Thursday, November 12, 2015

Kandarian Demons for RuneQuest 6

Thanks to my old friend Alex, I was introduced to the Evil Dead "thrillogy" back in high school, and have been a big fan ever since. The recent premiere of Ash vs. Evil Dead, along with my current love affair with RuneQuest 6, got me thinking about how to best model "deadites" in game mechanical form. Here's my first stab, then...

(Note that I'm basing this interpretation off the first three movies, having not seen the Evil Dead remake. Also, I don't have any familiarity with how the Army of Darkness RPG handled Deadites. This is just my best stab at sussing out a system for a foe who largely exists as a plot driver in the movies.)

Kandarian Demons are Bane Spirits of Chaos, a supernatural hive-mind capable of possessing and animating organic matter in order to meet their own inscrutable ends. They seem to exist solely to spread death and woe in the mortal realm.

In their “native” form, Kandarian Demons are an invisible kinetic force bound by the sorceries contained in the Necronomicon ex Mortis. Certain words of power must be spoken to both release and bind the Demons from and into their native dimension.

Unbound Kandarian Demon

INT: 1D6
POW: 1D6+60
CHA: 2D6+6
Intensity: 10
Skills: Spiritual Combat (50%+POW+CHA); Willpower (50%+[POWx2])

Clouds, fog, and electrical blackouts usually accompany the appearance of Kandarian Demons - always a tipoff to those familiar with their evil ways. They have a preference for the dark, but can operate in broad daylight just as well.

Once unbound, the demonic force seeks out a living host. This can be a plant, animal, or sentient being. Upon finding a host, the Demon can then project itself into multiple vessels. These various shards form a gestalt hive mind, in constant communication with each other regardless of separations of time or distance. Each shard retains the full INT and CHA characteristics of the unbound Demon; however, POW must be divided equally among all shards. Thus, there is a practical limit on how many vessels can be possessed at once.

Once a Kandarian Demon has been loosed upon the world, time and space mean nothing to it - it can possess vessels across vast distances. Being an embodiment of the Chaos rune, the Demon will usually possess vessels that have some sort of personal relationship with those who would oppose it, the better to sow misery and discord.

There are two ways to become possessed by a Kandarian Demon: spiritual assault and physical contact.

Spiritual Assault: Used mostly when the Demon does not have a vessel. The invisible force races along searching for a host, breaking windows and smashing doors as it does so. Even though the force is invisible, it is detectable (even without all the wanton destruction); a standard Perception check will alert the target to the force’s approach with sufficient time to try and effect a getaway. The force has a STR equal to its POW for purposes of determining whether it can break through obstacles.

The force has a Move of 8. If attempting to flee from the force, an Evade roll against the Demon’s Willpower will allow the target to hide or otherwise give the Demon the slip. Otherwise, upon detecting the Demon’s approach, if the target is able to, say, mount a horse or jump in a car, they will be able to outrace it. The Game Master might still call for an unopposed Evade roll to determine how successfully the target outran the force - Kandarian Demons do not call off the hunt lightly.

Physical Contact: Coming into contact with a possessed entity is extremely hazardous. Even simply touching a possessed being opens one up to mutual possession. If actual bodily harm has been inflicted, possession is nearly assured (see below). What’s more, if damage is done to a location sufficient to cause a Serious Wound, that location is automatically possessed without need for Spirit Combat. If the location is a limb, the vessel has 1D3 rounds to amputate the limb before the possession spreads. If the location is the Head, Torso, or Abdomen, the the vessel is immediately and fully possessed.

Demons can also possess corpses and carcasses. (Indeed, all those possessed by a Kandarian Demon eventually die.) Lastly, they can temporarily possess small inanimate, non-organic objects with a SIZ equal to half the Demon’s INT, for a number of rounds also equal to half its INT. These objects can make noise or move about in a manner similar to poltergeist activity: scary but not life-threatening.

Regardless of the type of potential possession, the process for determining if the target is actually taken over remains the same: Spirit Combat.

Go through the usual routine for Spirit Combat. (Note that in a typical modern setting, targets will be rolling at one-half of their Willpower skill, as they will most likely lack the Binding skill.) Remember to calibrate the Demon’s Spiritual Combat skill based on its current POW (as derived from the number of vessels occupied as well as whether the vessel in question has been dismembered, as defined below).

Spirit Combat with a Kandarian Demon causes physical damage, as per p. 214 in the RQ6 rulebook. As soon as any location is reduced to 0 Hit Points, the target is defeated and possessed. Thus, targets that have already suffered damage from any source are much more susceptible to possession.

Possessed Vessels

The following changes are applied to a possessed vessel:
  • Reduce CHA by half. 
  • STR and CON are both doubled. Recalculate derived stats. 
  • If the vessel is non-sessile (i.e. not anchored to the ground), it gains the ability to fly as per the Sorcery spell of the same name (with the spell’s Intensity equal to the possessing Demon’s current POW).
  • Immunity to the Impale special effect.

Once possessed by a Kandarian Demon, the vessel - be it a tree, a small animal, or a human being - becomes completely subordinate to the Demon’s animate will. The life-force of the vessel is slowly consumed during the time of possession. This is reflected in a loss of POW: every hour, the Demon inflicts its current Spirit Damage stat on the vessel’s POW attribute. Once POW reaches 0, the vessel is effectively dead; even if the spirit is later exorcised, only a corpse will remain behind.

(Vessels without a POW score, such as vegetation, are considered to be instantly and fully possessed by the demonic force.)

As POW is drained, the vessel takes on increasingly alarming characteristics of decay and monstrosity. In effect, the Demon inside is transforming the vessel to resemble its true form. For every 3 points of POW lost, further reduce the vessel’s CHA (if any) by 1 point. Even vessels without a CHA score will take on an alarming and unsettling aspect.

The demonic force possesses every cell of the vessel. Thus, dismemberment doesn’t stop the vessel from continuing to act. (However, it does reduce the Demon’s power, as below.) This cellular possession also fundamentally alters the vessel’s biochemistry: blood and other fluids take on garish colors of white, dark or light red, black, or green, and overall features become much more corpselike. The typical possessed vessel has milky-white eyes, sharp teeth and nails, and exaggerated facial features; its voice is usually a demonic growl, although it can also take on other, disturbing forms, such as childlike singing.

Once a vessel is completely taken over, the Demon may create the illusion of the vessel being restored to its full CHA, speaking and appearing as it did before possession. The Demon has full access to the vessel's memories, and can use those to lure loved ones into a false sense of security. These changes are entirely illusory, and can be maintained for a number of rounds per day equal to the Demon's own CHA.

Furthermore, once a vessel's POW has reached 0, its body is putty in the hands of the possessing Demon. Bones can be broken, features completely reshaped, whatever the Demon wishes to do in order to cause the maximum amount of terror. The Demon can even reshape the vessel's physical structure, causing extremities to extend or mutate, growing a pair of wings or extra limbs, and so forth. These changes are largely cosmetic, but might have some minor game-mechanical effects subject to the Game Master's discretion.

Stopping a Kandarian Demon

Driving a Demon from its host is extremely difficult. A possessed vessel may make a single Passion roll if confronted with a trigger for that Passion. (For example, finding a necklace given to a person for whom the character holds a Love passion.) A Critical success is required on this roll. If the roll is made, the Demon is expelled.

Otherwise, the only way to stop a possessed vessel is to utterly immobilize it. Dismemberment is the first step, particularly destruction of the head. Effectively, this means damage sufficient to cause a Major Wound must be inflicted on every hit location. Alternatively, complete destruction at the hands of fire, explosion, or other sources of that nature will do the trick.

Without a head, the vessel is unable to see or hear; Demons usually react to loss of their head by going into torpor (see below). Also, a possessing Demon’s POW is divided up in the same manner as Hit Points for the purposes of dismemberment.
Example: A Kandarian Demon with a total POW of 66 has possessed three vessels, meaning each vessel now has a POW of 22. If one of these vessels has a leg lopped off, the leg becomes an independent vessel with a POW of 5 and the remaining vessel now has a reduced POW of 17.

The downside to destroying a possessed vessel is that the Demon fragment then becomes free to try and possess other vessels via Spiritual Assault, as above.

Lastly, there are words of power written in the Necronomicon. These words, when spoken, will bind the Demon once again to the Chaos rune, making it flesh, and (it is hoped) removing their foul influence from our world. However, these words must be spoken in a particular place and under particular astronomical conditions, secrets that are not contained in the book itself and that died long ago with the passing of ancient knowledge from the realms of man. Invoking the ritual to make the Demons flesh under less than propitious circumstances can have terribly unintended consequences…


A Demon can cause a possessed vessel to go into an extended torpor, either from the loss of a head, as a way to bide time, or for lack of targets to possess. The Demon effectively gives the vessel’s body back to itself. This means, if the vessel still has points of POW, it can resume its normal life. A dead vessel will take on the appearance of its former self, and, if practicable, seem to be alive, but will not be “alive” in any actual sense--a person will appear to be comatose, a tree will not grow any new limbs or buds, etc.

The possessing Demon can reassert itself at any time and without the need for any rolls.

Wednesday, August 12, 2015

There and Back Again: Gen Con 2015

Well, 'tis the season I guess - the season for people posting various "here's what I did at Gen Con" reports on their sundry blogs, podcasts, vlogs, scraps of napkin, etc. Never being one to resist a bandwagon, I'll hop on this one as well.

I've actually already shared some thoughts over at Unabashed Gaming in that podcast's post-con wrap-up episode. As I'm pretty sure I mentioned during that episode, this was my first Gen Con. Hell, this was my first gaming convention, full-stop. As a result, I knew I was going into it hopelessly naive, and that horrible mistakes would be inevitable.

I came in prepared to take things in stride.

That's a bit of a pun, you see, because the biggest mistake I made was not pacing myself in terms of walking. I have terrifically flat feet. We're talking Donald Duck levels here. So I had my orthotics and my expensive ankle braces and all the rest, and thought I'd be kind of okay. Brother, I wasn't okay.

There's an app on my iPhone that tracks how many steps I take in a day. I walked about 10 miles on the first day. The second day, when I thought I was "taking it easy," I still walked five miles. By 6:00 Friday evening, my feet were in open revolt. I barely made it back to my hotel room. As a result, my Saturday was extremely curtailed, and I didn't bother with Sunday. Took about a week for the blisters to heal and for me to be able to walk normally.

"But apart from that, Mrs. Lincoln, how did you like the play?"

I was prepared as I could've been for the sheer scope and scale of the con, and it certainly didn't disappoint in that regard. My primary purpose for attending, it must be said, was networking. The tabletop gaming industry is still very much a "face-to-face" business, where meeting someone and chatting with them really counts for something. And I got to meet a lot of folks whose work I've long admired, and picked up some excellent leads for work in the process. So, mission accomplished there.

I also really wanted to experience the wonder of the dealer's hall, and I certainly did that. The place was larger than mere words can adequately describe. It was like a really big mall, but with every store selling something gaming related. Heaven.

I flew in, so I was mindful of picking up too much stuff. I think maybe next year I'll venture the two-day drive, just so that I'll have the trunk space for the return trip.

It just kept going...
Somewhat surprisingly, I focused my purchases almost exclusively on miniatures-related stuff. I snagged a copy of Warhammer Fantasy Battle 3rd Edition, got some stuff for Malifaux, a couple Ganesha Games titles... The only RPG I acquired was the Lone Wolf RPG from Cubicle Seven, and even that was simply picking up my Kickstarter due. (And getting the box signed by Joe Dever, even though he refused to sign the Random Number Table on the box interior. Boo.) This non-RPG focus is probably due to the fact that I'm quite happy with my current collection and system focus, and also partly due to the fact that I would've hit up the RPG booths on Saturday if only my wretched feet hadn't betrayed me.

Perhaps the biggest surprise came from the fact that, once I was at the con, I realized I have about zero interest in con gaming. I'd signed up for a couple RPG sessions and a miniatures game, but ditched them all. This was partly because of circumstances (the "Future of Chaosium" panel ended up conflicting with one of my scheduled games, and no way in hell was I going to miss that panel!), and partly due to my feet blowing up (the other RPG was Saturday night, and the minis game was Sunday morning), but I realized that I really wasn't broken up at all about missing those sessions. Once I got to the con and saw the reality of convention gaming, it...just left me cold. Sitting in a room filled with a bunch of active gaming tables, or even just sitting down to game with total strangers (I've traditionally only gamed with people I'd consider friends first), none of it appealed to me. And, like I said, I'm pretty happy with my current game collection and I'm not really looking to demo other systems at this time, so that motivation wasn't there either.

Eh. No thanks.
(I swiped that photo from this post, which presents a wholly opposite perspective to my stodgy stick-in-the-mud take on convention gaming. Honestly, I know there are folks out there who love con gaming, indeed some for whom it's their exclusive outlet for gaming, and I say more power to you if you enjoy that sort of thing.)

Having said that, I think next time I'll definitely make an effort to join a miniatures game or two; gaming with strangers in a noisy hall is not as onerous when it comes to wargaming. Also, I haven't ruled out running an RPG session. I might try and attend a smaller, more local con between now and next year and run something there, see how it shakes out.

At any rate, despite the physical limitations, I had a real blast and picked up a lot of valuable tips in regards to housing, food, parking, scope and scale, etc. I'll definitely be back again next year, when it's likely the total attendance will surpass that of the entire population of the town I'm living in. Yikes. I'll probably attend fewer panels (one of the reasons I did so much walking, all that trekking back and forth between panel venues) and definitely attend the ENnies ceremony (although I doubt next year will top this year for "surprise upset wins"), and, most importantly, pace myself.

Stray Observations

  • A friend, in a sarcastic text, asked if the ratio of men to women was around 10:1. I was happy to disabuse him of this notion. It perhaps wasn't at total parity, but I'd say the ratio was much closer to, say, 3:2. The stereotype that tabletop gaming is a largely male hobby really needs to die.
  • The Fantasy Flight Games line! I haven't seen a line like that since the last time I was at Disneyland. That's a game company that's doing very well, indeed.
  • On a related note, to file also under "more power to you, I guess," is the idea of going to a con and then spending hours standing on line for...what? A convention exclusive? Color me mystified.
  • I don't think anything will top the excitement of rounding a corner and seeing Ken Hite, then turning around and seeing Sandy Petersen and Greg Stafford a few feet in the other direction. That's the great thing about Gen Con - there's no barrier between you and pretty much anyone in the industry you'd like to talk to, even if it's just to shake their hand and thank them for their work.
  • Probably my biggest disappointment was being back at my hotel room, immobilized with foot pain, and seeing the notice come through on my phone that +Sean Patrick Fannon was running a Savage Rifts pick-up demo game. Now that's a con game I would've gladly participated in! Cursed flat feet!

Wednesday, June 3, 2015

When Pipe Dreams Come True

It's been an amazing year so far for my own little niche interests in the RPG hobby, and we're not even at the halfway mark!

If someone had offered their predictions for 2015 and told me that Palladium would be granting a license to produce Savage Worlds material for Rifts, I would have laughed and said, "Yeah, well, it's nice to dream, isn't it?"

And if that same someone had then told me that later in the year Greg Stafford and Sandy Petersen would be coming back as President and Call of Cthulhu line developer, respectively, I would have immediately felt that person's forehead, assuming they were at this point running a high fever and no doubt suffering from delirium.

Yet here we are. Both those things are true. If nothing else happens this year, I'll still call 2015 one of the watershed years in terms of exciting industry news. What a year to be going to my first Gen Con!

Thursday, May 28, 2015

The "What Are You Good At?" GM Challenge

I challenge my fellow blogging Gamemaster to fess up, and tell us the five games you are great at running, three that you're not so hot with, five reasons why you consider yourself a good GM (or feel you are viewed as such by others), and three things you feel you need work on.
Okay, I'll bite.

"What genres, settings, or games in general do you GM best? Which ones do you think you totally rock?"

My Top Five

  • King Arthur Pendragon
  • Call of Cthulhu specifically, and...
  • Creepy/spooky games in general
  • "Historically-grounded" games (Deadlands would be an intersection between this category and the previous one)
  • 2e-era AD&D (both the system and the genre expectations that arose during that time)

Of those, I'd say right now my KAP skills are in their prime (although there's always room for improvement...).

"Which games could you use to work on? That is, if your group wants to play one of these games, you yourself would probably recommend a different GM."

My Bottom Three

  • "Old school" D&D of the sandbox/murder-hobo variety (I want to get better, but this isn't the style of D&D I grew up with and so it still feels a bit foreign to me)
  • GURPS (at this point, I would love to play in a GURPS game, but my days of trying to run it are behind me)
  • Superheroes (again, lack of familiarity with the genre; there's a lot here to love, but I'm not the best person to run it, unless it's TMNT...)
"What elements of Gamemastering do you do best? What aspects do you nail more often than not?"

My Top Five

  • Session pacing
  • Giving equal spotlight time
  • Table rulings
  • Improvisation
  • Stunt voices (Kermit the Frog, Sean Connery, Russian Guyovitch, etc.)
"Which elements are still a work in progress? Name some things that you don't do as well as you'd like."

My Bottom Three
  • Integrating table notes back into later adventure prep
  • Making most of my NPCs truly distinct from one another
  • Between-session mechanical bookkeeping (one of the main reasons I never got into d20!)
People who occupy the intersection of "readers of this blog" and "listeners of my actual-plays", please feel free to call bullshit on any of my self-assessments (good or bad). But I think that's a fairly honest look at things as they currently stand. And I'm pretty happy with that.

Thursday, April 30, 2015

10 Years Gone

Lowell Francis at Age of Ravens poses a great little thought exercise in his latest post:

What were you running/playing ten years ago? What systems have come and gone for your group?

Ten years ago I was coming off several years of pretty grim gaming. I hardly gamed at all from late 2000 to early 2003, and although I'd been seeing a sharp uptick in my gaming from that point forward, it was still proving difficult to sustain anything beyond a handful of sessions.

In 2005, I relocated from Los Angeles to San Francisco and resolved to use the occasion to make something of a fresh start with my gaming. The move (and resolution) didn't happen until September of that year, though. I'm pretty sure that around this time specifically 10 years ago, I was still stuck in the old patterns, attempting to run a d20 Iron Kingdoms campaign for my old high school/college group. I hadn't yet realized that I hated d20, and was experiencing quite a bit of dissonance between the absolutely awesome material that was in the Iron Kingdoms books and what was coming out at the table.

When that "campaign" failed after one or two sessions, the next thing I remember running is Hackmaster. We actually had a total blast with that system, and it carried us through to my leaving L.A. at the end of summer. It was a great way to cap off what had been over a decade of gaming with the same guys, since there were so many callbacks to the wonderful excesses 1e and 2e AD&D in those rules, and it was a wonderful tonic following several years of banging our heads against the d20/3.x wall.

As I mentioned above, my move up to San Francisco precipitated some serious thinking about how to achieve more satisfying gaming. Virtual tabletops were just getting started around that time (anyone remember OpenRPG?), and eventually in 2006 I would start things back up with my L.A. group via chat games. We tried to carry on with Hackmaster, but soon switched to a little game I'd had on my shelf for a long time and finally wanted to get around to running: Pendragon. But that wouldn't happen until 2006...

Looking back, I really see 2005 as a juncture between the end of sort of (often frustrating) gaming I did as a teenager and young adult and the beginning of the largely successful and satisfying gaming I enjoy today as a grown-ass man. I'm happy that I still manage to game with the people who were in my life at the time (2005 was also the year I introduced my then-girlfriend, now-wife to RPGs and miniatures gaming), and that I've added yet more awesome people to my circles. It's also interesting to reflect that, with the exception of Call of Cthulhu, I'm not playing any of the games now that I was playing then.
Related Posts Plugin for WordPress, Blogger...