Showing posts with label tales from zero point. Show all posts
Showing posts with label tales from zero point. Show all posts

Thursday, 13 September 2012

Thursday Tales

Making a few connections with the help of the Tales From Zero Point Oracle...
Jack of Spades: The recycled Death Scream of a world. The cult that worships it.
Three of Diamonds: A renegade librarian guards a vast archive in the station's lower reaches with dangerous traps.
Jack of Clubs: The Engineers Guild prepares an initiation and a geneered woman flees persecution.
Two of Spades: A chitinous, black mercenary arachnid alien, terrifying yet honourable guard for the elite.

The geneered woman has an artificial adaptation that is anathema to the Screamers Cult; she runs, heading for a labyrinth of learning, aided by an alien mercenary. She cannot pay him, but he recognises something kindred in her, something "right". The archive is well-protected, and if they can get past the initiation ceremonies of the Mechanikers they will have to persuade the insane old Archiver to allow them sanctuary...

Notes
  • The Screamers are living mosaics and mash-ups: their appearance and speech is taken from images and sounds captured from the Dying World. They wear and speak to honour the world.
  • The Mechanikers' initiations are legendary, both for the wave of innovation that follows a novice's acceptance and for the collateral damage usually inflicted.
  • The Archiver does not like people returning items late. He hates it so much that people now have to prove themselves worthy of being in the archive. Few do.

Thursday, 6 September 2012

Thursday Tales

From the Tales From Zero Point Oracle...
Five of Clubs: Uplifted spider-monkey clans worship a pantheon of Echelon-II emulates.
Two of Hearts: A scroll-bearer for a librarians' cult makes a discovery.
Four of Clubs: The League of Docking Bay Families refuses passage to any and all who would attempt ingress.
Ten of Clubs: A HMBT stasis-pod drifts in to Zero Point's gravity well; the occupants awake.

The Echelon-II emulates are machine consciousnesses based on old (but still hyper-advanced) sentient software; the cores available to them in the Eighth Level Arboretum are merely functional at best. They can still think at far faster rates than humans. Or uplifts, like the Spider-monkey Clans that bring them processors, drives and other tech as offerings. The uplifts know that the Echelon-II gods are not divine, but they are technology indistinguishable from magic - and to be obeyed. One day, the gods request a very dangerous offering...

The Scroll-bearer is a junior functionary in the Sophos Cult. They track and worship knowledge - especially precious paper based media. The Scroll-bearer finds information that a lost enemy stasis pod is approaching Zero Point. The Cult has known this for years, and known that the HMBTs inside would surely wake, surge through the station and kill all inside. The Cult suppressed the knowledge because this apocalypse seemed inevitable...

The Docking Bay Families have been ordered to lock off the entire docking bay, and to do everything they can to repel the HMBTs. They are not optimistic. A Salvage-boy wonders if there might be another way when he receives a shortwave radio signal from a nearby habitat area. The sender claims to be a digital deity...

The PCs
A Spider-monkey: The alpha-warrior in the tribe, a faithful servant of the Pantheon. Called on by the "gods" to serve and to aide the Scroll-bearer. A true believer in the power of the Pantheon, he calls the HMBTs "space devils". His best interest is to kill a space devil and thus earn eternal glory.
The Scroll-bearer: Has a digital treasure trove of information about the HMBTs, and knows how to access their equipment. She needs help to get there because the Docking Bay Families have secured most of the passages. Her best interest is to use the information she has to stop the HMBTs.
The Salvage-boy: He knows all of the ways in and out of the docking bay circle, including the unblocked passages. The Echelon-IIs have promised him some truly great tech if he helps them. And what other choice does he have? His best interest is to help the Scroll-bearer and the Spider-monkey. This may be thwarted because others in the Docking Bay Families will see it as their duty to prevent any access, HMBT or otherwise.

The NPCs (lots of them!)
The Sophos Cult: They did the maths in years past that plotted when the stasis pod would return. Zero Point no longer has external defences to divert the pod away. They have gathered knowledge for years, with only a few knowing the true purpose: a faint hope that the apocalypse of the arriving HMBTs can be averted. Their best interests are to keep searching; if they think all hope is lost then they will become maudlin and possibly suicidal.
Spider-monkeys: A long-forgotten experiment gifted these creatures with human-level intelligence. Still slightly primitive even though they know the nature of the world. It is in their best interest to help the Pantheon.
Echelon-II Pantheon: If they can get access to a HMBT computer core they should be able to instantiate into a faster existence. And if they do that they may be able to find a way to defeat the HMBTs. A lot of ifs. It is in their best interests to convince representatives of the spider-monkey clans, the Sophos Cult and the Docking Bay Families to work for them. Their long term goals are unclear...
Docking Bay Families: Normally they deal with arriving ships and provide services. A central Zero Point AI has tasked them to hold the HMBTs at bay at all costs, and to allow access only to war mechs which are several days away (having to navigate through internal corridors and broken travel tubes). It is in their best interests to follow orders, but more fundamentally to stop the HMBTs and gain prestige for their caste.
The HMBTs: That's "Hideous Murdering Bug Things". When they gain access to Zero Point they will start xenoforming everything in sight. They will kill, maim and destroy, and find ways to reproduce. No-one knows quite how their reproductive cycle works - they were always too hostile to study - but they capture, kill and eat a lot of living creatures to do so. Their best interest is to get past the docking bay and into the habitats.

Thursday, 30 August 2012

Thursday Tales

The Tales From Zero Point Oracle delivers something a little different...
Queen of Spades: A trio of crippled friends, none human, all without fear and destined for adventure.
Six of Clubs: A starscraper lies empty, save for the man who tries to maintain it.
Nine of Diamonds: A slum lord depressurizes a section of the station because his tenants can't pay the rent.
Seven of Spades: An epochs-old damaged war mech, one functioning weapons pod and cracked lenses, guarding the last repository of original art.

The Caretaker lives in a starscraper that is owned by the Slum Lord. He's the last person living there after the Slum Lord depressurised it because of "non-payment of tithes". The Slum Lord sees himself as a feudal baron, and because he has access codes to local environmental controls (among other things) he will see his will be done. He has some retainers, police thugs, and most of the tenants were evicted beforehand. He is waiting for them to disperse before he can repressurise it and claim their belongings, then advertise the starscraper as new living/business space. Living in the far future, his thinking is trapped in a hybrid 12th/20th century model. He holds secure a treasure trove of art, acting as banker and broker for minor art houses (some legit, some not).

The Trio lived in the outer floors of the starscraper, on the 110th floor out to space, in a relatively low gravity environment away from the core of Zero Point. They were soldiers, variously an uplifted dolphin, an uplifted wolf and a neanderthal. Wounded in battle, they retired to live out their remaining years in peace and quiet. Until now. They have left the starscraper in some basic mobility suits, but need both power, shelter and revenge on the Slum Lord... A plan is formed.

The PCs
The Dolphin: is totally reliant on the suit that she wears. A muscle paralyser dart has reduced her motor functions, and besides she can't get around on land easily without it. In the water she can get about. Her best interests are to locate the art and to have revenge on the Slum Lord.
The Wolf: has two cybernetic hind legs, and has cognitive brain functions boosted by implants. Consequently he is tactically brilliant, even if his mobility is not what it once was. His best interest is to rip the throat out of the Slum Lord.
The Neanderthal: lost his arms and eyes in combat. He has excellent vision now, his eyes boost light in multiple wavelengths and "see" what the station sees (where service allows), but his arms are very basic models, and do not fit with his body type at all. His best interest is to take the Slum Lord's place and attempt to lead well (not as a tyrant).

The NPCs
The Slum Lord: an evil greedy bastard, basically. Not too smart, but not stupid either. If there's an angle, he wants to play it. The artworks are a nest egg; he gets a cut of their appreciating value, and a cut when transactions are made. Usually, everything stays in the vault, which is guarded by the Mech: a great big ancient City Pacifier, capable of controlling a city district of 10^6 sentients single-handedly. Luckily it doesn't have the firepower it once had... Right? The Slum Lord's best interest is to do whatever it takes to get the Caretaker out of the starscraper, to establish total control, kill anyone he has to and make a lot of money.
The Caretaker: a middle-aged man, trying to find a way to usurp the starscraper controls away from the Slum Lord, hopefully permanently. If he can do that then hopefully the former tenants can move back in, and form a proper defence against the Slum Lord's future ambitions. He has a few floors pressurised, and otherwise gets around in an atmosphere rig. His best interest is to get control of the starscraper and re-pressurise it. If possible he may want to try and lock out the Slum Lord's access permanently. (could work as a PC)
Various Thugs: a motley crew of ne'er-do-wells and mercs, they do what the Slum Lord says. He pays them. Their best interest is to get the job done and drink themselves stupid afterwards. Nuff said.
Former Starscraper Tenants: have set up a shanty town nearby to the starscraper. Thugs keep harassing them, but so far it is mostly for fun. The Slum Lord will want them to be moved soon though, so that he can sell up the facilities. Their leader has lived in the starscraper for her whole life, and is uncomfortable at the fringes of the Zero Point habitat. The Tenants' best interest is to hold out and reclaim their homes.

The trio jump out to me as protagonists, but maybe that is because the Paralympics start today. I also like the idea of the themes about justice and revenge. If the Slum Lord is taken out then there may be some social justice, but possibly through the lens of revenge... Why does the Neanderthal want to lead in the place of the Slum Lord? What is the motivation?

What do you see in the Oracle?

Thursday, 23 August 2012

Thursday Tales

Following on from last week I thought it might be interesting to take something from the Zero Point oracle that our group put together for a far future sci-fi setting (which sits within our Microscope-generated "To The Stars" universe), and see what falls out of the elements selected. This is just my interpretation - the story set-up that I see. If you see something else, then tell me in the comments!
The Oracle says...
Jack of Hearts: Monks plot revenge on those they envy.
Eight of Hearts: There are ghosts in space who worship Satan.
Five of Diamonds: After civilisation collapses, an AI takes the form of an ancestor spirit to relate to the survivors.
Seven of Diamonds: A grief-stricken soul dreams of a new life as a ship's captain.


Wednesday, 15 August 2012

Wicked Wednesday (Sort Of)

No trip to Yoon-Suin this week: noisms was too busy with work, and then Patrick and David both had to cancel on the hastily arranged In A Wicked Age/Tales From Zero Point one-shot that I proposed.

I'm quite a fan of both In A Wicked Age and our homebrew oracle that we played with the same mechanics, Tales From Zero Point (I've blogged about them here and here before). Plus I like GMing and those have been my only experiences so far.

So it was that yesterday evening I decided to draw the cards anyway for what the story might have been at Zero Point Waystation, the greatest single work of humanity ever, a vast space station adrift in the Oort Cloud, right at the edge of the solar system...

THE ORACLE SAID:
Ace of Spades: An insane Robot tends an ancient mosaic, endlessly renewed.
4 of Hearts: A criminal punished with sentient stasis.
10 of Spades: The foundation stone. A beam of iron drawn from the heart of the Sun. The druid that serves it.
King of Clubs: A militant hegemony virus propagates through the transient population.

Now, I have no idea what Patrick and David would have made of this, but in the ten minutes after I pulled those cards, the following ideas for characters and interests came to me.

The insane Robot who builds the mosaic is not "insane" in human terms, it merely has Asimov circuits and directives that are stuck. I think this would be a good NPC. It used to work for or with the Criminal, a PC, who has been released from millenia of stasis by the Druid, also a PC, who is more of an Engineer-Mystic who tends the deep bowels of Zero Point and worships the central beam of perfect iron at the exact centre of the station.

No-one seems to know where the Virus has come from: perhaps somewhere long forgotten within the station, perhaps from a fragment brought in by a salvage-captain. Maybe it is a weapon sent by the Schwarm-Laden beings from beyond space-time. What is known is that it is organising. It creates a network within the small pockets of sentience within the station, then it spreads. And spreads.

The druid thinks that the criminal might be able to help stop it, and the criminal needs the robot repairing to get it done. It's in the druid's best interests to help the criminal recover and stop the Virus. The criminal wants to escape the station and head for Far-Away Earth, even after all this time. So he'll do what he needs to in order to achieve that. The Robot, for now at least, just wants to perfect the mosaic.

And the Virus... Well, no-one can figure out what It wants...

I'll turn it over to you anyway: given the four prompts from our Oracle up there, what do you see?

Monday, 23 April 2012

Games Night: To The Stars/IAWA

Before I went on holiday I GMed a hacked together version of In A Wicked Age set within the shared game universe that our gaming group have put together, To The Stars. The setting for all of this is Zero Point Way Station, a giant space habitat that sits right at the very edge of the solar system in the Oort Cloud. While I didn't have time to write this up two weeks ago and post about it, I did make plenty of notes on my phone the next day while I was waiting for my flight to Spain.


After running In A Wicked Age previously, I knew that I had to think about preparation a little more. In that respect, I think that I did well by producing a list of names (mostly populated by the names of space scientists via Wikipedia), and also by manually writing out the six combinations of NPC form dice, just to make things neater.

The Oracle for the game was something that the four people in our regular group put together, each of us taking a suit and writing thirteen game seeds. It was a really great set of things, and there were so many provocative images and ideas that I could see it really being quite a valuable little resource. I might ask the others and see what they think about me putting a simple pdf up. For the purposes of that particular session we decided to fudge things ever so slightly to make sure that we used one card from each person's suit.

The four seeds were
  • A brave rogue, dared by friends to attempt the circumnavigation of the station.
  • A gardener tends megafauna in enclosed biomes under the light from an artificial sun.
  • Four old men plotting abduction.
  • News of a predator stalking the Undercyst reaches a princeling looking for a challenge.
From these we got the three player-characters:
  • Hyatt-Wang, a two-headed philosopher trying to keep knowledge secret;
  • Krupp, an old man plotting to kidnap Hyatt-Wang with three other old men;
  • Janus, a lovable rogue who is trying to circumnavigate Zero Point;
and a host of others including the mayor of the Undercyst; Ecumenides, a massive Amazonian woman who wants Hyatt-Wang for a husband; Scorsese, an uplifted-velociraptor and shepherd to giant land squid; and Stross, Roth and Falken, the other three old men who want to kidnap Hyatt-Wang for their own purposes.

It's safe to say that nothing happened as any of us planned. PCs seemed perpetually at loggerheads with each other. I think that at times I was too vague with foreshadowing, and at others I gave descriptions that I thought were really clear, but which clearly (after the fact) weren't. Still, second time GMing and all that!

Two things: first, in the final moments of gameplay all three players finally got on to the "Owe" list for the game, which means that all three of them could potentially come back as characters in a future game of Tales From Zero Point (he calls it, not having a better name in mind). This was interesting, as it was something which didn't come up at all in the first game of In A Wicked Age that I ran; it seemed like the PCs were rolling against lower dice throughout, until the very end.

Secondly, while we all had a much better handle on the dice mechanic for resolving things this time, it also felt at times like the mechanic was a bit hit-and-miss. That's not to say that some intriguing stuff didn't happen with the dice-leading-to-story aspect of things. I guess there were two areas where it didn't feel quite right. In the third round of rolling the player with the high roll automatically wins. I can understand there needing to be some kind of cutoff point, but in some cases this felt a bit flat.

Another thing was there not seeming to be a good way of rolling for things which were not due to interaction between characters. If a PC is trying to stab someone, that's a roll of (say) with violence and for myself against (say) NPC self-protection. If a PC is trying to use their knife to pick a lock... What do you do? Do you always let them have it, make them roll some way, flip a coin, have "environment dice" that they are rolling against? What works best? More importantly, what would be simple, clear and consistent?

All-in-all, a great session; I'm looking forward to the next time that I can GM something, and hope that we get back to Tales From Zero Point at some point in the not too distant future. I'm still noodling on various things related to the maths and probabilities of the dice mechanic of In A Wicked Age. When working on it before my holiday some results jumped out at me, so I'm hoping that I can take those and forge on with getting some numbers for the maths side of the blog.