp per Damage or Shock point received. 
  • Learning a ritual from something creepy: 100 xp per creep points. 
The rewards are by encounters.

Gaining levels
  • The group collectively gain XP
  • It take 2000 XP to gain a level. 
  • When the group level up each character gain 1d6 to share between HP & SP and 1d6 of Creep points.
  • Level represent how deep the group is venturing into the mythos, as if they were venturing deeper into a dungeon.
  • Each session the GM receive creep points pool equal to the group level. The GM can spend those points on any NPCs, items or locations.
Corruption
  • You receive 1 pt of corruption each time you reach 0 hp or 0 sp.
  • Each time your corruption go above your max hp you receive a physical corruption.
  • Each time your corruption go above you max sp you receive a mental corruption.
  • Physical corruptions are mutation and mental corruption are delusions.
  • Instead of gaining a point of corruption you can choose to remove your character from the game to heal a other PC by a number of HP or SP equal to the group level. 

Regaining HP and SP
  • Characters regain one HP and SP each morning.
  • Character can also create emotional ties with NPCs to regain points.  

Emotional ties:
  • If a character roleplay or narrate a positive scene with a NPC, award this NPC 1d3 points of emotional ties. 
  • Any character can later visit these NPCs to spend these points to refresh HP or SP. 
  • If you have a fight with a NPC, reduce their emotional ties points by the group level. 
  • If a NPC with emotional ties points die or go insane, the group receive these points as shock damage. Go around the table and ask each player how many points of Shock their character takes (they must take at least 1 point), repeat this until all the points are distributed.
Rituals
  • Ritual can be learned from something or someone that have creepy points. 
  • Learning a ritual inflict a point of corruption. 
  • Each ritual affect only a specific creature.
  • Rituals take d6 round to casts inflict 1d6 SD. Characters you participate to the riual can also convert spend the SP to generate additional damages (one for one). 
  • The GM can also design rituals that have specific functions like travelling to a other plane, bringing someone back to live, etc. The effect of these rituals must be super specific. Casting these ritual inflict 1d6 SD to the participants (they can distribute the SD among the group).
Notes
  • To gain XP the characters need to award creepy points to things that the GM introduce or describe. By doing so they communicate what interest them. 
  • If the group spent all their creepy points they will receive new ones when the GM describe something obviously creepy. 
  • NPCs who receive creepy points are not necessary corrupted, this may just mean that they are more in danger of being exposed to a mythos event. 
  • The characters are fragile but getting to zero HP or SP don't remove them from the game, except if the player decide it. 
  • The game require some bookeeping from the GM to record what or who received creep points and the emotional ties points of NPCs. 
  • This is all experimental and I have not playtested anything here (but I would love to).  

Saturday, April 18, 2020

Throne of Azathoth Campaign

Concept for a Call of Cthulhu campaign (or any other mythos related game system).

The Throne of Azathoth is a damaged Dyson Sphere that encase the space-time anomaly that power it.

The original purpose of the mega structure was to simulate entire universes but over the aeons the Throne has been damaged and Azathoth is now malfunctioning and it simulations are now erratic.

The builder specie was erased from reality during the catastrophe that damaged the Throne.

The servitors of the Outer Gods are called the Flutists because of the flute sounds they produce when the communicate between themselves. The Flutists were engineered by the Builders to maintain the crumbling mega structure and to stabilize it containment field. But over the aeons their bio-engineered programmation degraded, their culture shifted and they ritualized their tasks and contaminated them with occult meanings.

Nyarlathotep is a malfunctioning universal translation program, a AI who can print biomechanical avatar bodies through different points in time and space. Nyarlathotep is trying to make contact with younger races to uplift them to be suitable servitors to fix or replace the Flutists. But it malfunctioning system complicate everything...

Nyarlathotep contacted the "witch" Keziah Mason, a bright and curious woman, and transported her into the Throne of Azathoth. It asked her to log her name and to provide a DNA sample to grant her a personal access code. That "secret name" gave her access to many of the mega structure's systems.

The players play a secret coven of bright women mentored by Keziah Mason to study the megastructure. They learned some hyper science but the mega structure's secrets are still beyond their understanding. 

Nyarlathotep is a helpful but enigmatic ally, often malfunctioning in dangerous ways. 

Keziah Mason have been missing since her last expedition into the megastructure. Two versions of her have been sighted, a caring but amnesic version and a dangerous insane version. What have happened to her? What is she trying to do?

The group must guard the Throne of Azathoth from all sorts of anomalies while preventing these anomalies from bleeding into our reality. To do so they must explore the Throne and try to understand it many secrets. 

Monday, April 6, 2020

Mythos entity generator

I wrote a mythos entity generator.
You can quickly generate a entity with the automated generator I crafted on Perchance: https://perchance.org/rswdaedldh

Or you can do it with dice:

The entity is [TRAIT] and [TRAIT].
It reacts to [STIMULI].

The entity is [ACTION]
to [GOAL].

A [PERSON] has been in contact with the entity
and is now [REACTION].

Tore used the generator to write a entity for his blog: Dorzad, the Parasite Redeemer.
(If you create one, share your interpretation of the result or a link in the comment)

TRAITS (d30)
  1.   fractal in nature
  2.   immaterial
  3.   mineral
  4.   hyper dense 
  5.   impervious to weapons 
  6.   a colony
  7.   small
  8.   gigantic 
  9.   invisible 
  10.   toxic
  11.   shapeless 
  12.   tentacular 
  13.   immobile 
  14.   fibrous
  15.   exist in a different time 
  16.   parasitic 
  17.   symbiotic
  18.   partly real
  19.   made of energy
  20.   fleshy
  21.   slowly awakening
  22.   crawling 
  23.   blind
  24.   fluid
  25.   {foul|sweet}-smelling
  26.   biomechanical
  27.   multi-eyed
  28.   fossilized
  29.   bending {light|space|time|matter}
  30.   radioactive 

STIMULI (d20)
  1.   light 
  2.   fire
  3.   heat
  4.   sound
  5.   a specific mineral 
  6.   water
  7.   emotions
  8.   electricity 
  9.   radio waves
  10.   radiation
  11.   wounds
  12.   incantations 
  13.   odors 
  14.   cold 
  15.   alchemical compounds 
  16.   a specific virus 
  17.   a alien material
  18.   patterns 
  19.  cells 
  20.  thoughts 

ACTION (d20)
  1.   growing
  2.   sporing 
  3.   splitting
  4.   sending visions 
  5.   emitting {radio|micro|sound} waves
  6.   producing biomatter
  7.   assembling minerals 
  8.   manipulating time, light, memories, 
  9.   infecting matter 
  10.   secreting matter
  11.   cloning biomatter 
  12.   consuming matter
  13.   mimicking life forms
  14.   mutating life forms
  15.   spawning organisms 
  16.  digesting and assembling minerals
  17.  laying eggs
  18.  chanting incantations
  19.  draining {body water|blood|fat tissues|body minerals|spinal fluids}
  20.  grafting biomechanical materials

GOAL (d30)
  1.   communicate with {us|a other entity|a Great Old One|the Outer Gods}
  2.   heal {us|a other entity|itself|a Great Old One}
  3.   reproduce {itself|us|a Great Old One}
  4.   migrate to a new {world|time|reality}
  5.   worship {us|a Great Old One|the Outer Gods}
  6.   feed {us|a other entity|a Great Old One|the Outer Gods|itself}
  7.   understand {us|our plane of reality|our time line}
  8.   record {our specie|our reality|our time line|our civilization|our biosphere}
  9.   protect itself from {us|our reality|a other entity|a Great Old One|the Outer Gods|time dilatation}
  10.   {build|repair} a {weapon|portal|spaceship|communicator} 
  11.   end it eternal existence 
  12.   teach us {it language|it history|it science|it religion|a technology|the nature of the universe}
  13.   preserve a record of {it language|it history|it science|it religion|it technology}
  14.   prepare a {landing site|nursery}
  15.   help us to evolve 
  16.   find a {copy of itself|a mate|other entity|gate|Great Old One}
  17.   seal a {copy of itself|other entity|gate|Great Old One|reality breach}
  18.   summon a {copy of itself|other entity|Great Old One|the Outer Gods}
  19.   terraform our world
  20.   preserve {it biosphere|itself|a copy of itself|it civilisation}
  21.   mature into a new life stage
  22.   make food reserves {to hybernate|for it future spawns}
  23.   proselytize the gospel of the Outer Gods
  24.   prepare to go into hybernation
  25.   repair {reality|a space-time distortion|a time paradox|it specie|our specie|a Great Old One}
  26.   open a gate to {it homeworld|a alien city|a different time line|the prison of a Great Old One|a other dimension|the Great Library of Celeano|a alien archeological site}
  27.  connect things with {us|a other entity|a Great Old One|the Outer Gods|itself}
  28.  recover a artifact 
  29.  run a complex simulation 
  30. build a colony

PERSON (d30)
  1.   religious person
  2.   scholar 
  3.   local worker
  4.   small group of {children|women|men|teenagers|elders}
  5.   teacher
  6.   homeless person 
  7.   hermit 
  8.   investigator 
  9.   conman
  10.   drunkyard 
  11.   junkie
  12.   hunter
  13.   mailman
  14.   farmer
  15.   doctor
  16.   veterinary
  17.   veteran
  18.   artist
  19.   escaped convict
  20.   reporter
  21.   inspector
  22.   exterminator
  23.   cop
  24.   husband
  25.   student
  26.   engineer
  27.   medium
  28.   librarian
  29.   couple
  30.   activist

REACTION (d50)
  1.   afraid of going back there
  2.   worried for someone
  3.   terrified of someone
  4.   dead
  5.   hiding a mutation
  6.   hiding a artifact
  7.   trying to communicate with it
  8.   traumatized 
  9.   seeing things
  10.   crafting strange things
  11.   trying to record everything
  12.   trying to warn people
  13.   trying to destroy it
  14.   trying to protect it
  15.   hiding a sample
  16.   worshiping it
  17.   in self quarantine
  18.   behaving strangely
  19.   mumbling strange words
  20.   painting strange patterns
  21.   obsessed about it
  22.   deep in conspirations theories
  23.   trying to find help
  24.   afraid of people
  25.   paranoiac 
  26.   drawing a star map
  27.   sculpting idols
  28.   having nightmares
  29.   sick
  30.   sleepwalking 
  31.   taking someone hostage
  32.   suspected of murder
  33.   poisoning the water
  34.   missing
  35.   speaking a strange language
  36.   blind
  37.   mute
  38.   deaf
  39.   insomniac
  40.   hoarding things
  41.   digging holes
  42.   trying to draw it
  43.   trying to feed it
  44.   a mathematical genius
  45.   wearing strange clothes and amulets
  46.   writing a book
  47.  arming themself
  48.  modifying their house
  49.  trying to learn magic
  50.  different person