Thursday, December 31, 2015

Oddities Part II (Numenera)

  1. A small gray sphere that produces a foot (30 cm) radius smoky cloud about itself. This cloud dissipates before any solid object, never making contact.
  2. A small sphere that, if tossed upwards, vanishes at the apex of its arc with a small pop. After a few seconds it reappears with a loud bang and continues its original path.
  3. A stone tablet that mutters indecipherable sounds softly but incessantly.
  4. A pair of rings that gently but insistently pull towards one another. They provide no sense of distance or direction, only pulling along a straight line towards the other. The tug is sufficient that with an unobstructed path, or even minimal obstructions, they will eventually return to each other if unsecured.
  5. A bar of solid but easily crushable or damageable foam-like substance. If damaged it repairs itself, restoring scratches, dents, or small holes within minutes. Over the course of a day multiple separate pieces will reassemble. Within a week it will regenerating entirely from a single small but visible piece. If entirely destroyed, rendered into disassociated atoms, within a month it will pull itself into a small piece in the location it was destroyed then continue to restore itself.
  6. A ring approximately 1 yard (1 m) across made of metal so dark it seems to absorb light and, if released encircling the head of a thinking being, hovers there and moves with them.
  7. A golden disk approximately 1 yard (1 m) across decorated with a sunburst pattern. If released above or behind the head of a thinking being it glows with the brightness of a candle and hovers there, moving with them.
  8. An amulet that causes the wearer's eyes to become inky voids filled with stars.
  9. A dagger that seems to absorb any blood it touches, It will not drain blood still inside a living being, but effectively cleans itself and seems to consume any pool of blood it is touched to.
  10. An amulet that causes the wearer to regularly experience feelings of intense deja vu.
  11. A synth box covered with complex markings and comprised of many pieces that can move independently of one another rearranging the patterns on its surface. Occasionally an indistinct muttering can be heard from it.
  12. A glowing, holographic rune that hovers in midair. The owner can change its relative distance and orientation (or give it away) by touching it and moving (or transferring) it. It then maintains that distance and orientation until deliberately moved again. No one except the owner can physically touch the rune.
  13. An X shaped piece of pipe with a ball joint at the intersection. All four ends of the have a very slight outflow of passably fresh air. Objects inserted in any of the openings pass through without obstruction.
  14. A thin sheet of shiny silver cloth-like metal that can be bent, folded, twisted, etc but will not crease, cut, or tear. It works well when used as a blanket.
  15. A black cloak that displays a never-ending cascade of changing green runes flowing down the outside.
  16. A thin metal rod that hums when exposed to air.
  17. A small rock that changes shape, texture, and color (but not size or mass) when unobserved.
  18. A small aluminum box that will occasionally emit a metallic buzz. If opened it displays a pair of nobs and a round glass screen that flickers and shows static. Occasionally a wiff of fudge will emerge.
  19. A glowing ball that, if released in midair, hovers and rotates slowly emitting multicolored beams of light that slowly move over the area around the sphere.
  20. A jug of clear liquid that will not pour out. It will slosh around inside the container, and other objects can be added or removed, but the liquid presses up against the opening and ceases moving as if it were covered. Any tests run on the liquid show that it's fresh, clean water.
  21. A page of paper covered in writing in an incomprehensible language using an unrecognizable script. The contents change irregularly, but only when the page is not being looked at.
  22. A short (10cm), thin rod of synth that, if tapped against an object, extrudes a square of exceedingly thin paper along its length.
  23. A stick that, if pointed forcefully at an inanimate object, causes the indicated object to vibrate harmlessly for a moment.
  24. A 3" (7.5 cm) wide, several yard (3m) long strip of black synth that, if released, coils and writhes through the air heedless of gravity and wind (but is easily brushed aside with the smallest amount of force). If affixed to an object or person (generally by pinning or tying) its motion stays within a few inches to a foot of who or whatever it is attached to.
  25. A cube that shows unusual characters etched into the sides. Any time the cube is turned more than 90 degrees on any axis, including being rolled, the symbols change. There are significantly more than 6 options, totaling about 100, and the symbols do not appear with an even distribution, though no two faces show the same symbol at any given time. (If a character maps out all the faces, set each symbol equal to a number from 1 to 99 and roll 11d10-10 to determine the face. On a roll of 100 one of a set of extremely rare symbols is generated. If determining more than one face roll separately for each face and reroll any symbols that have already been generated.)

Tuesday, December 29, 2015

Necron Pariah (40k)

Warriors of other races unfortunate enough to encounter Pariahs often recognize little difference between these rare abominations and more common Necron horrors. The rare sharp-eyed and thoughtful combatant might notice they are bulkier than the skeletal legions that surround them. However, no psyker will ever mistakes a Pariah for anything else. Crafted from a terrible symbiosis of Necron technology and human evolution, Pariahs radiate a sense of palpable menace and horror to those around them. Blotting out psychic emanations and infusing those nearby with the sense of their own mortality. Resembling artificial beings of soulless perfection, Pariahs embody the one of the unspeakable horrors of the Necron threat.

Thursday, December 24, 2015

Oddities (Numenera)

  1. A cube that "rests" balanced on its corners rather than faces.
  2. A 2 inch (about 5 cm) diameter blue, semi-translucent egg that is not subject to gravity. It is subject to inertia and otherwise possesses mass, however.
  3. A small sphere that causes a creature whose skin it touches to take on a specific hue. This mild recoloring extends to their hair, eyes, and skin and creates a distinctive color shift but does not make them unrecognizable. The color shift immediately ends if contact ends.
  4. A small (3 foot/1 meter tall) painted statue made of solid stone. The figure is stout, bearded humanoid with rounded features, garishly bright clothing, and a conical hat that makes up about a third of the statue's total height. If the statue is not facing its owner and it is not observed the statue turns to face its owner. If the line of sight to its owner is obstructed and it is not observed it vanishes from its current location and appears in an unobserved location where it has a line to see that individual. If the statue has no current owner it becomes the property of the first individual to touch it. Giving up ownership of the statue requires whispering a command word specific to the statue though the statue itself has no indication what this command word is, where to find it, or even that it exists.
  5. A small ring that, when exposed to humming at certain frequencies, glows brightly as a candle. Different frequencies produces a different color to the glow.
  6. A small jar of drit that, if watered, grows a small plant producing a single beautiful flower of no recognized type within a ten minutes. Five minutes after blossoming the flower abruptly turns to dust. If the plant or flower are picked it also immediately turns to dust.
  7. A small jar of drit. If exposed to a strong magnet the drit forms into a 1 inch (2.5cm) diameter non-magnetic metal sphere. When the magnet is removed the sphere returns to drit.
  8. A set of contact lenses that, when worn, label seemingly random items in view with text in an unknown language.
  9. A transparent pyramid 3 inches (7.5 cm) tall that occasionally and randomly duplicates itself for about 10 minutes before the previously existing one vanishes. The duplicate is always unmarked and unmarred if the original exists in any state short of having been utterly destroyed.
  10. A small stone that buzzes loudly at a highly obnoxious pitch. If touched lightly it quiets for 10 minutes or if held for a few seconds it becomes quiescent for a day.
  11. A metallic object that takes the form of a regular solid. If turned (including being rolled) it morphs through six different types of regular solid randomly. The shapes it takes are tetrahedron, cube, octahedron, pentagonal trapezohedron, dodecahedron, and icosahedron.
  12. A rectangular metal box (3 inches/7.5 cm long by 2 inches/ 5 cm tall by 1 inch/ 2.5 cm wide) that moves about under its own power. It has no limbs, and must remain in contact with a surface to generate locomotion. It behaves as a small, furtive animal, roughly like a mouse, seeking to remain close to anyone it touches, moving around and hiding amongst their clothing and peeking out.
  13. A sheet of synth (2 inches/5 cm on a side, less than 1 cm thick) which seems to be immune from any form of alteration, being immune to damage and even passing through Iron Winds completely unchanged.
  14. A life-sized replica of a human heart made from red crystal and stone. If a creature holds it the heart beats in time with their pulse.
  15. A life-sized replica of a human brain made from reddish quartz. Creatures who touch it "hear" an indistinct, wordless psychic muttering.
  16. A monocle which, if you peer through it, shows latticeworks of glowing lines connecting objects and people around you and, often, connecting those objects to things beyond your vision. Slowly turning the ring shifts the colors of the lines up from red through orange, yellow, green, blue, violet, then to white or (turning the opposite direction) down from white to red. Lines that are white or red disappear if the ring is turned further in that direction while different ones appear at the opposite end of the spectrum. These connections are related to no discernable relationship.
  17. A small metal mobius strip which has etched symbols that move slowly around it. The characters change at a point on the ring which is not observed. If all points of the ring are somehow being observed simultaneously the characters continue to move but do not change.
  18. A ring which makes the wearer feel disoriented and like their entire body is "buzzing" when worn.
  19. A ring which projects the wearer's consciousness into a small, circular, three tiered auditorium without any doors. Until they remove the ring they inhabit a semi-translucent hologram of their physical body which cannot effect anything in the room. The room is empty except for benches which line each tier and an unadorned, unused pedestal at the center of the "stage" area in the lowest level. The room is dimly lit with a grey light and never changes, not even showing dust or decay.
  20. A small, colored, semi-translucent ovoid which randomly "chimes" and glows until the sound fades away. If the object is being touched when this happens it is felt to vibrate as if struck to produce the sound.
  21. A sand clock which flows upward. When in the lower chamber the sand is black, but in the upper chamber it is white.
  22. A plate about 6 inches (15 cm) diameter of what appears to be obsidian which has been polished until it's reflective. Small, twinkling sparks of light appear from the surface and float drifting, random paths upward until they reach about 1 foot (30 cm) above it, at which point they vanish. The sparkles vanish if they come in contact with any solid object, and the cumulative light from all the sparkles active at one time is less than that of a candle.
  23. A fist-sized metal sphere that has electrical discharge patterns acid-etched into it from two points opposite one another. Touching the sphere produces a faint tingling sensation.
  24. A small stone that, if stationary, begins causing random unsecured objects of less than 1 oz (30 grams) within immediate range to float slowly upward. The floating of items is effected one at a time but, over the duration multiple, objects may simultaneously be effected. The stone never lifts more than about 10 objects and never more than 1 pound (1/2 a kg) of total weight. These items never reach more than about head height and immediately return to normal physics if touched, leave range of the stone, or after a few minutes of being effected.
  25. A 12 inch (30 cm) tall by 4 inch ( 10 cm) diameter pentagonal trapezohedron of blue-green metal which weighs about 1 pound (.5 kg). It "naturally rests" vertically aligned with gravity and about 3 feet (1 meter) above any surface which would support its weight (the ground, a desk, etc). Any attempt to move it from this position will be resisted by what feels like gravity, causing it to want to "fall" to that position and orientation.

Tuesday, December 22, 2015

New Devotion: Blood of the Wild (nWOD VTR)

Blood of the Wild
(Animalism •••, Protean •••)
Action: Reflexive.
Cost: 1 Willpower
Duration: 1 Scene
As a Gangrel learns how to shift into a beast, body and soul, they learn how to reshape of themselves to  gain power from the Vitae they take from such creatures.
No matter what the vampire’s Blood Potency is, she can take sustenance from animals and humans while this power is active.
This power costs 21 experience points to learn.

Thursday, December 17, 2015

New Devotions: Ventrue Way of the Autarch (nWOD VTR)

The Way of the Autarch is sometimes referred to as the Path of Blood and is, like the Way of the Martinet and the Way of the Tyrant, focused on dominance through the direct imposition of one's will upon others. Due to the use of Vitae as a focus for the vampiric Beast, these powers are sometimes mistaken for Cruac or other forms of blood magic.

Tuesday, December 15, 2015

New Devotions: Ventrue Way of the Tyrant (nWOD VTR)

Like the Way of the Martinet, the Way of the Tyrant is an outwardly focused collection of powers seeking to brutally subjugate the will of those the Ventrue would control. However, while the Martinet bends the will of the subject to obedience, the Tyrant wholly crushes it, replacing it with their own.

Thursday, December 10, 2015

New Devotions: Ventrue Way of the Martinet (nWOD VTR)

Where the Way of the Philosopher King and the Way of the Warlord are inwardly focused, the Way of the Martinet is the first of the outwardly focused paths. These powers are designed to ensnare their victims and bring them deeply under the control of their new master. Those subject to these powers find themselves trapped within cages of their own thoughts, where every disobedience is punished and any yielding makes them more deeply ensnared in their obedience.

Tuesday, December 8, 2015

New Devotions: Ventrue Way of the Warlord (nWOD VTR)

Like the Way of the Philosopher King, this collection is self-focused. Unlike the Way of the Philosopher King, the Way of the Warlord risks control for greater resources and embraces the power of raw physicality. Where the Philosopher King is the refined nobility of contemplation, the Warlord is the unfettered might of wrath.

Thursday, December 3, 2015

New Devotions: Ventrue Way of the Philosopher King (nWOD VTR)

The greatest strength of rulership is to use every tool to its utmost. The ancient and lordly have always had a love of beasts of all types. However, for the greatest among them, power over these creatures was neither an enjoyable excess nor demonstration of the abundance of their power. While their country cousins or classical forebears might enjoy running with the beasts, all Kindred can, at the height of their strength, move more swiftly, powerfully, and tirelessly than a team of horses. How, then, have the rightful lords of the night used their power over beasts to bolster their claim to dominion? By deep reflection and fuller understanding than their lessers.
While the simplest student of Animalism can see its immediate and dramatic effects on the beasts of the field and birds of the air, a true student of the art sees that all of its powers are rooted in a synthesis and symbiosis with the Kindred's own Beast and that of those around them. Any question of this must be set aside by those who reach the advanced levels of the discipline and discover that, at its fullest flowering, the discipline no longer applies at all to the lesser animals they might once have thought they were directly controlling.
Once this understanding is reached, that the power of Animalism is truly power over the lower (animal) mind, present in all creatures new avenues of exploration become available, especially through the blending of this power with the Clan's signature control over the higher mind.
These collections of Devotions have been divided into different groups, or Ways, by the scholars of the Clan. Each group is collected by their overarching theme, and a Ventrue who finds one power in a Way useful is likely to be interested in others from that group. However, these are not Disciplines, and there is no strict hierarchy to what powers can be learned in what order, nor is there a limitation to how many Ways a student can learn powers from.

The Way of the Philosopher King is sometimes referred to as the "Royal Road." Focused on dominion over self, this Way provides greater inner resources, and ability to martial those resources, in their struggle to gain ascendancy.

Tuesday, December 1, 2015

House Rule: Odd World (Numenera)

Scavenging
These rules replace the scavenging rules on pages 280 and 290 of the Numenera core book.
When scavenging for Numenera players can look for oddities, cyphers, or artifacts. Scavenging requires 3d4x5 minutes and an Intellect based task. Depending on the roll, the player can choose any of the following they beat the difficulty for. For beating difficulty 4 they produce d6 oddities, by beating a difficulty 7 task they produce 2d4 cyphers, while a difficulty 9 task produces one artifact. The actual Numenera devices are not determined until after the choice is made, though the number may be.

Tinkering and DeconstructingThese rules expand on the Tinkering With The Numenera rules starting on page 107.
Most cyphers and artifacts use numerous smaller components in their construction, any of which would be oddities unto themselves. A scavenger can disassemble these, generally more useful devices, to recover these strange components. To do so requires the sacrifice of a cypher or artifact and d20 minutes, and success at a difficulty 3 Intellect task. Success produces d4-1 oddities from a cypher or 2d4-1 oddities from an artifact.
All of these oddities are randomly determined after the roll has been made.

People in the Ninth World regularly combine various Numenera devices to create new and different devices. To produce a new cypher or artifact requires the sacrifice of at least one Numenera device (oddity, cypher, or artifact). The tinkerer can then attempt a intellect task difficulty 10 to create a random cypher or artifact. In addition to having greater skill or other assets, the difficulty can be reduced with the sacrifice of more Numenera devices for parts and components.
When attempting to create a cypher, each oddity sacrificed reduces the difficulty by one, while each cypher reduces it by 2, and each artifact reduces the difficulty by 4.
If the desired result is an artifact, each two oddities used as components provides a one point reduction in difficulty. Each cypher sacrificed for parts reduces the difficulty by one. Sacrificing another artifact reduces the difficulty by two.
If the character wants to produce a specific cypher or artifact, rather than a random one, the difficulty is increased by 3.

Oddly Useful 
This rule is added to Immediate Benefits, per pg 110.
One of the most interesting things about oddities is that, for all they are useless and bizarre in the everyday existence of the Ninth World, their existence requires some context in which they are useful. By expending an Experience Point the player can declare how an oddity has found a context, whether it was the original context or not. Perhaps it can be used as part of a key to a sealed portal, or an unusual interaction can break an otherwise unbreakable casing with dramatic effects.
The GM may accept the proposed use, make it a task with a difficulty determined by its plausibility, or reject it outright. The difficulty of the task should be stated before the experience point is accepted by the GM and the attempt destroys the oddity as soon as the experience point is spent.
If a player can describe how they might use an oddity to produce the effect of a cypher, a base difficulty for the task would be 5.

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