Fancy fancy fancy... Another of Vaarn for @kooleymoose!
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Fancy fancy fancy... Another of Vaarn for @kooleymoose!
Moving away from death saves:
Not a particularly hot take to say death saving throws are kinda lame. The player loses the chance to make any meaningful choices and just has to roll a die. Simultaneously, it's a weird way to represent damage/injury mechanically. Usually just glossed over, which is fine, ofc.
But i came across a different system that i'm gonna try out im my 5e games. I've been running Vaults of Vaarn for one of my groups and I think it has a great solution, which is that after dropping past 0 HP, you get negative HP that corresponds to various "wounds" that impose status effects and must be healed separate and apart from regaining HP. And if you go past a certain negative HP threshold you die.
I think this allows more agency (do i retreat while i can or fight at a heightened risk?) and is generally better narratively (pretty realistic and cool AF to get, say, an eye slashed and need to fix it, maybe have a cool scar after). It definitely works in Vaarn; gonna try it in my DND 5e games and see if it ports well!
It's getting dark in the forest. by rik janssen Via Flickr: Gemeentebos Beek Bree. (Helios-40 85mm f1,5 silver)
Creature Mode Engaged For @kooleymoose! Thank you so much!
Highway Woes [Session 2]
Our characters for this session are :
Pirrip - A sweaty cacogene with extending limbs and a hydraulic bicep. He’s the caravan clerk and has a habit of gambling.
Fane Many-Moons - An imposing, but fragile, chimera synth with a single green eye. She’s the caravan oracle and is preoccupied with Urth’s moons and satellites.
Symmeon - A sneaky synth powered by blood. His priest outfit got him hired has a healer, although he was programmed an assassin.
Samar Xan Hevran (NPC) - Leader of the Hevran caravan, she’s a fierce True-Kin looking for the fabled city of Oralens.
Jamik (NPC) - A quiet and careful New-Coyote, the right man of Samar.
Storm Discussions
After the fight from the previous day, the Iron Slug convoy makes its way through terrible weather. A fiery sand storm and thunderous lighting hits the blue desert which ends up clogging Fane with sand and her metallic joints take a bad hit. The whole convoy is slowed but the downtime lets the travelers discuss various subject.
"Fane, what exactly is the future?" asks Symmeon. "The future is a past that hasn't happened yet." answers Fane in her metallic and catatonic voice. The assassin synth is confused. He leaves and meet with Pirrip.
"Do you believe in chance?" as he hands Pirrip a dice he stole in Sulfri a couple days ago. "Oh... sure yea... of course. You need chance sometime..." mumbles the stout man. Pirrip tosses the dice getting an unimpressive result. Symmeon focuses on the metal object, spinning the score to 20. Pirrips stutters with excitation.
The next day, Samar ask Fane for foresight. They meet in the Cartographer's quarters with Jamik.
The Cartographer explains : "So there are two exit to the R3 Interchange, which we should be arriving any time soon. The Prima North, which leads to some sort of plateau and eastward toward Calban's Crevasse. Both paths are somewhat heading north east."
Looking at the moons, she wonders at both alternative. Invoking her augury gift, she sees that The Prima North seems to lead to a higher plateau, away from the desert storm and toward a large sphere tube structure. Heading eastward appears to be a calmer route with the bridge going over Calban's Crevasse still in proper shape. Both journey through the interchange presented the possibility of bandits and hazards, but in the end, the small group voted to go toward Calban's overpass.
Dead Ends Loop
The convoy eventually reaches the R3-Interchange, a large multilayered road structure hanging over the desert. Desolated and full of wrecks, the ruined highway intertwines in a series of large loops of busted concrete. At the entrance, a large highway sign has been spray painted : Dead Ends Loop. The caravan slowly navigate toward the Calban's Crevasse, smashing the littered cars and junk upon their way. Pirrip notices another sign : Murphy's Dinner, best Coffee and Bean, R2 exit 71. "That sounds good... Everyone needs a good coffee!"
Fane guides Jamik, who's now driving the first Iron Slug. Because of her previous vision, they avoid hazardous section of the road. Everything goes well until they hear loud sounds coming from the upper levels. Motorbike, obnoxious laughs and series of gunshots. The convoys stops and everyone is tense and a few put their hand on their weapon. Suddenly, someone screams : "ROCKET! ROCKET! " and everybody ducks as the projectile explodes near the rear end of the caravan, injuring a couple of members.
Jamar puts the Iron Slug in full speed, trying to escape the biker gang. Symmeon, frenetically watching back and forth for other threats, detects the two bikers launch a second rocket, now heading straight for the head of the convoy. Without making any grand gesture, the synth channels its new magnetism gift at full force to deflect the missile, who crashes a few feet away from the road. They finally get away from their firing range but still hear their irritating hysterical laugh.
As they climb their way up the second level at full speed, everyone fail to notice the large cave-in section of the highway. Jamik tries to stop but the Iron Slug slowly tips over the edge of the road. Fane, quick on her feet, treads to the back of the large Iron Slug. Pirrip locks his magnetic boot on the platform while Jamar and Symmeon are pushed forward, tilting the vehicle in a dangerous position. In a desperate attempt to stabilize the situation, the heavy chimera lift on two legs and deploy her wing. Everyone held their breath... until the bulky vehicle finally landed back in a thunderous racket.
Now travelling with extra rattle, they decide to head over Murphy's Dinner for a much needed coffee... and repairs.
Coffee and Mushroom
Murphy's Dinner is located away from the R3 Interchange but is connected with a single road leading to this outcast section. The small settlement is built around a singular loop, 30 or so feet above the ground. Two mains buildings, Murphy's Diner and Rusty Ratchet make most of the small but active shelter. Bikers and travelers are either snacking on beans, trading motor parts, waiting for repairs or delivery. Pirrip is asked to find someone to fix the Slug while Fane and Symmeon go on their own, recharging their battery (... or blood reserves).
Pirrip heads in the diner for his coffee and tries to find someone who could do the repairs. He can't help but notice the four identical red mushroom figures sipping silently on the same coffee bowl and chuckles a bit. At the bar, two fellows are talking about the pro and con of electro-propulsion so Pirrip chimes in and ask if they'd be willing to repair their big wagon in exchange of three questions to be answered by a real oracle. They agree and get to work, eager to get this divine knowledge.
The nights goes on to the sound of flux torches and UV welding. Meanwhile Symmeon inject himself with disgusting green cacogene blood, all he could find during the day. He also spends the night talking with Tyrus, a small quirky pyramid synth who's part of the expedition.
The next morning, Samar, Jamik and our crew talk about the next course of action until they notice two red mushroom, seemingly starring at them (without having any eyes). Pirrip yells at them to scare them off but this seems to trigger the opposite.
"Your caravan is noisy, we could feel you from miles away. You disturb the balance." The mushroom notices Pirrip's iridescent pistol. "Where did you get this weapon?" Pirrip tries to smash him but the two red mycomorphs scoot away in the diner.
Symmeon sneaks on them for a bit until one mushroom discerns him. Unscarred, the mushroom asks him about Pirrip and his weapon, where the caravan is headed and is he would be interested in taking his arm. "Wait sorry? Taking your arm?" "Yes, yes, take my arm!". Symmeon pulls and the flimsy tiny mushroom arm splits and curls up in his hand, still twitching. "Thank you Mr. Symmeon"
The Iron Slug now repaired, the two mechanics find Pirrip for their reward who then introduces them to Fane, the grand oracle. The chimera, surprised, listen to their question, some petty some quite curious. "There's this strange transport vehicle on R3, I've been trying to access the inside but I can't find the entrance.." She answers calmly "You will find the door when the sun shine the brightest...". The last question surprises everyone : "Oh grand Oracle, how can you be sure that time doesn't actually flow backward? The sun isn't dying, it's being born, isn't it?" Fane pauses for a second "Vaarn will eventually be in darkness, I fear it is inevitable..." "I assume you're right... strange times". Upon leaving, Fane asks the repairsynth for a brush, which he agrees to give as a parting gift. She then uses the brush to clean out the left over from the sandstorm.
Now with functional vehicles, and the belly full of coffee and beans, they return to Dead Ends Loop once more, hopefully with better luck this time.
GM’s Note
This was a good session, but I realize that my GMing for travelling (in the desert, first part) was the weaker part. Maybe it was just too long? It gave the player some time to roleplay interesting discussion about chance and time.
Also, I should have made the repair time at Murphy’s Diner longer, not only it would have leaded to more interesting encounter there, but also would have made the vehicle damage more important to consider
Gambling in Sulfri [Session 1]
Our characters for this session are :
Pirrip - A sweaty cacogene with extending limbs and a hydrolic bicep. He's taking the role of caravan clerk and has a habit of gambling.
Fane Many-Moons - An imposing, but fragile, chimera synth with a single green eye. She's the caravan oracle and is preoccupied with Urth's moons and satellites.
Symmeon - A sneaky synth powered by blood. His priest outfit got him hired has a healer, although he was programmed an assassin.
Samar Xan Hevran (NPC) - Leader of the Hevran caravan, she's a fierce True-Kin looking for the fabled city of Oralens.
Jamik (NPC) - A quiet and careful New-Coyote, the right man of Samar.
Pit Stop
After leaving Jasa xon Jaxa, the caravan slowly make it way in the mountain town of Sulfri. Samar, head of the expedition, announce that the caravan is staying in town for a day in order to resupply the food, water and fuel necessary for the next leg of the journey. After the speech, Jamik catches up with Pirrip, Symmeon and Fane for a couple of chores. Pirrip, official clerk of the company, is in charge of the rations while Symmeon is asked to gather the medical supplies. Jamik also asks Fane to help the Cartographer find the device he needs to complete some calculations. The Cartographer, a small and grumpy mycomorph with a strange helmet-device, doesn't feel keen to share what he is actually looking for.
Pirrip takes the lead and finds two young and inexperienced farmer to supply the food at a slight discount, while Symmeon tries to find "medical supplies" - although he has no clues what he's really looking for. He ends up with a dozen syringes and a chilling bandage. The Cartographer is nowhere to be found. Pirrip, bored, takes Fane to the Falconport as she mentions her interest for the ziggurath-astroport.
The Falconport
While climbing the long stairs leading to the top of the ziggurat, Fane notices a old blind women chanting in an unknown language. Spheres and lights are orbiting around her, not unlike the movement of the moons. Intrigued, she ask what would happen if one moon went missing? The blind women stuttered for a short while but resumes her dance. Fane notices the strange answer and goes meditating.
Meanwhile, Symmeon finds the Cartographer going through bins of various electronic devices in the bazaar. He sneaks in but fail to understand what these device do or what the merchant is arguing about. Something about a Hyper Compass? Symmeon asks the Cartographer, but the grumpy guy doesn't share. He then takes notice of 2 shiny black synth skulking in the market, visibly on the lookout for suspicious trades and whatnot.
Pirrip, wandering in the Falconport, fancies the various ships docked there. He notices a large black frigate, in perfect shape and can't help but speculate on the ship's value. He asks the 3 shiny black synth who completely denies the question and ask him to leave.
Fortunate Gambling
They finally meet at the Pale Camel Club, a shady karaoke joint where Pirrip went gambling (and lost a lot of money) a couple months ago. The insatiable gambler introduces Fane and Symmeon to a local dice game. Pirrip and Symmeon manage to lose the first two games to a True Kin and a New-Scorpion. Pirrip is sweating furiously.
Fane decides to play and use her Augury gift to get a read on the first 5 rounds and that gives her a clear advantage. Her opponent, Purplebeck, tries to cheat but get caught by Symmeon and chaos ensue. Weapons are drawn, insults fly and the owners barges in, asking the cheater to pay double his buy-in. Fane eventually win and Pirrip is now a happy man. They leave the table with 40 more credit while Fane, unsure about her use of Augury for financial gain, takes the karaoke stage and sings a melancholic but soothing opera for the crowd.
They leave the club and join the caravan late in the evening. Symmeon, who has previously used his syringe finger to sneakily extract the blood of a gambling True-Kin, injects the liquid in his own systems and feels a new energy surging inside him.
Dirty Jackals
The next morning, the Iron Slug caravan leaves Sulfri on a desolate highway going north but Samar notices that 4 members have left the company. Fane investigates and found that some of them just considered the endeavor too dangerous. Better off without them.
Two days later, the caravan gets attacked by a large pack of Phthalo-Jackals, which they noticed tracks the day before. Symmeon stabs and throws his javelin while getting bit here and there. Pirrip, using his hydraulic bicep, punches the small creature left and right until the bionic arm jams for good. Fane, taking her new opera skills to combat decides to use her imposing stature to hinder their morale, with more or less success.
They take good care of the pack until their leader, a disgusting and large two headed jackal, rushes toward the Cartographer who luckily falls under the vehicle. Pirrip fires his prismatic pistol from afar while Fane shoots a green laser from her single eye. Scarred and bleeding, the pack leader bites our imposing opera singer but Symmeon jumps on the ship and fires the heavy weapon mounted on the Iron Slug, delivering the killing blow.
Sadly, two caravan member died during this encounter and five suffered considerable wounds, including Pirrip who has a bloody dislocated mouth. Symmeon, our fake medic, silently kill a badly injured patient, knowing all too well that we would never be able to treat him. He also fails to treat Pirrip who's hydraulic bicep kicks in and punch the medic for considerable damage. Bloody and tired, the caravan stops on the ruined highway for the day.
GM Notes
It was super interesting to see the player finally try out their character, both in role-play and mechanically. We played 5e for a year and jumping in this "simpler" system was fantastic. I encouraged the players to try things without caring for skills/spells/abilities. I also went a bit crazy with the NPC and we all had a blast. I was worried that the stranger sci-fi lore would be less intuitive to get in, but the players seemed hooked and curious.
Sketch for /u/ Vaarna