Monday, February 13, 2023

Whispers of the Dead (Azathoth)

 Timeless Phantasmagoria – AARON RECORDS

The Ritual

It must be conducted under the sky on a starry night. Attempting it on a rooftop in a city clogged with light pollution imposes a -10% penalty to the activation roll. The operator plays an atonal melody on a wind instrument, though no Art skill is needed. It's like a musical form of automatic writing. Most versions of the ritual include sheet music or instructions for writing your own. Part of learning the ritual is understanding that while great skill is required manipulate Azathoth's dreams, it is also completely irrelevant, as everything is destroyed as it comes in contact with His maelstrom of creation.

Sunday, February 12, 2023

Whispers of the Dead (Masterpost)

The Premise

The Whispers of the Dead ritual can be used to contact an unnatural creature, but also a Great Old One or similar. However, there’s not much reason to do so. It’s a serviceable ‘contact spell,’ but the text tells the Handler outright that using it to commune with a god is basically useless. Additionally, the spell costs a point of permanent POW when used that way. Ordinarily, I'd rule the spell is more useful than the Handler's Guide suggests, like I do for a lot of other lackluster rituals. But it doesn’t feel right here. Gods should still maintain that air of mystery. 

My Proposal

Successfully activating a Whispers of the Dead (Great Old One) ritual leaves the operator with a vague sense of the Old One’s will and desires, but also marks them with a supernatural ability or characteristic as a fraction of the god’s power, a Boon. 

Wednesday, February 8, 2023

Crits and Fumbles for Rituals

The Premise
Magic, excuse me, hypergeometry, is supposed to be weird and scary. These rules exist to add a bit of mystery and tension to the existing mechanics of Ritual Activation rolls.

Basic Overview
Ritual Activation rolls critically succeed on a success with matching dice or a roll of 01. The operator loses the maximum amount of SAN listed for the ritual and the effect is stronger. Activation rolls fumble whenever they fail with matching dice or roll a 100 (00). This carries negative consequences dependent on the specific ritual activated. If a character spends a point of POW to force a connection to the unnatural, fumbles become critical successes. Assistants are partially insulated from the raw power of critical Ritual Activation rolls. They only roll for normal SAN loss and can roll INTx5 to avoid the negative effects of fumbles.

Wednesday, February 1, 2023

Ankhs but no Thanks - A Play Report

 

a plaster cast of the titular ankh

I ran Ankhs but no Thanks, a Delta Green scenario by mellonbread. The party consisted of:

Karina Lask, AKA 'Rowan,' a woman in her mid forties who still looked twenty-five thanks to a vampire bite that so far has had no other effects.

Sophie Walley, an actual twenty-something who worked for the CIA's Covert Influence Group who would look more at home on someone's Instagram feed.

They were told a coroner friendly in New Jersey had found something weird and wanted Delta Green to check it out. The coroner's office was a converted bungalow with a climate-controlled shipping container shoved through a hole in the wall. It served as a relatively more secure lockup and after sealing the gaps between the metal and the bungalow's drywall with insulation, it kept the office cold too. Despite the ramshackle nature of his workplace, Dr. Goldberg was a real doctor and kept his certificates framed on a wall. He showed the Agents over to his find.

Saturday, January 28, 2023

The Stats Chamber: A Tool for Handlers

How This Came to Be

Sometimes when you're writing a scenario, you want to know exactly how dangerous an attack is to ensure a certain game experience. Maybe you've killed a bunch of Agents before with situations you thought were relatively safe and want to avoid making the same mistake. Maybe the narrative pacing requires an enemy dangerous enough to command attention but not so dangerous that it wipes the party. In either case, you have some math to do so you can make an informed decision on what damage to use.

Tuesday, January 3, 2023

2022 Shotgun Scenario Contest Reviews

I managed to review 51 of the 53 scenarios submitted to this year's Delta Green shotgun scenario contest. But it's okay, because I didn't really understand the last two scenarios and didn't have anything important to say about them.

Saturday, November 19, 2022

ANGUISHEDWIRES: Music Post

Conflicting schedules seem posed to draw the ANGUISHEDWIRES game to a premature end. However, on a more positive note I found some music to fill out the areas mellon left out in his original post.

The Antlings didn't have an ambient-combat divide for their music. I thought Taitoki's track felt pretty "fighty," so I went looking for something more laid back. I felt Clovis' Soft Infinity for LISA: The Pointless was a good track for moving around in a giant ant hive.

Pegora the Ogre mage didn't have any music at all, which was a shame. I'd given him an exaggerated deep voice and a larger-than-life personality (like a lot of mellon's NPCs) that fit Grim Fandango's Swanky Maximino for reasons I annoyingly can't put into words. In the off chance that someone decides to pick a fight with him, there's Tom Wait's Knife Chase. It's an intense track and it always made me feel like something big and heavy was shlepping after you. They also both have brass instruments. If there are two themes for one person, place, or idea, I like them to be similar to each other.

Sunday, November 6, 2022

ANGUISHEDWIRES session three

After a long hiatus, it's time to run ANGUISHEDWIRES again! Or rather it was, since I ran it last night. The usual crew couldn't make it, so it was up to Litho resuming his role as Octavia, and a new join, Goliath, who dropped in with Zo, a man almost religiously devoted to martial prowess.

I'd finally written up enough of an equipment list to start using it, so it was time to shop. Between sessions, Octavia had recruited a cadre of eleven hirelings, for a mere 56 SP per day. Four men-at-arms, two crossbowmen, three porters, and two thieves, all of them 2nd level. At thirteen strong, the party crossed the river and marched into the dungeon.