Editing Macchiato Monsters: The Stygian Library

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 4: Line 4:
  
 
==Characters==
 
==Characters==
*[[Macchiato_Monsters:_The_Stygian_Library:_Cassy-Dee_Minor | Cassy-Dee Minor]], scrappy sk8t3r grrl, Level 3, HD 3d6, HP 13/13, Attacks 1, ''Sick Tricks'' 0/1, spells
+
*[[Macchiato_Monsters:_The_Stygian_Library:_Cassy-Dee_Minor | Cassy-Dee Minor]], magic sk8t3r grrl
*[[Macchiato_Monsters:_The_Stygian_Library:_Kasimir | Kasimir]], Ph.D. candidate in Mystic Art & Ethics, Level 2, HD 1d6, HP 5/6, Attacks 1, ''Detect Evil Magic'' 0/2, ''Speed Reader'' 0/1, spells
+
*[[Macchiato_Monsters:_The_Stygian_Library:_Man | Man]], an Idea, Level 2, HD 1d6, HP 1, Attacks 1, ''Proselytize'', spells
**Yulia, Δ6 follower, ''Undergraduate Wizard'' (1/6), 3/3 HP, grapple d2, Δ4 armor
+
**Dog, Δ6 follower, Trait: Big Brave Dog, 5 HP, bite d4, Δ6 armor
*[[Macchiato_Monsters:_The_Stygian_Library:_Mr_Patch | Mr. Patch]], Butler who finds things, Level 2, HD 2d6, HP 8/8, Attacks 1, ''Moves Like a Shadow'' 1/2, ''[Second Ability]'' 1/1
+
*[[Macchiato_Monsters:_The_Stygian_Library:_Kasimir | Kasimir]], Ph.D. candidate of Mystic Art & Ethics
*[[Macchiato_Monsters:_The_Stygian_Library:_Ermias_Afwerki | Ermias Afwerki]], Mathematician turned refugee turned janitor, Level 2, HD 2d6, HP 5/7, Attacks 1, ''Read Faces'' 2/2, ''The Larger Geometry'' 0/1
 
*[[Macchiato_Monsters:_The_Stygian_Library:_Dog | Dog]], a big, strong, lovable dog who wants to make people feel good about themselves, Level 3, HD 3d8, HP 13/13, Attacks 2, d8 damage, Δ8 natural armor
 
====Biblioclastic Debris====
 
 
*[[Macchiato_Monsters:_The_Stygian_Library:_Grant_Skinner | Grant Skinner]], P.I.
 
*[[Macchiato_Monsters:_The_Stygian_Library:_Grant_Skinner | Grant Skinner]], P.I.
**Damsel, Δ6 follower, Trait: Cute Shepherd Dog, 2 HP, bite d4, Δ6 armor
+
**Damsel, a dog
*[[Macchiato_Monsters:_The_Stygian_Library:_Levi | Levi]], Reliving Night Janitor
+
*[[Macchiato_Monsters:_The_Stygian_Library:_Mr_Patch | Mr. Patch]]
*[[Macchiato_Monsters:_The_Stygian_Library:_Man | Man]], an Idea, Level 2, HD 1d6, HP 9/10, Attacks 1, ''Proselytize'' 0/1, ''Forget Form'' 1/2, spells
+
*[[Macchiato_Monsters:_The_Stygian_Library:_Levi | Levi]]
**Dog, Δ6 follower, ''Big Brave Dog'' (Trait), 5/5 HP, bite d4, Δ6 armor
 
  
 
[[Macchiato_Monsters:_The_Stygian_Library:_CS_Template | Character Sheet Template]]
 
[[Macchiato_Monsters:_The_Stygian_Library:_CS_Template | Character Sheet Template]]
  
 
==Setting==
 
==Setting==
===The Library===
 
[https://docs.google.com/drawings/d/12gkVPADna3WSbdb0vfsuXmo9KRKFHL3n7wDE-CEq5mY/edit?usp=sharing Map.]
 
 
===Kansas Silly===
 
===Kansas Silly===
 
Kansas Silly, Misery had a real shot at being a no-kidding big city, like sprawling Vulture out in the desert or stately Esperanza up in the mountains, or even (in the wildest dreams of the city fathers) coastal Empire itself. They had the rail connections, the stockyards, the avant-garde arts culture and electric-lit amusement park, the first and best trolley network in the country. Legally renaming the city seems like a mistake now, especially with all the curses that have befallen it since, but if they'd won the bidding process, that international university of the circus arts would've put Kansas Silly on the map! (Barnstone Academy ended up in Esperanza instead.)
 
Kansas Silly, Misery had a real shot at being a no-kidding big city, like sprawling Vulture out in the desert or stately Esperanza up in the mountains, or even (in the wildest dreams of the city fathers) coastal Empire itself. They had the rail connections, the stockyards, the avant-garde arts culture and electric-lit amusement park, the first and best trolley network in the country. Legally renaming the city seems like a mistake now, especially with all the curses that have befallen it since, but if they'd won the bidding process, that international university of the circus arts would've put Kansas Silly on the map! (Barnstone Academy ended up in Esperanza instead.)
Line 33: Line 27:
  
 
==Rumors & Clues==
 
==Rumors & Clues==
Anyone can write these here as you encounter information that looks interesting.
 
*"I am very busy negotiating the usurpation of the Librarians, and the floating brains are being recalcitrant, so you can imagine the kind of stress I am under." [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-5#post-23508791 #46]
 
*Stray thoughts recorded in the hungry book: [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-12#post-23551913 #114]
 
**"The Astrolabe lets you control Time Itself!"
 
**"Beware of the Man who Speaks in Hands."
 
**"I have forgotten something. I don’t know what. If I try to remember, I convulse and black out. If you start forgetting, flee or it will happen to you too."
 
**"They're killing us!!!"
 
 
===Progress===
 
Progress explained: [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869731/post-23503175 #24]
 
*Progress toward finding "honest-to-goodness-no-kidding-no-really-you-shouldn't-have-this dark magic texts": '''25'''
 
*Locating "A True Account of the Expeditions of Edward Tongue Within the Stygian Library, Written by the Same Edward Tongue" requires Progress 25 on Layer 5 or deeper.
 
 
===Threads===
 
*There are lockers at the Decirculation Desk where you could safely store items by the Library door. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/#post-23492720 #1]
 
*There is a calculation engine which can answer simple questions and identify books containing answers to complex ones, which will increase Progress. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/#post-23495740 #7]
 
*There is a book titled "A True Account of the Expeditions of Edward Tongue Within the Stygian Library, Written by the Same Edward Tongue" which contains an answer to the question "safest route to magic texts near current location?" It is apparently located in or near the map gallery, "near the travelogues." [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-2#post-23497997 #18]
 
*The Grey Librarians in the calculation room have offered to bring one book of the party's specifications to them for supervised reading, and to identify them as friendly to the Librarians, if they write a book containing an answer to the question "Where is Cert?" and bring it to the calculation room. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-3#post-23501463 #29]
 
**There are several blank books in the planetarium. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-12#post-23556620 #117]
 
*The neurovore who makes his lair in the taxidermy gallery has been converted to the Powers of the Mind and gone off to spread the word. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-6#post-23514666 #58]
 
**Man has proselytized 1/5 minds toward stepping up the Powers of the Mind Δ4 to Δ6. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-6#post-23513264 #53]
 
*There is a console at the planetarium's orrery which apparently measures the passage of time in Roman numerals. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-12#post-23555055 #116]
 
*There is a Sanskrit scroll describing how to cast a horoscope using the orrery to answer yes/no questions and accumulate Progress toward finding information. [https://forum.rpg.net/index.php?threads/macchiato-monsters-the-stygian-library.869759/page-13#post-23561231 #126]
 
  
 
==Rules==
 
==Rules==
Line 66: Line 37:
  
 
Things denoted ΔX are Risk Dice. Δ8 is a d8, Δ4 is a d4. These represent diminishing resources where the exact number left isn't important, or escalating danger more broadly and abstractly. When you roll 1-3 on a Risk Die, it steps down to the next lowest die size. The maximum is Δ12, down to Δ4, and then fizzling out to nothing. Sometimes the number rolled on a Risk Die matters, like for how much damage your armor can absorb in this fight. Other times, like for how many torches you have left, you're just rolling to see whether it steps down or not. Players roll their own Risk Dice when it's necessary; the DM will say when you should roll your ammunition or your torchbearer's morale.
 
Things denoted ΔX are Risk Dice. Δ8 is a d8, Δ4 is a d4. These represent diminishing resources where the exact number left isn't important, or escalating danger more broadly and abstractly. When you roll 1-3 on a Risk Die, it steps down to the next lowest die size. The maximum is Δ12, down to Δ4, and then fizzling out to nothing. Sometimes the number rolled on a Risk Die matters, like for how much damage your armor can absorb in this fight. Other times, like for how many torches you have left, you're just rolling to see whether it steps down or not. Players roll their own Risk Dice when it's necessary; the DM will say when you should roll your ammunition or your torchbearer's morale.
 
====How Does Equipment Work?====
 
If you have a crowbar, you have a crowbar. Δ equipment has some specific rules, examples below:
 
*Armor Δ is rolled the first time you take damage in a situation. The result you roll is how much damage it can absorb in this situation before you lose HP.
 
*Reagent or Faith Δ is rolled the first time you cast a spell in a situation. It works just like armor, but for spell HP costs.
 
*Arrows/Darts/Ammo Δ is rolled at the end of a fight. You have enough ammo left until the Δ fizzles out. You can also roll the Δ when you do damage and add the result to your damage.
 
*Food Δ is rolled when you eat, which you can do once every couple of hours. The result is how many HP you recover. You also must roll the Δ once per day for sustenance, usually if/when you wake up at camp.
 
*Bag/Backpack Δ is rolled the first time you put things in the bag. The result is how many items it can store without using extra inventory slots.
 
*Torches Δ is rolled when you light a torch, and again every hour/6 turns. You have enough torches left until the Δ fizzles out. You can also roll the Δ and deal that much damage as an attack.
 
*Tent Δ is rolled when you make camp. The result is how many characters can roll with advantage to recover HP when they rest.
 
*Tools Δ is rolled when you use special tools for a task. You get advantage on the task roll, and may need the tools to do it at all. Your tools work until the Δ fizzles out.
 
*Coin Δ is rolled when you spend money. This can be for purchasing equipment, hiring someone, or paying a fee. You can also roll Δ to get advantage on a roll with bribery, for example.
 
 
====How Does Healing Work?====
 
After a combat, your armor can be used again once you take a breather.
 
 
Every few hours, you can eat food: roll its Δ and recover that many HP.
 
 
After a decent night's sleep, roll 1 hit die and recover that many HP. Roll with advantage if you had a hot meal and a comfy bed (so to speak,) roll with disadvantage if you slept on roots or somewhere dreary.
 
 
If a Δ stepped down, such as scuffed armor or lost arrows, and you have the means to repair the gear, make a check and step the Δ back up if you succeed. If you can't repair it yourself, expect to roll Coin Δ to do it in town.
 
 
====How Do Henchlings Work?====
 
Hirelings, followers, pets, and other non-PC hangers-on are represented by a Δ, 1d6 HD, HP, gear, and either a Trait or a special ability. They can carry up to 5 inventory slots, or up to 10 if they're willing to be encumbered and move slowly. They are tied to one PC, just like equipment, and only that PC rolls for them.
 
 
A henchling's Δ represents their skill and loyalty. Typical townies have Δ6, whereas professional adventuring staff will have Δ8 to Δ10. Δ12 means a fanatic or some sort of brainless undead servant. Double payment or other strong incentives can increase the initial die type by one step.
 
 
Roll the henchling's Δ when they're harmed, doing something dangerous (including combat,) or using their special ability for the first time in a situation. If their Trait applies to the roll, roll with advantage. On a 1-3, they take damage if applicable. On a 4+, they do it as best as they can, make their special ability available, or deal their damage in combat.
 
 
When a henchling's Δ steps down, it can be stepped back up with a good night's rest, food and drink, achieving their goals, or maybe a successful CHA check. Hirelings expect some sort of payment, negotiated when hired, whether a lump sum or a daily wage. Devoted followers and pets might not need coin, but they still expect to be treated well and given good equipment. A henchling whose Δ fizzles out quits or flees.
 
 
====How Does Combat Work?====
 
There is no initiative, and monsters and NPCs usually don't take turns of their own. Instead, the GM states at the top of the round exactly what the opposition will do and to whom, each PC gets a turn to act, and the final results are decided by the rolls of the PCs.
 
 
On your turn, you can attack, run across a room, cast a spell, reload a gun, or anything feasible within a few seconds. Each turn, you'll roll the D20 once if taking action: STR to swing a sword, DEX to throw a dart, CON to run despite poison, INT to find a hiding place, WIS to channel a spell, CHA to intimidate someone, etc. If you succeed and were attacking, roll damage for your attack. If you fail and were being attacked, you're hit and take damage. (If you were casting a spell, it goes off when you succeed; if you were being spellcast at, it deals any damage when you fail, and you may get a second stat roll to 'save' against additional effects.)
 
 
The first time you take damage in a situation, roll your Armor Δ if any. The result is how much total damage your armor can soak in this situation before it goes to your HP. If you have a shield, you can sacrifice it to negate all damage from one attack, if the shield could physically be used in that way.
 
 
If an enemy takes a powerful blow or is intimidated by a CHA check or flashy spell (for example,) they roll a Morale Δ to see if they retreat, double down, change tactics, or flee in panic. They don't want to die any more than the PCs do, probably.
 
 
Getting out of combat by fleeing takes a DEX check, which may require dropping something heavy to avoid rolling with disadvantage. Outside of combat, evading pursuit or chasing someone down is a CON check. In the Stygian Library, fleeing into the corridors risks getting lost and ending up somewhere you didn't plan.
 
 
Traits don't give advantage on combat rolls. Firing from cover or a surprise attack might give advantage, or using a shield to protect against incoming missiles, or expending an appropriate special ability like 'Backstab' or 'Martial Arts.'
 
 
You will often have disadvantage in combat, though. Most often this happens when melee attacking an opponent with higher HD than your HD. (Not your level.) To reflect relative combat skill, PCs roll with disadvantage when attacking an opponent with more HD in melee. This can be avoided by ganging up: everyone attacking the same target at once adds their HD together for this comparison, and if their HD is equal to or greater than the target's, they each roll normally. Monsters can also gang up in this way: four HD 1 scrublings in a phalanx count as HD 4. Missile attacks do not suffer disadvantage on higher HD targets, but also do not add to HD for ganging up: it's melee only.
 
 
Here's how a combat round should look in PBP:
 
*1. Start of the round: DM describes the situation, the threats, the monsters, and what exactly they are doing (for example "two sword attacks on the wizard.") The stakes should be made clear to the players so it's clear what will happen on a roll.
 
*2. Any PC posts to describe what they do, checking to be totally clear about risks and possible consequences if needed, and rolls a stat check to see if they succeed. If they have a henchling, they may have it act as well, rolling its Δ if it's taking a risk. Damage is dealt and consequences are described, probably by the PC, possibly the DM if the situation has changed significantly.
 
*3. Any other PC posts, as in step 2, until all PCs have acted.
 
*4. If any monsters or NPCs haven't done anything this turn, the DM may have them act now, rolling out-of-sequence checks for any PCs if they're affected.
 
*5. End of the round. DM updates the situation and starts a new round.
 
  
 
===Languages===
 
===Languages===
Line 150: Line 69:
 
*Spend an hour in devotion/prayer/gun kata/whatever to roll the Δ and heal that many HP on yourself or amenable others.
 
*Spend an hour in devotion/prayer/gun kata/whatever to roll the Δ and heal that many HP on yourself or amenable others.
 
*If you're not wearing armor, use the Faith die as armor.
 
*If you're not wearing armor, use the Faith die as armor.
 
====How Spell Scrolls and Spellbooks Work====
 
Anyone who either knows Parametric or has spellcasting (including both Dee and Mr. Patch, as well as Kas and Man, and potentially Yulia but she'd roll her Δ6 to cast) can cast a spell from the scroll. You roll your spellcasting attribute (INT with disadvantage for Mr. Patch) but do not pay any reagent or HP cost. Once cast successfully, the scroll disintegrates.
 
 
You can also use either a spell scroll or a spellbook to learn a spell permanently. This takes 1d4 days and requires paying in Electrum for reagents and study materials. You must either know Parametric or be assisted by someone who does. Once a spell scroll is used to learn its spell, it disintegrates. Spellbooks endure.
 
  
 
====Schools of Magic====
 
====Schools of Magic====

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)