Thursday, September 17, 2026

red sun minima devlog 001: on hitting and getting hit; or, the force of the libidinal in rpgs, and the pursuit of the perfect crit

    like a ghoul from the sewers, i rise~

images throughout are ripped from Berserk

   

    good morning! it's been a long while away from blogging. life has been chaotic which means my capacity for organizing games has been low, while my desire to think about them and distract myself with OSR blogs has been stratospheric yet again. today I'm here to talk about rules for combat in RPGs.




    I've been toiling at my very own curated/remixed~scifi/fantasy/horror heartbreaker~ game-playing toolbox suite [[>>codename: red sun minima {WIP}<<]] for so long now that this is happening to me. it's time to do a bit of exegesis. reader, be my leeches.



  

    what's red sun minima?


    The YEAR is 3V56. It is the NADIR before the GREEN DAWN.
    
    The GUTTER is neo-AERTH's final CITY, mile-high landfill of a hundred suns.
    
    A green heaven, ZHJEEN, sits imprisoned overhead.
    
    From ZHJEEN'S NEEDLE drips a vital NECTAR. Where it spills, new life blooms.

    Sometimes a drip slips through the cracks.

        it's the successor to my last campaign, a collection of rules I have stolen from other game designers--mostly Ava Islam's work in Errant, John Harper's Blades, the Last Gasp Grimoire guy, Troika, Gus L, Maze Rats, techNoir, Mindstorm Press, UVG and Prismatic Wasteland, Apocalypse World, CY_BORG, Skerples and the larger GLOGosphere--and tinkered with obsessively out of a desire to get them all to play nice together for the purpose of running and playing interesting adventure games set in the Year 3V56.

    it's like a big nasty binder with all of my favorite junk inside, more hack than game but ideally enough to run a decent campaign off of all in one place. it's got scaffolding for running satisfying sewer-crawl experiences, city intrigue and missions, faction play, downtime, wasting-CASH-for-XP advancement, and a load of character options harvested from across the boughs of the GLOGosphere.


    why did I do this to myself?

    mostly because I wanted to run a game like this using only 2d6. I hate the d20, the d10. The d12? get the heck out of here. I literally can't tell the difference between a d12 and a d10 half the time. throwing a d20 makes me feel like a sweaty gamer (pejorative). throwing 2d6 makes me feel like a smooth and brilliant gambler genius playing a sophisticated parlor game. the riot of shapes offends my delicate sensibilities. why do d4s even look like that?

    sorry this is probably my PbtA socialization talking. I mean no actual disrespect to gamers or designers with different polyhedral preferences. of course these are all different tools in the toolbox, and if I spent some more time playing d20 games, would I get over myself? probably. but there's something about Subjective Game Feel that's different than shapes and numbers and flat distribution curves that's hard to pin down but I'm trying to get at today. call it the poetics of dice-gaming, the way that the sum of what's evoked at the table by this odd little multi-sensory imaginal-fascination hobby can never be reduced back down to the machinery that spun it up. there's a different sort of energy that lurks in the machine of the humble role-playing game.

    lately I've really enjoyed playing games analog style, at my kitchen table, with everything everyone needs to play printed out and scattered all over the place, getting up and pacing around while players mull over decisions, maps getting drawn on graph paper ripped out of notebooks and passed around and lost. I like to do a lot of monster foley and sound effects. during a session recently the players rolled a random encounter while camping in a haunted desert during the witching hour and began to hear the sound of a few dozen pickaxes striking stone in eerie  unison from down in a gulch below them and on instinct I started tapping my fingernails on an empty water glass in rhythm for the duration of the encounter. when a player spoke out to the source of the sound, it paused for a beat, and started again. they tried to call out again and heard a raspy voice shout, "THEY DON'T LIKE TO BE INTERRUPTED," and the sound halted. the players were so unnerved they broke camp and loaded up their steeds immediately. they made a point of going the long way around that area every time they went from town to the dungeon.

    it was a small part of the session, maybe 15 minutes, but it was a proud moment for me as someone out of the habit of running games lately, and it reminded me of what I love about the hobby: curating and embodying a strange and deeply specific vibe that feeds on the creativity and curiosity of my players and forms a disgusting and beautiful feedback-loop symbiosis of horror and wonder in their imaginations. desire and struggle. that's money. that's the good stuff.

    I think in the neo/neu/nu-/post-/OSR scene there's a school of thought that emphasizes pruning back the machinery of the game to make space for all of the atmosphere and roleplay and setting and embodiment to take center stage, right. I think that's often what it succeeds at. I think the pursuit of perfectly smooth lubricated mechanical dungeon-game elegance can also be wielded fascistically, though, seeking to excise what's seen as the "excess" while the un-interrogated "default" object of play is the only thing that remains, when the "excess" is often a rich subsumed semi-libidinal space where people can find sticky points of interest that allow their imagination to find purchase and they can begin to project parts of themselves, to develop the sense of embodiment of their character that's necessary for all of that atmosphere and horror and wonder to really hit. 

    You follow me? This is part of what I love about Errant. It's baroque in the greatest of ways, a strange and specific vision of a dungeon-game. Each mechanism in its gearbox thrums with the desperation, irony, and decadence thematic to its take on "OSR" games. Tom Bloom's work also comes to mind, his work lives and dies on style. If you're still with me add me on Discord so we can play Maleghast.

    I read some people reject some of this sticky feelings/aspiration-projection-onto-character stuff as oppositional to exploration-based games where character death is on the table as a consequence. It's maligned as a 5e-ism or just "not the place" for it. I think that's another false dichotomy. Is the smooth platonic ideal of gaming that we are all randomly generated morally-ambiguous dungeon-delvers that are nothing more than the next one off the assembly line, whom we dare not form affection for, so we play in a perpetual state of disaffected detachment through their milestones of kill, burn, get treasure, level up, reproducing the state of dissociation that is coincidentally the mechanism which enables the colonizer to enact conquest? I find I can enjoy that style for its gaminess as much as the next gal, especially if the world and dungeon are well-designed, but it often leaves something to be desired for me, and most of the time that I'm running games for other women, that's just not where most of the energy ends up at the table, no matter how mud-and-blood the system is. We're projecting our hopes onto these little drama-daemons precisely because we know the odds are against them. We're agonizing over guiding them through moral dilemmas and complex choices. We're instantly developing weird attachments to cruel, antagonistic, and just plain freaky NPCs. We cheer our character's successes while knowing they are not safe, that they will suffer and die, like we will ourselves, because that's part of the contract of the game. We open ourselves to grief and excess, to joy and disgust, to tedium and novelty, because that is what it is to live, which is to play. 

    I would argue that the seasoned AD&D diehard is doing the same thing every time he rolls 3d6 down the line, because it's a mold that allows him that outlet without threatening his masculinity, but because his fantasy is often primarily one of acquisition and conquest, which is the baseline assumption of the hobby, we don't question it. Again: I can enjoy a good conquest as much as the next gal. But my biggest priority as a designer is that when you engage with my rules, I want you to feel something. The shared experience of that feeling is what gives a campaign a life of its own. 

    I'm shadowboxing here. I'm yelling at a guy in my head. I'm maybe also carving a niche for myself here. I am never going to write games with the economy of language of Chris McDowall. Many of us are worshipping at the altar of Chris McDowall and flagellating ourselves for failing to reproduce his standard. His work is so clean, it's no wonder it's everywhere. He's dedicated to his craft and it shows. I'm excited to read his next game, but I don't think we don't need any more Chris McDowalls. We need more mess, and vision, and idiosyncrasy, and excess in adventure-gaming, like this brilliant intervention in McDowall's latest knight game, which centers drama and heart.

    What do I want the mechanics around violence to do in my ostensibly OSR-styled game? It's a bit of a screed. Buckle up.

  

 on violence




    Imaginary violence is one of the primary sites where subsumed libidinal energy is projected.  Violence and the erotic are inseparable. If that's a challenging claim to you, go watch literally any movie, like Alien, or Crimes of the Future, or, like, Camp Miasma. This doesn't exclude elfgames. In writing the rules in this post I stole a lot from Last Gasp Grimoire's house rules and I had left the tab open on the section concerning HP, which is literally titled I'd Hit That. As insurrectionist gamers, do we simply wash our hands of what we may see as a stark example of casual Lamentations-era misogyny that festered in the halcyon days of the G+ era and resign ourselves to the smoothness of McDowallian auto-hit as the only sanitary path forward? Or do we acknowledge the messy richness of the field of violence as a place of character expression, allow ourselves to give in and be seduced by that lurid phantasm, the 'build,' the 'fighting style,' itself the libidinal fantasy at the heart of the Souls games, whose range of options for juicy tactile realization is so central to the formula that has made them so wildly successful? Read some more Last Gasp material, like his tables of gristly wounds, or, better yet, this one of infections and diseases. Over the top? Certainly. Overly complex mechanically? To some, absolutely. Would I want to include the result for shitting yourself to death at my table? Probably not. But I have to respect that his prose absolutely drips off the page, oozes style, all in service of creating that spine-tingling feeling of embodiment.

    It's like sex scenes in fiction. The way someone makes love reveals a lot about them. Most games aren't interested in exploring that. What might the way someone approaches violence reveal instead?



And I began to wonder... "hit points"... "hitting on"... "hitting it"...
could it be that what we want from games, is the same as what we want from love? 

 

   Basically: I've played a bunch of Into the Odd-derived games. For the uninitiated, the primary intervention over D&D-style combat is the 'auto-hit' system. Instead of rolling to-hit, tallying bonuses, checking against the opponent's Armor Class, and then rolling damage if it hits, all attacks just roll damage, Armor provides a flat reduction, and the way HP works is tweaked slightly. The main benefit, the argument goes, is that it speeds up combat substantially; rounds are no longer "wasted" due to guys whiffing against each other over and over. 

    At times I've been seduced by the logic of it, in no small part due to reading its justifications over and over in the profusion of games in its lineage. It doesn't seem that much faster than B/X after the ~10 minute learning curve, in my albeit limited experience, but there's definitely an elegance to it, less dice to roll and less to track for players and DMs. I've tried to make it work in my games. 

    But it turns out?


   i miss missing!



 
   I miss missing! I'm planting my flag: I just think it rocks when attacks miss. That feeling of, "shit, I have d6 HP, if that guy hits me, I'm probably just fucking dead, let's pray to God," I think that fucking ROCKS. 
   
    ITO games reinterpret HP as 'Hit Protection', which is representative of near-misses that reduce your ability to protect yourself from serious wounds, and once HP is depleted it detracts from your STR score, which is more akin to your meat points. My smooth logic brain can follow the reasoning there but my embodied projected-self loves the experience of a near-miss. Something different happens at the table if I'm not sure when I'm picking up the pencil to erase and rewrite my HP. It's unpredictable and produces a subjective feeling of vulnerability, of tension and smallness and the boundaries of my character's imaginal body, that I just don't get from auto-hit systems, which tend to feel floatier, to me, as they follow a more predictable countdown-like pace. Into the Odd's Armor system makes room for the plate-armored dreadknought to shrug off rolls of 3 or less, which is ultimately the same thing as a miss, but something about it feels inert to me. My brain knows that they're not really missing, it's just my armor that protected me

    I think what I'm getting at is also downstream of the inheritance of ARMOR CLASS, which is D&D's approximation of how hittable a character is, which is an amalgamation of physical armor and natural dodginess. I would argue that these are DIFFERENT THINGS that each produce a distinct game-feel and express distinct player fantasies in the far-flung future of 2026. Where's the space for the light-footed roguish character who wants to specialize in not-getting-hit, for the Soulslike "light load" dodge-machine sicko to make war with infuriating grace and finesse? It's the earliest of playground taunts: "you can't catch me!" I've read auto-hit likers describe missing as "frustrating." What if frustration is part of the fabric of experience that a game is made to evoke? What if that's the point?

    If I'm playing a game where I'm sitting down to run a fight scene round by round in 2026, where players are making choices about their armor and weapons, adding up attack rolls, ticking off LIFE points, I need some real tension to keep me engaged. I think about a line from critic Dia Lacina often as it relates to game design: "it's the friction that keeps me adhered." It's like the drama of the miss and the hit keeps the tempo of the whole affair. If I wanted something different, I would just say "okay, he hits you, you're feeling pretty bad now," like this lightweight take on Troika does, or use something like TechNoir's adjective-based resolution system, or run Jay Dragon's Almost, a perfect game exploring the complexity of the near-miss. 

    Especially in red sun minima's kitchen sink haunted scifi-fantasy milieu, mecha and mutants are juxtaposed with goblins, angels, ghosts, sentient plants, regular humes, and demons. I want fighting each to have a chance to feel different. I think the distinction between dodging and armor might be interesting enough--and the way each interfaces with other game systems, like encumbrance, classes, and resource management, distinct enough--to warrant some excessive mechanical bits, ideally without sacrificing much of the ease at the table you get from auto-hit combat or the room for adjudication and cunning exploits of tactical infinity that you can only get with plenty of negative space in your ruleset. 





   red sun exegesis 



    red sun minima has a few design conceits: every roll should be 2d6, sometimes plus a modifier; you always want to roll high; keep math after dice rolls to a minimum. 

    Originally I based its combat system off of Troika, another 2d6 game which is a lesson in an evocative take on adventure game design, and, paradoxically, was my introduction to tabletop RPGs. I still think its random initiative system is awesome. It plays so fast. Since red sun minima has character advancement, crits, and random health, I worry it might push an already-swingy game too far in the 'frustrating' direction, but honestly, I should test it out and see how it goes sometime.

   
    Something I want to take from Troika is contested attack rolls. Every melee attack is an unpredictable engagement: initiating doesn't always mean you hit them. In Troika both sides roll and the higher side deals damage to the lower. What I like about that:

    * wading into melee with anyone becomes a risk, instead of an I-go-you-go dance. this incentivizes players to fear melee and do everything they can to stack the deck before engaging, which both encourages players to engage with the fiction and is thematic for a lethal setting.
    * it lets characters potentially make an infinite number of counter-attacks in a turn if they are skilled enough to dumpster everyone who challenges them. I have an image in my head associated with this of like, a samurai holding off a chokepoint against a horde of goblins and slaying each one as they whiff their approach. something about this is dynamic and awesome, to me. it's like fighting a skilled Baiken in Xrd.
    * it has weapon matrices, which I don't have the juice to reproduce for my game, but fall into the category of "beautiful weird little baroque game-feel artifacts" to me.

    another big knock-on effect of 2d6 gaming is that anything that gives a +modifier to an attack roll becomes a big determinant of a character's ability to win a fight. 

    what I don't like: the outcome is pretty binary. need there always be a top and a bottom a winner and loser?





  action rules in red sun minima


  below are the rules as they stand.

   for context, red sun minima has 5 essences: FLESH, SKILL, MIND, PSYCHE, ZEAL. 
    +modifiers range from -4 to +4.
    banes and bonus dice are adv/disadv; roll another die, take the higher/lower two. they stack.

    some rules also describe "notches." if any item is notched thrice, it's broken or used up.



FLOW of ACTION


when action breaks out, characters state what they want to do that round. the oracle judges their actions as quick or slow and resolves them in sequence. if there's a conflict, characters make an opposed SKILL check to see who goes first.

quick actions = firing a readied ranged weapon, slinging a prepared spell, engaging a target in melee range, using an item, moving a zone, etc.
slow actions = moving a zone and attacking, attacking with a colossal weapon, casting a spell from a grimoire, moving multiple zones, taking careful aim at a target and firing, etc. slow actions can be interrupted.

surprise round = one side can take a round of actions unopposed, initial attacks gain a bonus die.


ATTACKING

all melee attacks are exchanges. both sides roll 2d6+ATK, the higher roll strikes first. if you roll higher than your opponent's EVADE, it's a hit and deals damage = the result. 

    two ones: critical miss! notch your weapon. 
    two sixes: critical hit! 2x damage, bypassing armor.

+ATK: each level in a martial class gives you +1 ATK, up to +4. 
 
two-handed weapons get +1 ATK. colossal weapons add an ESSENCE +mod to an +ATK and are always slow.

ranged exchanges = if you can't return fire, you're just praying not to get hit. cover imposes a bane on your opponent's roll.

sneak attacks, fictional positioning, weapon matchups, elemental affinities etc. grant bonus/bane dice.

EVADE

your EVADE score is equal to half of the number of item slots you have empty, rounded up.

EVADE cannot exceed 7.

unaware, incapacitated, or immobilized characters have 0 EVADE.

ARMOR

notch armor to change a die from an attack roll that would have hit you into a 1. also blocks knock-on effects like poison from a scorpion stinger, suffering mutation from a blast of face-melting goop, etc.

light and medium armor, shields, helmets = block the lower die.
heavy armor = block the higher die.

armor has 3 notches per slot it takes up. if all are notched = it's destroyed.

light armor = 1 slot = 3 notches.
medium armor = 2 slots = 6 notches.
heavy armor = 3 slots = 9 notches.
shield = 1 slot = 3 notches.
helmet = 1 slot = 3 notches.

LIFE

PCs start with 2 LIFE dice (2d6). 


WOUNDS
  
if you would be brought below 0 LIFE, you must make a FLESH save or be knocked unconscious, and take a wound for every 6 points of damage taken in excess of 0 LIFE. each wound imposes a bane on a given type of check.

if you take three wounds, you are dying. a dying character will perish in one hour if not healed.

if you would take four or more wounds, you are immediately and messily slain. it would take someone 2d6 beats to collect all of the bits of you into a sack. resurrection costs 5x.

heal one wound for each week you spend on vacation.

when a wound heals, move it to your memory and gain a LIFE die. you can have up to 5 total LIFE dice.




commentary 




ARMOR:

A reverse trip through reading Red Ink Adventures in this game's early life as a Maze Rats hack (which it still, sort of, kind of is) brought me around to this post on FKR Armor in opposed combat, which actually spit me back exactly where I began, with Errant's take on Black Hack's "armor points" thing, which is sort of a codification of the "shields must be splintered" classic house rule. In early days of the game I had "hats/helmets must be splintered" instead. I settled on a combination of the two, I like plate having a perk since most OSR games penalize its use so much. I like giving players an option to hit the "block" button in a game with high lethality.

I think the fantasy behind these rules is awesome and reminds me mecha fiction, or like, Berserk, where the "mass combat" scenes are all about gigantic metal guys wailing on each other until somebody's helmet breaks open, which is how you know it's getting serious. I made an effort to standardize it and slightly reduce bookkeeping--I think Errant's Quality rules are too much for me, and each inventory slot on the character sheet includes little "notch" boxes to fill in and erase, so hopefully that makes it easier on people.

In Errant, armor is asymmetric: PCs have blocks while NPCs just have more HP. in my game I'm going to try giving NPCs armor points to block hits like PCs for verisimilitude/setting reasons and see how it goes. I don't think it will be too much extra cognitive load for running/prepping encounters.


EVADE

There's 12 inventory slots. stark naked, you're rocking +6 EVADE. character creation tends to fill half of your slots, so +3 is more typical. some classes will get +1 EVADE as they level up.
 
I like the way skill influences your ability to hit an evasive character with the 2d6 distribution math, too. in the above "samurai chokepoint goblin massacre" fantasy, once the +6 ATK cyber-ronin mechagoblin takes point, it's a whole different ball game.
My biggest concern here is that this score might fluctuate the most and be annoying bookkeeping for players of dodgy characters, which I try to avoid in the game with things like abstracted wealth and supply. but if it enforces engagement with encumbrance, and thus embodiment, maybe that's actually hitting a design goal... we'll see how it performs at the table.

All in all I think it does the job of letting players "opt in" to play a dodgy character and provides a counterpart to the ARMOR system for players who aren't interested in lugging around all that stuff and hammering out the dents at the campfire every night.


ATTACK

I'm pretty pleased with this with the addition of EVADE. there was some weird dissonance in a previous iteration where players had to make a check to dodge ranged attacks, which I wasn't satisfied with, that EVADE now covers instead. there's a range of results I find pleasing that are all still resolved in one roll per side: one combatant might miss while another scores a hit, both might hit, both might miss, if you alpha-strike someone they don't get a counterattack, etc. 



CRITS

the big thing I'm curious about in playtesting is how crits will perform at the table. I've gone back and forth about "2x damage" vs. "pierces armor," but I'd like it to do the same thing every time, and there to not have to be a difference between critting different kinds of critters, you know?

there's going to be some math to iron out. crits make losing a melee round have a 1-in-36 chance of killing most characters straight up - but they're fun, and I want there to be the chance to eke out a surprising victory over a thought-insurmountable foe... to "strike a vital point", per the Fire Emblem wiki's definition of the "critical hit"... to be David against Goliath... for the dodgy critmaxxer to slay the gigantic tower knight handily with a perfect hurl of his kunai.

they're most likely going to work in the player's favor most of the time, as gaining bonus dice through gambits and clever ploys increases their odds substantially.




I have a feeling I'm reinventing Warhammer at this point. I might have to give that one a proper pondering. if you've made it this far and are interested in hopping on a playtest, drop me a line! -xx





Monday, September 23, 2024

AZIMUTH REPORT - CUPBEARER Dossier 002

Bear with me on this one because it is cobbled together from a few weeks out...

CUPBEARER DOSSIER 002

    We picked back up with the players in mid-conflict with the strange masked beings on the subway platform. The two plasma-toting goons were dispatched while Beatle struggled against the red-robed masked figure who had branded If.


 If slunk up to the dying goon and tried to coax some information out of it, making it credulous (sticky). Iffemeral learned that 1) the goon's body was actually fused into the strange armored suit it was wearing, its spine growing into the circuitry in a gigeresque amalgamation, and that its life support system was failing, and it was dying, and 2) that it seemed confident it would be reborn, that its consciousness would be collected by whatever force had given it life initially. With the dying thing's instruction Iffemeral was able to access a panel on its back that administered some sort of sedative and helped it pass on peacefully.


Learning that the goons were weird biomechanical constructs, Judy jacked open the compartment of the one whose cerebro-fluid she had spattered over the floor the session previous and used her specks to hack into its residual short-term virtual memory drive. She saw strange images of a masked nun blessing the goon before it piled into a combat transport that resembled the unidentified mechs the squad had seen in Prim's footage—it seemed they belonged to the same mysterious unit that was fighting alongside the CUPBEARER unit against BEHEMOTH. Then she saw herself killing the goon mercilessly.


Stace Forand


    Meanwhile Beatle was engaged in a messy confrontation with the masked red-robed figure. Heated words were exchanged. With the assailant held fast, Beatle dangled them over the subway track as the wind of an approaching train picked up, demanding their cooperation. A crack split the mask of its brass smile and from it poured a stream of crawling insects at fire-hose intensity directly into Beatle's face, choking them. In response Beatle thrust their cyberarm into the face-wound—finding it almost seemed bigger on the inside than it appeared—until they found some strange pulsing fleshy core, which they touched. This seemed to render the being helpless and it sank into their arms (yaoi). When questioned, the dying assassin spoke cryptically about its masters—"Who sent you?" "Who sends the rain?" "The serpent swallows its own tail. None send the first serpent. The dreams you seek you may find only in the depths of the Citadel itself." It stopped speaking and died.


Following that, the crew split up. Beatle went to Iola for information while Iffemeral and Judy went to keep following the located signal of the account that uploaded the BEHEMOTH propaganda video.


Beatle milled through the regular crowd and found Iola behind the counter at her diner. 


CONTACT - IOLANTHE ARLETH 

Iola didn't expect to end up a criminal. An ex-army medic, she settled on Azimuth after being discharged with an injury, finding a job at an old butcher shop on the corner. Her bleeding heart soon had her doing favors out of the back, providing free medical services and leftover cuts to refugee families, disgruntled veterans screwed out of their pensions, gutterpunk street kid rejects, and alien exiles. By now she's built up a precarious network of interdependence on her block—along with the muscle and shrewd judgement necessary to protect it.

FAVORS: shark, splice



Iola was looking busy, tense, and tired as always, her alien frond hair a mess, her cut-up naval jacket vest stained with grease, all four arms at work. 


After exchanging pleasantries Beatle mentioned the brand that the assassin had used on Iffemeral and Iola responded with grave concern. “How long? Where is she? How fast can you get her here? I can meet you out back in 10 minutes, tops. We gotta cut it out.” She said, “I can’t believe you’re fucking with the Second Groom Thesis. Are they at least paying you well?”


Beatle (lustful of their employer Three Pisces): “it’s a particular job, for a particular employer.”


“So they’re not. Christ.”



THE HACKER'S TRAIL






    Meanwhile Judy and Iff followed the located signal to FreshDev Complex QUARD 32, a subbasement apartment beneath a robot-staffed convenience store. Inside Judy spent the rest of her kreds on a remote-controllable camera spider drone and unboxed it in the alleyway behind the building before sending it in through a ventiltion shaft. It followed the trail to a boarded-up unit where a small figure crouched in front of a terminal screen. The apartment was stark and bare except for some scattered mech parts, computer equipment, and weaponry. Against the walls were stacked twenty or thirty assault rifles. Behind a false panel at the end of the ventilation shaft, Judy's drone discovered a niche holding a valuable brick of solid aluminum. 


    With delicate manuevering Judy guided the camera drone toward the figure at the terminal and successfully acquired a full facial recognition scan without being noticed, allowing them to run the hacker's identity against the social IDplex mainframe. A blonde bowl cut with moon-shaped glasses—they were none other than Diddolis Jennix, a hotshot underworld tekker with a lengthy history of cybercrime. According to the records, Diddolis was currently being held in the depths of the Silver Citadel for questioning… but here they were, soaking up scrolling matrix-style data from their three surrounding gigamonitors in this strange basement laboratory.


    What happened next?? Find out next time on BEAM WORLD. Life has been happening and I missed a few weeks of gaming but we are locked back in for next time—stay tuned! 😎


Wednesday, August 28, 2024

AZIMUTH REPORT - SUMMER 3X82 - CUPBEARER Dossier 001

INTRODUCING...

    Beatle (they), a tough Onychophoran (think sea slug velvet worm alien person) bodyguard with cyberarms and a motorcycle, willing to put in the muscle to get the job done

    Judith "Judy" Catisios (she), a slimy casino-dealer-turned-troubleshooter who can't help sticking her nose where it don't belong, big square glasses and shaggy hair and a beat-up 1998 suzuki carry

    Iffemeral "If" Alzasche (she/ze/zir), an athletic dog girl tennis instructor who moonlights as a mecha pilot in the criminal underworld

    After character creation I began by reading the following intro crawl text aloud, which I composed in a fugue state while sleeping on a futon, because roleplaying games are nothing if not an exercise in inflicting the depths of your self-indulgence on your friends:

    They say the Archon Valeria was slated to marry, but on the eve of her inauguration, her groom was lost to the stars. That same night she put on her mourning veil and locked herself away behind the Godjamb. That was seventy-two years ago. Since then she's made only the most token of public appearances, a rare wave of a gloved hand from a mecha-drawn carriage to reassure her people her heart's still beating in there, always flanked by her sworn order of knightly guardians, and always hidden beneath that veil. But it's her total absence that has proven her greatest asset, letting her coast through reelection after reelection, no candidate able to mount an offensive against her sheer inertia yet. 

    It's no wonder the hands-off approach is so popular around here. The city of Azimuth—its lush, teeming canopies, its waterlogged alleyways and crowded light-rail platforms and thousands of ramshackle-stacked secondhand storefronts and cantinas and common arcades, neon-drenched nightclubs, derelict factories, sweltering, humid apartments—hell, the people of Azimuth have long since learned to fend for themselves down here. Up in the Citadel, a few hundred reps and corpos jockey for scraps of Valeria's power, funneling whatever residue they can scrape up back to their cronies before they get backstabbed or reconglomerated again, never really able to get the gendarme to back them up.   

    Down here, though? Some folks will give you the same yarn—shit and misery, nothing but money and blood. But I gotta be honest. Lately I've been feeling like it's a different story. There's something about this summer—some kind of shift in the air, I can taste it, like white wine. It's like, there's nobody holding you back. Everything is up for grabs. And if you believed everything coming out of those swampwave radio transmissions, you might even think the whole world was about to shift right out from under you, like some kind of Better Heaven was just right around the corner. 

    I gotta imagine that's why these three are here sticking their necks out now — holed up in a karaoke room at the back of the Blonde Dove, Basin District, off the TriZe Lift 90q, paying by the minute for an encrypted audience with that ghost they call Three Pisces. But I guess there's no way to know yet—only a way to find out.

 

Three Pisces contacted the crew through a hacked jukebox transmission around midnight from a karaoke room in the back of an occult dive bar called the Blonde Dove. Three Pisces' sigil emerged from the darkness and brought with it the smell of the sea, the sound of the ocean.


CONTACT - THREE PISCES:

Three Pisces (via)
No one really knows who's behind III.Pisces. People say it might be a higher-up in the planetary security complex, a corporate whistleblower dealing info on the sly, a rogue cryptovirus whose programming broke loose, or just some script kid hiding behind a web of proxies and a voice modulator. What people do know is that III.Pisces gets results. Simply paint the proper sigil in a triple-routed dark web corner of the Space and III.Pisces will pull the strings for you—that is, if you're willing to pay the price.

FAVORS: fix (illicit programs, classified documents, occult secrets), stable, shark

 

 

CUPBEARER (Jacob Earl)
The job was simple. Three Pisces was looking for the crew to retrieve a black box from an experimental mecha prototype, codename CUPBEARER. They provided detailed schematics on the model. The black box was refered to as a Memorial Drive and would be found in the nape of the neck of the war machine. The crew was told to contact Three Pisces upon its retrieval, and after the hand off they would each be paid 6 Kreds.

With the job secured the crew got down to business, revving up their vehicles and heading out for midnight rendevousz with their contacts as black rain poured down on the green neon-lit streets of Azimuth.

Beatle and Judy paid a visit to aluminum tycoon Priceless Vows, rolling up to her chataeu in the Aluminum District… while Iffemeral went down to the haunted docks along the bay to look for Kreevil Smoth.


PRIM & IMPROPER

CONTACT - PRICELESS VOWS, a.k.a. PRIM

Azimuth's premiere aluminum tycoon and heiress to a mecha industry fortune, Prim is used to getting what she wants. You'll often find her relaxing poolside on her climate-controlled chataeu's rooftop gardens, doted on by her entourage of cyborg servants and offworld concubines. Though the aluminum mines have long since dried up, Prim still holds massive sway in the star courts, and her cunning smile and deep pockets can get just about anything on or off Azimuth. 

FAVORS: stable, ride, fence


Buzzing their way through the gate, Beatle and Judy were greeted by Prim's skeletal cyborg butler Colonomus and led into the chataeu's vast immaculate plush parlor, a huge baroque couch and a roaring fireplace greeting them. Prim came down the spiral staircase, yawning, platinum hair up in curlers, and gave them what she knew. 

AGONY Ghoul (Kow Yokoyama)
The CUPBEARER mech had actually been spotted in action that same morning, and Prim had been fielding calls about it all day. Colonomus projected the grainy drone news footage into the dark parlor. 

Two mecha squads were engaged in a skirmish somewhere out in the jungle along the River Gryx. One unit was composed of a few AGONY Ghouls — mass-produced heavily-customizable four-legger light weapons platforms — led by a strange and immaculate centaur-shaped aluminum frame that danced through the air with grace and carved through the opposing squad. Zooming in on an emblem emblazoned on its shoulder depicting a bull with a banner in its mouth, Prim could give them a name: BEHEMOTH.

Mystery aluminum mech
(Bernard Chan)



They opposed a group of strange squat and tubular assault mechs, unusual models not found in public records, who provided fire support for CUPBEARER.


As the skirmish commenced, the aluminum frame carved through the opposing squad with a silver lajatang, but in approaching CUPBEARER, their tactics changed: they deployed grapple-ropes and stunning weaponry, seemingly attempting to capture it intact. CUPBEARER unhinged its jaw and unleashed a massive kinetic shockwave, sending every unit flying and cutting the camera feed as it squished the camera drone like a mosquito.


Beatle keyed into Prim's affect as she told them what she knew about BEHEMOTH — that they were some naive political group of upstart firebrands, that they were certainly doomed to failure, and no, she had no idea how they got their hands on one of her aluminum frames, and if she did she'd have already made a million off the free publicity. In between the lines—giving her the read adjective—Beatle noticed her blushing and fidgeting with her shawl, which they saw barely concealed a love bite on her neck. It seemed likely that Prim had taken a lover among their ranks, and that might have something to do with the mech, but maintaining their professional distance, neither Judy nor Beatle pushed the matter, and soon they were back out into the pouring rain.


VULTURE'S ROOST

CONTACT - KREEVIL SMOTH

Don't let that ruby red chassis fool you: KREEVIL SMÖTH isn't a top-of-the-line corporate-sponsored new model cyborg. He's an amalgamation of one-hundred-percent DIY recycled gutter trash, spruced up only by his own exquisite craftsmanship. A truly self-made man, KREEVIL knows the value of looking good, and he's renowned among Azimuth underworld for spinning gold from rusted second-hand junk. Just don't ask him where it came from.

FAVORS: chop, fix (recycled cyberware and jury-rigged weaponry), splice


Meanwhile Iffemeral consulted with KREEVIL SMOTH, a.k.a. THE VULTURE. She found one distributed consciousness-body of the ruby red cyborg in stasis in an abandoned crane box control tower office and its eyes flared to life as she approached. After passing up on an offer for a new upgraded cyberspleen, If got down to business. Iffemeral showed Kreevil some sketches ze had taken of the CUPBEARER schematics, which Kreevil recognized as an antique model that had been out of production for nearly a century. Each one had been decommissioned and its parts shipped down the river. If anyone was capable of getting an antique like that running, Kreevil said, it would be "Sister Eidi and her freaks from the Godjamb." Merely having to speak the name seemed to make the cyborg scoundrel uneasy… 


The crew reconvened at a bus stop in the Basin District around one in the morning, the night rain showing no sign of letting up. They resolved to catch up with beloved bad boy WINTER REEVES for more information on this BEHEMOTH group. Judy sent him a "wyd" text and he responded with a slew of emojis and sent his location. After a quick ride to the city's NuNEX — a massive transit center where all lines meet — they found him posted up with his boys at the back of a food court, knocking back diet soda and cough syrup.


CONTACT - WINTER REEVES

Nobody runs it like Winter Reeves. The failson scion of the corporate family behind the debunked WorldEX project, all that he knows is living large. Brought up in the corporate boardroom, he's now living out his traplord fantasies with his boys, rolling deep on the socials, amassing consumer gadgets and dubious body mods, and strengthening his undeniable pull in the local scene.

FAVORS: date, shark, deal


Winter gave Judy the "what's up big sister" treatment, his dozen wallet chains jangling, his frosted tips frosty, his fresh neck tattoo looking excellent. When Judy asked about BEHEMOTH, one of his boys showed off a darkweb viral video of a massive silhouette lurking through the midnight jungle and flipping over a humvee. At the end of the video, that same emblem appeared, the bull with the banner in its mouth, but this time in crisp high-definition. Now the writing on the banner was legible. It read: Battalion Engage! Here Ends Morbid Eternity, To Heaven!

The video was uploaded from a burner account—apparently it kept getting scrubbed off the major platforms, but it kept popping back up. Judy dove into cyberspace on her technospecks and routed the IP address GPS coordinates off the burner, giving the uploader a sticky located adjective. It had been uploaded from a newly-renovated offworld gentrification neighborhood showroom complex just a few stops north-north east on the NuNex metro called FreshDev SubBlock QUARD 33-D, and it looked like the smartphone that posted it was still there, too. The crew made haste for the subway platform.


NUNEX RED

NuNEX was still crowded, even at this time of night, by people getting off work and getting on, commuters and overnight office shifters and goth kids headed back and forth from clubs and skeletal audodroids of all kinds. As the subway arrived and the crush of bodies poured onto the platform, Iffemeral was seized by a pair of arms from the crowd, and felt sudden white hot metal pushing into her back. A masked red-robed figure commanded in her ear, "MEDDLE NOT WITH WHAT YOU DO NOT UNDERSTAND." The white-hot iron left her branded (sticky) with a strange cybersigilist symbol.

The crew sprung into action. If dove to the floor and activated her stealth suit and combed through the crowd for more assailants, parsing two strange armored goons with bulbous glass helmets who were toting heavy plasma blasters and lighting them up on Judy's HUD. Two quick shots from Judy's stinger pistol made short work of the parsed targets, a bullet to the dome shattering glass while blue fluid drooled out onto the concrete and the subway crowd went scattering.

Meanwhile Beatle grabbed the red-robed figure and held them by the neck over the crowd, the white-hot branding iron clattering to the floor. What did they say? Tune in next time to find out!!


Tuesday, August 13, 2024

DREAMING A NEW VENUS: WELCOME TO AZIMUTH


Leo Fox, Prokaryote Season

WELCOME BACK GHOULS!

    It's been a hot minute. Where to begin? My life is radically different than it was last time I posted but that's not the reason we're here. We're here to upload our cosmic psychometry interiors to the arcanomainframe and jury-rig waterlogged mosses into our cranial uplinks by way of psuedomecha experimental expression systems. We're here for fucking computer games. Welcome to AZIMUTH

Over the past few weeks the gals and I held our first few sessions of humid hardboiled hypergothic hijinks using the beloved MECHNOIR/TECHNOIR by Jeremy Keller. We have been scheming on it for a bit! We're all a little familiar with the system it from listening to counter/weight but we're all new to playing/running it. It's got a lot going for it I'm into. 

    Months and months ago I wrote a wild DOOM-ish pulpy action move pastiche power-armored werewolf chaingun infiltration one-shot scenario that I had originally chalked up for use with FIST, which is an extremely slick little world-of-dungeons-style OSR-inspired new-school jam, the new hotness in high-octane homoerotics. FIST has a ton going for it and I still wanna play it some day—the way it marries lightweight random chargen with evocative flavorful options hits a sweet spot for me design-wise, and I'm in love with the kitchen-sink pulp scifi vibe and its role assignment system in particular. 


    That said after our run of Errant I wanted a break from running a high-character-lethality game and I grew weary of having to do things like think about numbers and roll dice for damage. And the more cyberpunk and mecha the scenario became the more that using MECHNOIR just simply made the most sense. It's a game about coming up with sweet adjectives with your friends. What's not to love. I'm also really stoked on its plot mapping system and admire the way it acknowledges that playing out conflict between characters is the juice of storygaming and gives you permission to totally ignore things like trying to describe the shape of a room.

    For this game we're returning to what I've been calling "a corner of MERIDIAN space." MERIDIAN was the setting for our beam saber campaign that ran from like 2021-2023 or something ridiculous like that that we built from the ground up using street magic. It's a place of anthropomorphized war machines, cyborgs and data ghosts, politicking duchesses, arcane ancient aliens, corporate sabotage, and grimy boots-on-the-ground autonomous communities. MERIDIAN was an icy far-flung planet dominated by an equatorial megacity and a range of offworld parties interested in its excavating the ancient technology beneath its surface. 

    One day I'll do an exhaustive lore recap for the archives. Look out for the tie-in feature film.

ENTER AZIMUTH


Guy Warley

If MERIDIAN was our system's Pluto or Uranus, I've been thinking of AZIMUTH as its Venus, in like, the '80s pulp scifi sense, a massive overgrown carboniferous jungle planet teeming with love and danger. So many seeds of influence have been planted it's hard to name them at this point. In the earliest stage I watched a heap of grotty 80s scifi and horror OVAs like Wicked City, Oedo 808, and Gunnm. I played one spectacular game of MAGNAGOTHICA: MALEGHAST and found myself returning to its illustrations a lot. I'm also really indebted to the imagination behind two spectacular comics, Daria Tessler's Cult of the Ibis and Leo Fox's Prokaryote Season, both of which are playing in an occult-y noir-inflected genre-space in unique ways that have been really influential to my daydreaming of AZIMUTH. More recently I'm into Ergo Proxy and like, listening to a lot of Evanescence. It's been a busy season over here at GHOUL HQ.

Cult of the Ibis

AZIMUTH has emerged as a grotty, built-up cyberpunk city nestled in a teeming jungle along the mouth of a river. It's got crumbling hyperspecific advanced late stage austerity capitalism and 80s anime retrofuturistic crunchy terminal aesthetics, searing green text on a black terminal background, and a whole mess of factions and ideologies. I want to make the environment play a distinct role, like the glacial wastes did for Meridian—it's oppressive, yawning, humid, waterlogged, teeming, crepuscular, never quite cut back enough to get the vines from growing back over your harbored mech's thrusters, who knows what lurking in its shadows. 

It's also goth as shit and packed with mechs.

Bernard Chan

    Geographically it's a mess of overgrown old districts, things stacked up against each other, rivulets running down apartment staircases and back doors that open into cantinas that open into holodiscos that open into crypts. Architecturally it's dominated by The Godjamb, a mile-high circuitous gate behind which looms The Silver Citaddel, the once-proud seat of the city's absent president. More on that in a bit.


With lethal quantities of daydreaming and a breezy session or two of street magic under our belt, all that remained was hashing out the ever-expanding Azimuth Transmission Master Table (which they recommend keeping to 36 entries… ha… ha ha… ), jury-rigging some vibed-out roll20 backgrounds, and chalking up some characters… and away we are! I likely won't keep session logs in as fine detail as I did for our Errant games but who knows. I'm nothing if not obsessive. Thus far we've just kicked off the initial mystery--a job concerning a lost prototype requested by the crew's shadowy handler, Three Pisces--which I'll chalk up the notes for as I prep for next session.

    That's all for now--til next time ghouls!


Saturday, April 6, 2024

deadSun -MAXIMAL- 15 Bye Bye Murkvey

 This session was honestly a blur. I didn't sleep the night before and we were all kinda goofy and exhausted. We're coming up on a 3 week break and I have some new schemes in the works for after the break that had me distracted (more on those later).


I think what happened was Kestrel scattered the menacing glass spiders with a successful wager using their sword cannon to make a weird pool noodle sound that terrified them deeply. The party continued trekking through the depths -- Gemini saw some smoldering yellow eyes staring them down from the depths of a dark chasm -- until they reached the room with the King's Crown. Kestrel poked the door in and looked inside, where 7 strange pastel rubbery foot-tall men-creatures were cavorting and chanting before the Crown, which was placed atop a ramshackle pedestal of sticky crystal. 

The creatures immediately ceased and pointed at Kestrel and yelled in a strange rubbery indecipherable cadence, barring crystal fangs. Kestrel shut the door and the Company hatched a scheme. Upon reopening it Kestrel strode confidently toward the Crown and Gemini and the new slime girl deviant Thalice flanked them regally, posing as if they were their honor guard. In retrospect this was a pretty good scheme and I probably should have given them the win here, but I rolled a poor reaction on behalf of the critters and was sort of hungover and cranky so it didn't work out. A fatal call. When Kestrel lifted the crown up and placed it on their head, the creatures barred their fangs and pounced.

Kestrel slew two of the creatures handily with their hand cannon while Gemini and Thalice engaged another group of them. Three of the homunculi pounced on Kestrel and each rolled insanely well on its d4 damage die, and Kestrel was already at low health from the prism trap last session; they tore out Kestrel's robotic jugular and Kestrel died as they lived, seeking the King's Crown.

Gemini and Thalice slew several more tomb homunculi and the remaining creatures scattered, disappearing into crevices in the crystal. The party looted poor Kestrel's corpse and made for the surface with their 44,000cp worth of treasure in the massive crown, 3' in diameter, too large and heavy for any head to bear its weight.

They luckily picked their way back to the surface without issue, pushing through exhaustion, and hurrying their pace as a strange noise echoed from beneath their feet and the tomb's walls seemed to shake.


Surfacing from the tomb, they reunited with Murkvey and his goons. He asked about where Kestrel was, and if they had seen the orb of the King. Murkvey mused that at least Kestrel died doing what they loved. Slime girl claimed they had seen the orb but it was too heavy and so they had to put it back; Murkvey was whipped up into a frenzy by this and said that him and his boys were the toughest in the biz and they would happily provide the muscle to extract it. They whooped and hollered as they descended on ropes fireman-style back into the tomb, the night breeze picking up as the dying sun set red and gigantic in the west, Gemini and Thalice regaining their bearings and a mysterious stranger looming silhouetted on the horizon as the long dusk fell upon the land of deadSun -MAXIMAL-.

Saturday, March 30, 2024

deadSun -MAXIMAL- 14 Prism Tomb Rising


LOOT

> Nothing!

DEVELOPMENTS

> One of the strange mummy being's phantasmal eyeballs was destroyed by Kestrel.

RECAP




On that fateful day we returned with the Company in the midst of looting crystal tombs in a vast milk-colored chamber as gigantic prisms whirred and cast blinding light from the ceiling above. Immediately Kestrel struck out westward across the center of the chamber. Upon taking a step the glittering floor tile clicked into place and a searing light struck down upon Kestrel from above. Kestrel staggered back and collapsed into the looted crystal tomb, wounded, knocked unconscious, and half of their machine-eyes completely burnt out from the searing ray. Things were not looking good for the Company. Now warmed up, the prisms overhead began to crackle and whirr at a higher frequency.

In a fit of altruism Ottavi struck out on a north/south tile path to make a beeline for the wounded Kestrel. Likewise, the tile clicked into place beneath its feet, and another searing ray shot down. In a flash of light Ottavi was reduced to ash, becoming the second adventurer entombed in the Halls of the Damned.

All were stunned by the chamber's lethality. Gemini carefully picked his way across the diagonal, previously-travelled paths to retrieve the unconscious Kestrel and slung them over their shoulder, promptly leaving the deathtrap behind.




As they departed they immediately bumped into a wandering slime girl named Thalice Churmthal, a failed town crier and 1st renown Deviant errant, who was eager to help out these poor haggard souls.


At the chamber's doorway the mummy-wizard's spectral ocular -- a phantasmal eye of cold white fire -- bobbed and gestured toward the chamber, as if to indicate their work was not yet done. Kestrel responded by wagering that they knew the forbidden art of shooting and killing ghost eye orbs with guns, which succeeded, and the orb dissipated into nothingness as a faint groan seemed to echo throughout the tomb.


The Company kept their eyes on the prize and continued south toward the object of their quest, the stashed King's Crown. At the foot of the door was a slain and moldering corpse of a greenhorn adventurer they recognized as Tubbs, a long-ago fellow traveler and member of Adipose Mab's mule train. He looked as if he was slain by a million knives, covered in many shallow cuts. The door was barred on this side as if he was trying to keep something from entering from the south. The Company mused on the foul creature they did battle with (the bearowl) in like the first session of our campaign one thousand years ago in real life. They wondered if it had perhaps left young behind, or if it had itself been the young of some even larger creature... curious...


The Company made their way south and passed through a chamber where a foul-smelling sarcophagus sat filled with dark liquid, beyond which a staircase continued upward. In the nooks and crevices of the ceiling loomed glittering webs and they heard the clacking of sharp mandibles. Five dog-sized spider-creatures seemingly woven of glass loomed on the ceiling above and appraised the Company threateningly, eyes flaring. The Company resolved to make a break for it and run beneath them their sights still on the Crown. Thus concluded the session.