Throughout the campaign, I've used Travis Savoie's excellent Into the Mists soundtrack for Curse of Strahd which is available on Bandcamp. Every session we start with the Introduction piece to set the mood, and the other themes have made locations distinct and memorable. I'm really pleased that Travis has now released Beyond the Mists, a revisit to Barovia with new music. Both albums are worth checking out.
13 November 2022
Curse of Strahd - Soundtracks revisited
05 November 2022
Dishwasher a good idea
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| That'll do the trick |
26 October 2022
Curse of Strahd - S5E12 (53) - Yesterhill once more
We find our heroes working their way north along the Luna River valley, having reconsecrated the shrine to the Weaver in Berez. Night is falling and they are making best speed towards Vallaki.
Our dramatis personae:
Ser Adon de Rouge of House Starbright (a half-orc Paladin, from a knightly background, with two human retainers and a priest), played by Paul (dr_mitch). Lawful Good. Married to Ser Alys.
Kelwarin (Kel) (a half-elf Sorceror flush with the powers of wild magic, an outlander), played by Graham (First Age). Chaotic Good.
Gaddock Teeg (a halfling wizard and former prizefighter), played by Alex (Doggetay), Neutral Good
Ser Alys de Adon-Rouge of House Starbright (a half-orc Fighter with a soldier background, currently the leader of the town militia of Daggerford), played by Tom (Guvnor). Lawful Neutral. Imagine a slightly greener take on Grace Jones... Married to Ser Adon.
also featuring:
Ireena Kolyana (a human warrior, daughter of the Burgomaster of Barovia, Twice-Bitten reincarnation of Strahd's unrequited love, Tatyana) - upgraded as a sidekick.
and introducing:
Muriel Vinshaw (a member of the Keepers of the Feather, travelling with the party to repay them for rescuing her), a wereraven upgraded to a sidekick (yes, I know that breaks rules as she started at CR2 but frankly I don't care)!
All characters are level 9. Sidekicks are level 8. I hadn't had a chance to level up the sidekicks in the gap between session so I was prepared to cut them some slack
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19th December, late afternoon.
The party pressed forward, with Ser Adon making heavy going of it as he pulled the body of Roscoe along behind him on the stretcher. His wife would have helped him, but she had her own burden, a wolf which they'd captured to use in the ritual to reconsecrate the Huntresses shrine on Yesterhill. The weather continued to conspire against them all, with snow swirling around. They had hoped to save time by fording one of the Luna's tributaries, but when they reached it they realised that it was in full flow, cold, rushing and deep. Instead they had to track east, around the lake and double back. As they reached the far side of the lake, they noticed that - high up on the mountain road to the east - the sails seem to have been restored to the Old Bonegrinder, the coven's lair that they had previous burned down. A thing of concern.
Night had fallen, and sound was deadened by the snow around by the time that they reached the Old Svalich Road. After a quick conversation, they decided to turn west and head to the Vistani camp rather than spend longer than needed travelling to Vallaki.
They reached the camp and were welcomed with open arms and celebration. As they warmed themselves by the fire, they contemplated their next move. Gaddock focussed onto the fire, trying to draw a portent of the future through a divination. It all seemed to be going so well, right until the point that mists appeared in his vision and the voice and visage he could see in his mind's eye turned into that of Count Strahd. Could he trust this or not?
20th December, early morning
Rested up, our heroes departed to the west, towards Yesterhill. The solstice was nearly upon them and they had no time to spare for they feared that Count Strahd was retaliate against Vallaki if his awful tithe was not met. They wanted to have freed the land from the dominance of the darkness before this happened, if possible. Roscoe's body was left with the Vistani for safe-keeping so it wouldn't be a burden.
They travelled through the light snow and growing morning light, conscious that they could hear wolves calling in the distance and returning to the feeling that perhaps the land was watching them once more. Unaccosted, they reached the foot of the hill by late morning and started to climb up, the light of the beacon from Argynvostholt giving them cheer and despite the snow and light mists. Soon they could see the wall of mist that marked the western edge of the domain. They followed the path through the earthwork enclosed space with the standing stones, only to spy two of the Forest Folk druids praying in the stone circle. Swiftly, brutally, the party fell upon them lest they report their whereabouts to their patron, Strahd. The druids were consumed by a fireball cast by Kel before they had a chance to act.
The dark grove where the shrine and Gulthias Tree was located were just ahead. They noticed that there was an eery silence as they entered the half-light of the trees. Kel and Ser Adon made light with spells and the javelin, at which point the whole grove seemed to rustle, and the trees became full of movement. Suddenly the air was full of stirges, followed by Strigoi. Ser Adon rejoiced at the chance to play stirge splat again. The party became involved in the grim act of fighting off hordes of enemies, each of them weak individually, but with strength in number. Their blood draining weakened the party members when they got through their defences, but our heroes prevailed with grim determination. Ser Adon used his blood spear, exulting in the energy that it gave him. Ser Alys and Muriel were weakened by the blood-sucking monstrosities, but they decided to press on.
Heading under the remains of the Gulthias tree, they reached the shrine that they'd visited previously. Gaddock crossed to the island and started to prepare the ritual. Ser Adon dropped the wolf beside him and they slaughtered it ritually. As the blood started to flow from the predator, the tree roots in the chamber started to twitch. The Gulthias was dormant, not dead. A low moan filled the chamber, and the larger roots started to blindly reach out towards the party, hungry for sustenance. The noise and roots panicked Ireena and Kelwarin, who fled towards the entrance. Ser Alys launched herself at the root that went for the couple, hacking at it. They made it past and out. Gaddock continues with the ritual, hoping nothing would attack him. Ser Alys was grabbed by one of the roots so Ser Adon and Muriel set about it, trying to free her. A desperate fight ensued, with three of the party trying to stop the roots reaching Gaddock before he completed the bloody ceremony.
As he completed the chant, the Gulthias roots shrivelled, and the tree let out some kind of whimper. There was a cracking blast of energy; the altar was struck with lightning; outside Kel and Ireena saw the lightning connecting the shrine below to the web of darkness above in the clouds, just as it happened at Berez. The Gulthias, struck by the lightning, was shattered and burning. The second of the two shrines was cleared. Another step had been taken towards defeating Count Strahd.
Next, they had to return to the Old Bonegrinder, which had somehow returned to a better state of repair.
GM Notes:
The Old Bonegrinder glimpse was some foreshadowing of things from the past that will return to haunt the party.
The fight with the Stirges and Strigoi was designed to reduce maximum hit points. It wasn't the best tactic that Strahd could have used, but I figured that he could quickly protect Yesterhill with creatures like the Stirges. I also wanted to explore how dangerous a horde attack would be.
The Gulthias imposed a frightened condition against Kelwarin and Ireena which made them flee from the chamber; fortunately, everyone else made their save. Ser Alys was in grave risk from the root attacks; fortunately, Ser Adon's counter-attack was a critical, freeing his spouse.
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| The journey in this session |
26 October 2022
23 October 2022
Curse of Strahd - S5E11 (52) - Back to Berez
Our heroes have successfully made it down the mountain from the Amber Temple without significant injury, having repeated their trickery to bypass the gates guarding Tsolenka Pass. As the pre-dawn light reaches us, we find them preparing to break camp and head to Berez to reconsecrate the Huntresses' shrine.
Our dramatis personae:
Ser Adon de Rouge of House Starbright (a half-orc Paladin, from a knightly background, with two human retainers and a priest), played by Paul (dr_mitch). Lawful Good. Married to Ser Alys.
Kelwarin (Kel) (a half-elf Sorceror flush with the powers of wild magic, an outlander), played by Graham (First Age). Chaotic Good.
Gaddock Teeg (a halfling wizard and former prizefighter), played by Alex (Doggetay), Neutral Good
Ser Alys de Adon-Rouge of House Starbright (a half-orc Fighter with a soldier background, currently the leader of the town militia of Daggerford), played by Tom (Guvnor). Lawful Neutral. Imagine a slightly greener take on Grace Jones... Married to Ser Adon.
also featuring:
Ireena Kolyana (a human warrior, daughter of the Burgomaster of Barovia, Twice-Bitten reincarnation of Strahd's unrequited love, Tatyana) - upgraded as a sidekick.
and introducing:
Muriel Vinshaw (a member of the Keepers of the Feather, travelling with the party to repay them for rescuing her), a wereraven upgraded to a sidekick (yes, I know that breaks rules as she started at CR2 but frankly I don't care)!
All characters and sidekicks are level 8. They have hit a milestone, so when they reach a place of refuge they'll be able to level up.
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19th December, Morning.
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| Heading cross country. |
| At the stone circle shrine to the Weaver. |
22 October 2022
First Impressions - Heirs to Heresy - the Fall of the Knight's Templar - RPG
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| Heirs to Heresy by Osprey Games. |
Heirs to Heresy is a roleplaying game about the fall of the Knights Templar in 1307 published by Osprey Games. It's an attractive 192-page hardback with lovely artwork and clean layout.
TL;DR: Heirs to Heresy has a solid game engine and a great framework for building a campaign around the fall of the Knights Templar. There's scope to range between the mundane politics of their fall and the full embrace of the many conspiracy theories that surround them. The book is nicely illustrated and well laid out.Heirs to Heresy (HTH) is written by Alan Bahr, a designer who has always left me impressed with the ideas he presents but I've always felt the systems (for example Cold Shadows) a little lacking leaving a feeling that the game has ended up a little undercooked and under-edited. I'm pleased to report that HTH breaks this feeling; the game system is coherent and well presented. The only obvious error is a layout one (part of the Holy Grail's Relic entry is under the entry for the sword of Hugh de Payens), but all the content is there. Bahr also clearly states that the book is meant to be a framework of rules and setting which you'll need to make your own.
The campaign will open on the night of Friday 13th October 1307 as the forces of the King of France take action (with the Pope's blessing) against the Knights Templar who are declared traitors and heretics.The characters are knights of the order who escape carrying with them a treasure, hoping to find refuge. This could be in Lisboa, Malta, Rhodes or even Scotland or England; the choice could be the character's own or they could be given a destination at the start by the Grand Master (GM), as the destination will likely determine the length of the campaign. The characters are numbered amongst the thirty that escaped.
The core game engine uses 2d10 with the addition of skill and attribute ratings. This is either against a task based target number representing the difficulty, or an opposed roll in a contest. Rolling doubles is a critical success. There is no fumble mechanic. Rolls can be at advantage or disadvantage (roll 3d10 and either keep the best or worst two results) and there are simple rules to encourage teamwork for aid in a test.
The character generation section opens with a brief history of the order and the countries of Europe that the Templars may have come from or travel to during their escape.
There are a number of key decisions to make in character generation. First of all, a player needs to decide whether their knight is dedicated or versatile. Versatile knights have balanced attributes whereas dedicated knights have focused on a couple of areas. There are six attributes; Might, Vitality, Quickness, Intellect, Courage and Faith. Versatile knights will have attributes between +3 and +1; Dedicated knights range between +4 and 0. Intellect and Faith limit how many advancement points you can gain in a session.
A knight's Faith attribute determines the number of Faith Points that they have. These can be spent to re-roll tests, affect incoming and outgoing damage and to power esoteric abilities, gifts and the use of relics. They can be stacked but only recover slowly (through prayer, or a single point every Sunday). However, should a Templar sin, they can lose Faith Points.
Combat uses the task system but works differently for Mobs and "Fearsome Foes". Mobs are a form of Mook rules and only get to act if a Templar fails to do damage on their action. Each point of damage will kill a member of a mob, so it's likely the heavily armoured knights will cut through lower grade opponents quickly. If the knights are facing only Mobs as opponents, the combat system works narratively with the Mobs only acting if a character fails to inflict damage. If a Fearsome Foe is faced, the initiative system is used. This involves putting a token into the bag for each Templar and Fearsome Foe. When a Templar token is drawn, one of the player knights gets to take two actions, with the same applying when a Foe is drawn. Mobs continue to act if a Templar fails to do damage on their action.
There are a variety of actions available to give some tactical variety. The game uses broad zones for combat rather than absolute distance. Damage for knights and fearsome foes first degrades stamina, and then causes crippling blows. The player decides which of the four different conditions for a crippling blow is most apt to select.
Advancement points are gained each time a critical is rolled, but a character can only gain as many as the highest rating of either their Intellect or Faith. They can be spent as a downtime action to boost attributes and skills.
Optional rules are given for Gifts. Very much like feats in other RPGs, these mark your character out with a special ability. It's suggested that the GM allows a character to gain a gift every four sessions or so.
There is good guidance for campaign development, covering length and destination. Obviously, travelling to England will take less time than travelling to Malta or Portugal.
Once that's decided, the next step is to decide the level of Esoterica appropriate for the campaign; this is how much mysticism or magick is to be found in the world. You can run a mundane, political game; an infused game with hints of magick and mysticism; or a mystical game where demons, angels and fae stalk the Earth and the battle between Heaven and Hell is fought openly. In this case, Templar characters can learn magic and all the Esoterica rules are used.
The toolkit approach continues with a discussion on how to prepare for the character's journeys and a discussion of the likely pursuit (King Philip IV's forces, or perhaps the Holy Inquisition). Creating appropriate foes and allies is discussed, along with what happens when the characters go off-piste from your plans. The importance of consistent tone & theme is stressed. There's also guidance on tailoring combat to make it memorable.
Page 99 sees the interesting parts of campaign development. This is guidance for the GM in establishing their truth about the Knights Templar:
- Who and how where they really founded?
- Why were they given the Temple Mount in Jerusalem?
- How did they grow and obtain such power so quickly?
- How was their reputation built?
- What were their links to the Cathars?
- Why did the Templars not resist more effectively?
The fun in this toolkit approach is that every game will be different dependent upon the choices taken. The challenge is the preparation needed. You aren't going to play this without some work upfront. That's not a bad thing, just something to consider.
Relics of Saints, Old Testament figures or even of the Christ were very important to Catholics in this period, and Heirs to Heresy gives options to use them. These range from the Holy Grail, through Solomon's Library and Seal to artefacts significant to the history of the Knights Templar. Each relic has some basic powers, with further effects unlocked if a character invests advancement points. There's not a large number presented but the format is simple to adapt for yourself.
There are journey rules; the Templars must decide if they wish to travel on main roads (risking recognition but meaning they aren't going to get lost) or to head onto back routes using the Explore skill. Going off the main roads does give the opportunity to lose pursuers.
Downtime varies dependent upon whether you're in the wilderness or somewhere civilised. In the wilderness some areas will be too dangerous to do anything other then sleep, eat and stand watch. If it's a safer area, the knights will be able to take actions such as trying to conceal their trail from pursuit, training, praying (to restore Faith Points) or recovering health.
Civilised areas can be dangerous too. The larger the town, the less likely this is the case, as the Knights will be able to blend in better than in a small town or village. However, the pursuers are likely to draw closer when characters stay somewhere civilised if they aren't discrete. However, civilised locations provide the opportunity to find out information, improve attributes & skills, and meet allies (as well as all the actions available in wilderness areas).
There's a comprehensive section covering the enemies that the characters can face, whether mobs or fearsome foes. Some foes will have qualities that give them a unique feel or ability. These are used to address fantastical abilities for mystical or magical opponents. Mobs include peasants, men-at-arms, wolfpacks, goblins and fairies soldiers. Fearsome foes include knights, hunters, inquisitors, assassins, boars, bears, and even angels and demons. Hellhounds and dragons are possibilities as well as more traditional horror foes.
If your campaign includes Esoterica, this will manifest as magicks, blessings and martial esoteric.
Magick requires the character to learn the Gnosis skill. This is usually only possible if they have access to the Library & Seal of Solomon (one of the relics in the game). Spells are arranged in three circles of power and are cast through rituals. Each circle is progressively harder to cast. The third circle can bring heaven to earth, albeit temporarily. It can also be used to bind an angel or demon into providing a gift. Failure to strike a deal will condemn the caster to hell. They can never spend Faith Points or attempt bargain with a demon again. There's an extensive list of demons and angels at the end of the book, providing details of the gift they can provide.
Heirs to Heresy wraps up with an introductory adventure "The Flight from Paris". It's designed as a framework to kick off a campaign. There are four pre-generated characters. It's worth noting that the game, by default, takes a diverse approach to characters. The scenario has a simple structure, but had me quickly thinking about how to run it. I suspect that it needs fleshing out a little and the first steps of the journeys the knights will take as they flee will need to be prepared for.
15 October 2022
Curse of Strahd - S5E10 (51) - Forbidden knowledge
Our heroes have split the party in three! Gaddock continues to study in the library with Exethanter the Lich, while Kelwarin, Ireena and Muriel have travelled deeper into the Amber Temple to consult a model of Castle Ravenloft to give them some ideas on how to successfully penetrate its defences. Meanwhile, Sers Adon, Alys and Kasimir the Dusk Elf are hunkered down in a room near the entrance having broken Neferon's instructions not to interact with the Dark Powers. They're kind of certain that he knows and won't be happy.
Our dramatis personae:
Ser Adon de Rouge of House Starbright (a half-orc Paladin, from a knightly background, with two human retainers and a priest), played by Paul (dr_mitch). Lawful Good. Married to Ser Alys.
Kelwarin (Kel) (a half-elf Sorceror flush with the powers of wild magic, an outlander), played by Graham (First Age). Chaotic Good.
Gaddock Teeg (a halfling wizard and former prizefighter), played by Alex (Doggetay), Neutral Good
Ser Alys de Adon-Rouge of House Starbright (a half-orc Fighter with a soldier background, currently the leader of the town militia of Daggerford), played by Tom (Guvnor). Lawful Neutral. Imagine a slightly greener take on Grace Jones... Married to Ser Adon.
also featuring:
Ireena Kolyana (a human warrior, daughter of the Burgomaster of Barovia, Twice-Bitten reincarnation of Strahd's unrequited love, Tatyana) - upgraded as a sidekick.
and introducing:
Muriel Vinshaw (a member of the Keepers of the Feather, travelling with the party to repay them for rescuing her), a wereraven upgraded to a sidekick (yes, I know that breaks rules as she started at CR2 but frankly I don't care)!
All characters and sidekicks are level 8. This was the first game in a few sessions with all the players back.
__
18th December, Afternoon.
Muriel, Ireena and Kel tried their best to memorise as much of the layout of the Castle as possible. A moment of euphoria turned to disappointment when they found a portfolio marked as containing the plans of the castle, only to find that time had aged them to the point of illegibility. The paper was breaking up as they exposed it. A brief conversation followed as they considered exploring a bit further into the temple, but after discussion they decided that it was more prudent to return back to the library.
Setting off quickly, they made their way through the dark abandoned halls, amber hues reflecting from their lights. They soon reached the collapsed landing, and crossed into the back of Exethanter's chambers. As they came in, their eyes were drawn to the serene statue of the hooded god of secrets. There was something fascinating about it, especially the darkness within the hood. Soon they found themselves seated in front of it, along side two long desiccated bodies, contemplating the secrets hidden within. If only they could learn what they meant! Fortunately, Muriel managed to resist being drawn into this long enough to call out to Exethanter and Gaddock, before they too were ensorcelled. Exethanter arrived soon after, and broke them from their trances, apologising that he hadn't warned them about the need to call out before they reached this room. Kel recalled that the Lich had indeed warned them of this, but was just happy to be freed.
It took a further few hours of study for Gaddock to complete the annotations on how to carry out the rituals, and then they prepared to depart. Exethanter offered Gaddock an opportunity to join the Order; there was much he could learn and the death benefits were excellent. Gaddock declined again, gracefully.
Kelwarin reached out to Adon and Alys with a spell to find out where the were. The warriors explained their predicament; they were pretty certain that Neferon knew that they'd tampered with one of the dark powers and that the temple's guardian would feel obliged to attack. They agreed to move as quickly as possible out once the others had got clear.
As the group left Exethanter's study and reached the bottom of the stairs, the door at the base of the huge statue where Neferon lived cracked open and light washed out. Neferon looked at the group, shaking his head; he told them that they were welcome to leave and return, but unfortunately their friends weren't. They'd meddled with things best left untouched and had been warned - as result they weren't allowed to leave, it was too dangerous. Our heroes made their goodbyes and headed across the temple, quickly climbing to the balcony. They headed out, up the stairs.
As they headed out, Adon, Alys, and Kasimir used magic to escape. Between the warriors, they carried Roscoe's body. The spells brought them out of the entrance. They heard Neferon calling out "Oh no you don't", and another ball of fire burst around them, with Muriel taking the brunt of it. They ran.
As the sun was dropping, they reached the perilous bridge near the spire, but crossed it carefully, with most of the party on hands and knees to avoid slipping and falling to the depths below.
As they exited the canyon, they came across a group of Mountain Folk hunters who warned them that the giant bird was aloft, and the wolves were running. Word seemed to have spread through the folk that the party weren't a threat.
Pressing on into the falling light, they soon reached the section of path the avalanche had buried. They fitted the snowshoes and got out the walking sticks that Adon had insisted that they bring. Gaddock used the levitate spell he had to remove the weight of Roscoe's body. Kel, moving ahead used his dark vision to scout the path and dropped pebbles to mark the right route. He kept up a constant patter of encouragement to the rest of the party. Perhaps it was this constant chatter that distracted Ser Alys; somehow, the surefooted warrior lost her balance and slipped. If it hadn't been for Ser Adon's insistence on the walking sticks she'd have surely gone over the edge of the mountain.
It was close on sunset as they reached Tsolenka Pass; the guarded gate and bridge were ahead. They spotted a shadow crossing the sky and realised that the Roc was hunting. The plan was simple; run across the bridge then use the magic spells they'd used the previous time to get quickly past the gate and any guardians that it may have. As they hunkered down, planning, Kel was startled by the nuzzling he felt in his ear. It was the large goat they'd encountered previously. It seemed to have some retained affection for them.
They ran, the goat following. Behind them they could hear the beat of wings and a cawing. The Roc had seen them. Putting on a burst of speed, they reached the clearing as the Roc plummeted. The spells worked, and they looked back to see the Roc rising into the darkness, with the goat hanging from its feet. Somehow, it had been distracted by their use of magic and the giant bird bird had struck.
They pressed on, in the end stopping at the point they'd rested previously, near where the vampire spawn had attacked the mountain folk family. They planned an early start the next day to press on and, after some discussion as to whether to go to Vallaki or not, they decided to head to the Huntresses' shrine at Berez instead and to immediately start the reconsecration of the banes.
12 October 2022
Furnace XVII - After thoughts
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| Back at the Garrison |
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| Blade Runner in full flow. |
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| The Crime Board and GM |
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| The conspirators gathered for the Slow Knife. |
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| They really didn't like the Knife, Émile. |
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| The final board. |
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| Slot 4's crew - I forgot to take a picture in Slot 5 unfortunately. |
06 October 2022
First Impressions - CY_BORG roleplaying game
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| CY_BORG - cyberpunk shenanigans |
CY_BORG is a roleplaying game which hacks the Mörk Borg game engine and stylistic art punk ethos to a gritty, dangerous cyberpunk setting.
TL;DR: I'm really impressed with CY_BORG. It's perfect for pick up and play Cyberpunk shenanigans. It is art punk and style-led, but there's a very simple and playable game with comprehensive support for the GM. it leaves me wondering what I do with that copy of Cyberpunk RED on my shelf; The Sprawl will remain my 'serious' cyberpunk game, and CY_BORG has taken the fun/fast/frantic mantle.Physically, it's the same size as 'Old-School Essentials', a small hardcover book with around 166 full colour pages. The layout and images blend together in a riot of colour and shape, echoing the genre. Occasionally, some of the palette choices are unusual - for example pink text on blue - but it never quite reaches the point of illegibility. I'm not sure how it'd work if you're colour-blind though.
CY_BORG's default setting is the city of Cy. The city endures after a catastrophe, or maybe multiple catastrophes. Nanotech is rife, and dangerous as it can infect like a plague. The net exists, interacted with by apps. The powers in the city are the gangs, cults and corporations, locked in a Darwinian struggle for supremacy. So far, so cyberpunk!
The book opens by describing different districts of the city, short passages packed with hooks and mood-setting images. This is the tone of the book; it sparkles with ideas and hooks but never goes deep into setting. Broad brush with spaces.
The description of districts is followed by a D66 table of headline events. These are elements to drive a short campaign. The speed it progresses can be agreed between the players and GM. By default, an event is triggered by a roll of 1; the dice used depends upon the rate of progression wanted. The roll for a 'miserable headline' event is made every midnight. The seventh event will reveal something of the nature of Cy (but it's a spoiler so I'll not discuss it further).
Rule #00 for the game is that characters cannot be loyal to or have sympathy for the corps, cops or the capitalist system for they are the enemy. They may end up doing missions for them, but that conflict is at the heart of the relationship. Characters are punks, outside the system.
Character generation is quick; cash and gear is quickly rolled on a table. You can choose to have a class (but it's optional), or just roll abilities
Abilities are Agility, Knowledge, Presence, Strength & Toughness. You roll 3D6 and reference a table to get a modifier ranging from -3 to +3. There are no skills; the abilities are used instead. Classless punks get an edge in rolling abilities to account for the benefits having a class brings.
Test are made by rolling a D20 equal to or higher than a difficulty rating. By default this is set at 12 but can vary down to 6 or up to 18. You add your ability modifier to the roll.
The character classes available are the shunned Nanomancer (infected by nano tech, it has given you weird powers), the Burned Hacker (you found something out and your life is in danger as a result), the Discharged Corp Killer (you've been discharged from service with extreme prejudice), the orphaned Gear Head (an engineer more comfortable with machines than people), the Renegade Cyber Slasher (a 'borged assassin with lost ideals), and finally, the forsaken Gang-Goon (your gang is gone, and you need to make your own way). The classes all tweak the settings for HP, glitches and can make you better at certain tests.
There are tables for your style, features, wants, quirks and obsessions. These are optional, but should be useful for inspiration and also for the GM.
Weapons and armour are randomly generated and range from a broken bottle to high powered guns and mono-filament blades.
Each character has a debt to pay off, to an impatient creditor. This is a motivation to take jobs, else they come to obtain body parts to make your payment.
There are some short equipment lists; like most cyberpunk games you can use tailored drugs to enhance your performance, or recreational drugs to harm or give pleasure. Cybernetics cover most of the areas that you'd expect, and the brain box option gives you a way to cheat death. If it isn't destroyed.
Apps are described, along with how to use them. Track people with a beacon worm, attack their cyberware but get it wrong and you could be facing a backlash that could hurt or kill you.
Nano-powers are effective (you can control people, heal people by drawing essence from another, and even recover memories from the recently dead) but there's always the risk of triggering an infestation.
All characters have glitches - these allow you to nudge the outcome of tests and damage rolls.
Damage taken reduces hit points; if you hit zero you can fall unconscious or potentially die (based on a D8 table roll). Below zero, you're dead unless you have enough money to call an emergency response team to save you.
You can also get Cy-Rage from hitting zero hit points. In this case, your implants misfire and you start to attack people nearby.
Combat is pretty simple; a D6 roll determines whether enemies go first or you go first. It's all player facing, so you roll to hit and also roll to avoid being hit. A natural 20 gives a crit - it doubles damage and reduces armour by a tier. If you're defending, you get a free attack. Fumbles come with a natural 1 and are bad if you're defending as you take double damage and your armour is reduced. If you're attacking, you can run out of ammo, or have a weapon break or even explode. Armour reduces damage taken by a dice roll. Auto fire weapons allow extra attacks if you hit (up to three) but at the cost of higher ammo use. There are a selection of additional mods ranging from cover to aiming and suppressive fire. I'd probably use them all. There are also simple morale rules - enemies may flee or surrender if they have tough opposition.
Character improvement happens at the GM's whim; they can do it after a number of missions, after enough credits are earned or when targets are met. You can increase your hit points or try and increase your abilities. If you have high abilities already, there's always a chance they may degrade. The abilities option affects all five of them, and in most cases negative or low scoring abilities will increase.
There's a section on opponents, and all the expected notes are hit. Gangs, security operatives, roadwarriors, crazed cyborgs, corporate killers, nano-infested cultists, drones, enhanced beasts, horrors and droids all have entries. Vehicles are covered with a few short rules, primarily focused around combat. There are two options which you tailor with weapons; armoured cars (which could be wheeled, hover, tracked but all use the same basic stats) or milcorp gunships (think VTOLs and helicopters). Mechs are an option, and extremely brutal. The section ends with <Ghosts>, AI entities or perhaps the detached egos of netrunners) that can attack through the RCD net interface that most people have. If you're interfaced, you're vulnerable.
The book then moves on to provide GM resources to tailor NPCs and prepare missions. The OSR heritage is shown with the use of random tables. There's a D100 table to pull up the key features of an NPC. In a similar way to player characters, the table has entries for style, features, role, obsessions and quirks. There's a separate D20 table for what they want.
The mission generator has nine linked random tables so let's try it out!
A Bodega owner acting on behalf of a clan of road runners offers 3000# if you escort a cult leader from an underground parking garage in Galgbacken in the Hills. The garage is protected by United Citadel Security. Theres a complication though - the events are being recorded.
That sounds kind of fun. Let's explore the Location, using another table. The garage is covered in Anti-Nano propaganda. There are abandoned mannequins which are actually knock-off skulker droids with sharp claws. The locked maintenance door leads to the temple of a small but violent cult.
I reckon there's enough there for a good evening of play. There are also tables for corporations and cults. The random section rounds out with a D100 table for random city events, and another table for net events.
The book concludes with "Lucky Flight Takedown", an introductory heist. where the characters are hired to raid a local casino which has manipulated the local neighbourhood into crippling debt. They need to destroy all record of the debt and prevent the casino coming back at them. Ideally, this should avoid mass murder and be low profile. There's a bonus if they rescue a local who's already tried to complete the mission and gone missing.
There's a decent set of floor plans, and relevant random encounter tables along with typical casino patrons and NPCs. It's a good heist scenario which should introduce the game well. There's an appendix of corps with key details of these capitalist foes. The index is well organised and useful, especially considering the coloured snow-storm of gorgeous artwork throughout the book. The end papers have useful random tables at the start (what's in their pockets, weather, names and infested items) and a comprehensive rules reference at the back.
Overall, I'm really impressed with CY_BORG. It's perfect for pick up and play Cyberpunk shenanigans. It is art punk and style-led, but there's a very simple and playable game with comprehensive support for the GM. it leaves me wondering what I do with that copy of Cyberpunk RED on my shelf; The Sprawl will remain my 'serious' cyberpunk game, and CY_BORG has taken the fun/fast/frantic mantle.
Bonus content: the Kickstarter also offered a digital asset pack which is very useful. A large map of Cy, with reference material on the back. A pad of A5 character sheets. Another pad of locations (floor plans with some random tables to customise) with multiple copies printed at A4. Another scenario where the characters get to crash a party to repossess some prosthetics! The pack is definitely worth considering, if only in digital.
26 September 2022
Curse of Strahd - S5 Interlude 1 - Lore from the Amber Temple [Spoilers]
Our heroes have learned much in the Amber Temple. What follows may be considered a spoiler. You have been warned.












