About Workings Testimonies Products Links Blog Featured Contact
Showing posts with label Chimera Roleplaying. Show all posts
Showing posts with label Chimera Roleplaying. Show all posts

Nov 29, 2017

CHIMERA PLAYTEST - SESSION 3


Cast




Forte - Android Posing as a Half-Orc


Bastard - Male Half-Orc, Half-Dwarf



Summary

Bastard and Forte received a message from a guy named Guido who had a job offer on behalf of his employer and wanted to meet with them. They agreed and decided to meet in a shady alley in a nearly abandoned sector of the dome. There, Guido explained that his employer managed to get a hold of some footage of them emerging from the subway  a feat no one has been ever to achieve in a very, very long time — and wanted to hire them to retrieve a disc with valuable information that was stolen from Guido's employer. Guido kept his employer anonymous the entire time which didn't seem to matter since the characters never attempted to figure out who Guido or his employer were anyways.

The mission had a high risk of course and whoever acquired the disk was now trying to sell it so the characters needed to find the seller before that happened. Bastard and Forte agreed to the mission without even asking how much the job would pay, they seemed eager to get back in the action.

Forte used his streetwise to locate the seller at a fancy pub where he was sharing a few drinks with three of his bodyguards, one of them being large built half-troll. Forte was very straight forward and announced that he knew he was selling the disk and he wished to buy it. The seller automatically became suspicious of Forte and Bastard and gave them a ridiculous amount, which he knew they wouldn't be able to cover. The heroes tried to persuade the seller but now he was eager to leave, none of them tried to stop him when they saw the half-troll stand up from his chair and let the seller leave with his guards.

Bastard and Forte took this time to stock up on explosives and other good gear to go find the seller and confront him if it came down to that. This gave the seller time to prepare back at his center of operations which was an abandoned factory in the sector mentioned earlier.

Bastard was able to track the seller with ease back to his lair. There they saw a hover car parked outside the entrance with two guards at the entrance (the same guys they saw at the pub but without the half-troll). The heroes discussed how to best approach this and finally decided that while Bastard tried to distract the guards, Forte would try to sneak behind the car, rig it open, and drive it towards the entrance to come out guns blazing afterwards. The mission backfired when Forte failed to open the car and triggered the alarm.

At this point two other guards appeared with rifles and immediately began to shoot the heroes. Bastard was able to take down one of them but not without getting severely wound while Forte took out the other three with only a grace from a bullet. After the four guards were taken care of, a fifth one appeared wielding an energized katana, Bastard was alive but unconscious due to a well landed punch he received directly on his head. It was up to Forte  to duel the guard. 

Forte defeated the guard but not without taking heavy damage. When the coast was relatively cleared, Forte grabbed Bastard and dragged him away from the factory while he contacted Guido and informed him of what was happening. Fortunately for them, Guido was close by and was able to provide some assistance with a healing potion which was used to remove Bastard's wound and help him regain consciousness. Once they were on their feet, Guido sent them back to the factory to try and capture the seller before he escaped.

Bastard and Forte went back and made it inside the factory only to find the half-troll and the seller escaping on hover bikes along with some cases. Bastard began to throw grenades at them but all he achieved was to get stuffed blown up except for the targets. Once they escaped the heroes found a single hover bike functioning after Bastard's last explosion and decide to ride it together while they chased the bad guys.

After a few minutes they lost sight of the half-troll which ambushed them by jumping over them from a hill on the side and shooting as he flew by (very cinematic!). Bastard crashed the bike and he sustained enough damage that his legs got wounded and couldn't use them. He could move from the waist up without any issues but his legs were not working properly. 

The half-troll dismounted his bike and proceeded to walk towards the heroes, unfortunately for him Forte managed to get up and strike the troll with a nasty punch while Bastard delivered the final shot.
They knew the couldn't catch up to the seller any longer and decided to head back and inform Guido of their failure.

Conclusion

This was more of an improvised session since real life has been getting in the way of all of us in my group. Luckily Martin and Tibaldo managed to show up and this was the result of the session. They got to test some of the changes I made based on their suggestion such as a readjustment of how prices were displayed and some minor modifications to a few skills.

Speaking of skills, I thought they already covered most of the things a player could come up with but during the session there were some scenarios which didn't quite fit under the rules of a skill and had to improvise on the result. Ill have to add a note for GMs on how to improvise with the skills.

I also noticed that the players were struggling with the principles, action points, and goals. I had to constantly remind them they have those and how to use them. One of them admitted that he probably struggled with it because he didn't have the time to read that section of the playtest document yet. I wonder if this is the case with the rest of the group. That's something ill have to look into soon.











Nov 20, 2017

CHIMERA EXCERPT - Principles & Goals



Today I bring you an excerpt from the Characters chapter as it is currently seen in the playtest document my group has.

Choose Your Principles

Principles represent your character’s inherent beliefs, morals, and individual attitudes towards particular situations. Principles are not meant to be a straining jacket for your character, they are there to help you guide your character’s actions and define what is important to them and what isn't, however, principles are also there to be challenged. In play, you get rewarded if you stick to your principles and get to use Action Points to help you achieve whatever task you undertake that involves one of your principles.

Writing Principles

Principles make a statement about what your character believes, wishes to believe, or aspires to be (whether your character admits it or not, or is aware of). They are a tool for you to consult when you don't know how your character should act. A principle cannot contradict another principle, it cannot be too vague, it must be challengeable, and it must lead to action or refrain you from acting under certain circumstances. For example, on a fantasy setting you might choose to play a knight that is honorable to its core. You choose to write “I am always honorable” as a principle for your character but it is not a good one because it is too vague. Instead, let's distill what it means to be honorable. An honorable person is honest, just, and worthy of respect, so let's use these aspects to write down at least three principles for an honorable character: “I tell the truth, even if it puts me in danger”, “I am fair, even to my enemies”, and “I always keep my word”. These statements have all the requirements to be  good principles; they can be challenged during play, they are not too vague as to encompass too many aspects, and they spring the character into action, even when it is not advantageous to do so. Some racial traits can be useful when writing principles, you should take them into consideration when writing them.

Starting Principles

You start the game with up to 3  principles which you can write on your own or choose from the list below. If you write more than one principle (maximum 3), choose one of them as your core principle (see using principles). Always consult with your GM before writing principles.
  1. I abide to the local laws.
  2. I always keep my word.
  3. I always turn tail when things go south.
  4. I enact revenge on those who do me wrong.
  5. I bring criminals to justice.
  6. I defend those weaker than me.
  7. I don't betray others.
  8. I don't steal from others.
  9. I don't aid those weaker than me.
  10. I don't help those who help the weak.
  11. I don't help those who aid criminals.
  12. I don't harm those who are defenseless.
  13. I don't show mercy to criminals.
  14. I help those less fortunate.
  15. I am only loyal to my friends.
  16. I am fair, even to my enemies.
  17. I tell the truth, even if it puts me in danger.
  18. I ensure others take the blame of my actions.
  19. I put reason over emotions, even if it puts others in danger.
  20. I never allow others to take the blame for things i’ve done.
  21. I only steal to help those less fortunate.
  22. I only lie to help good people in need.
  23. I only break the law if it us unjust or to help those in real need.
  24. I only help those in need if it advances law and order.
  25. I only help those who help me.
  26. I only help myself.

Using Principles

Besides serving as a guide for the actions of your character, you also get rewarded when you stick to your principles. You start the game with 3 Action Points which you can use to lower the number needed to land a success on a by 1, this means that if you need a 4 or a higher to get a success, you only need a 3. You commonly use Action Points on an action that helps you stick to one of your principles. For example, if you have “I defend those weaker than me.” as a principle and an enemy is about to hurt an innocent bystander, you can spend 1 Action Point to lower the success rate on a Defend roll to shield the bystander or maybe on a Melee roll in the hopes of striking down the attacker before it harms the innocent bystander. The GM has the final say on whether an Action Point can be spent on a certain roll or not.

At the start of a new session, you reset your Action Points to 3 regardless if you had any previous unspent Action Points from the last session. In addition, if at the end of the session you stuck to you core principle, you get to mark 1 additional milestone in your character sheet.

Determine Goals

Goals help you determine the needs and wants of your character and they also help you establish how your character relates to the other characters in your group and what is the initial relationship between them. A Good GM will take your goals into consideration and weave them into the current campaign, so keep your goals meaningful and challenging for your character. They can be either personal, about relationships, or related to your current mission or quest.

Writing Goals

Gather with your group and talk about past experiences you have shared together, each character’s personality, and their principles. Once you have done this think about something your character wishes to accomplish for itself through the course of the game. Write a short statement about your goal in your character sheet and let the GM and those you deem relevant in your group know about it. This will be your starting personal goal. Then, think about how have you connected with at least one of the characters in your group in a meaningful way and write one statement about something you wish to accomplish related to them. This will be your starting relationship goal. Relationship goals are always about what another character did or is capable of doing, how that made you feel, and what you will do about it. You can use your principles as a guideline when determining how your character would react or feel about something another character has done. Finally, if the nature of your first mission or quest is known to you, write a short statement about something you wish to accomplish during the adventure. It could be related to the mission itself such as "I will capture the bandit alive", it could be related to someone in your group such as "I will make sure the mission goes according to plan", or it could be something personal you want to achieve in a short term such as "I will make sure to not be a burden to my teammates during this mission". This will be your starting mission goal. If there is no apparent mission or quest, you can write a second relationship goal instead or wait until an actual mission is given to you. Below you will find a list of example goals for each of the categories.

Example:
Since Joanna’s character is a mage, she  decides that her character wishes to find something magical during the game. She writes “I will find a piece of ancient arcane lore and learn its content.” as her starting personal goal. While speaking with her group, she determines that one of the characters had her character’s back in a recent pinch and she feels she owes them for it. She discusses this with the other player, and after both agree that it's a good goal, she writes  “Grovax had my back in the last fight and I feel indebted to him. I must find a way to pay him back.” as her starting relationship goal. The GM reveals they have been hired by the local lord to clear out a goblin-infested cave. Joanna remembers how Tibaldo described his character as a wildcard and writes “I will keep Jack out of trouble during this quest.” as her mission goals.

Personal Goals Examples

  • I will amass enough wealth to build a _________ business.
  • I will amass enough wealth to retire.
  • I will ascend to one of the top ranks in the organization I am in.
  • I will become a great ally to someone in power.
  • I will better the living conditions of those who live in _________.
  • I will bring _________ to justice.
  • I will destroy _________ and all they stand for.
  • I will discover who murdered my parents.
  • I will do a random good deed everyday for a month.
  • I will find a piece of important lore and learn its content.
  • I will make a name for myself.
  • I will reveal the corruption that is eating away the city/town/village/planet of __________.

Relationship Goals Examples

  • __________  didn't come through when I needed it the most. I will make sure they atone for it.
  • __________  doesn't trust me. I must change their perception of me.
  • __________ fears my powers and for good reason. I will prove to them that I have it under control.
  • __________ had my back in the last fight and I feel indebted to them. I must find a way to pay them back.
  • __________ has much to teach me about __________ . I must learn all I can.
  • __________  is cruel. I must teach them to be compassionate.
  • __________  is destined for greatness. i will help them achieve __________  goal.
  • __________  is impressed with my abilities and seems curious. I will teach them whatever I can.
  • __________ is weak. I must teach them how to be strong.
  • __________  owes me __________ . I will make sure they pay me back.
  • __________  seems capable. I will convince them to do __________  for/with me.
  • I blame __________  for __________ .  I will make them pay.

Mission Goals Examples

  • I will capture __________ alive.
  • I will guard __________  with all I've got.
  • I will keep __________ out of trouble during this mission.
  • I will make sure no civilians are harmed during this mission.
  • I will make sure __________ sticks to the plan this time.
  • I will make sure to not be a burden to my teammates during this mission.

Resolving Goals

At the end of a session, go over your personal and relationship goals and figure out if those goals are still relevant. If it is determined by you and the other players that those goals no longer apply be it because you achieved your goals during this session or your character's’ feelings have changed. You can erase that goal and write a new goal based on recent events during the game. Mission goals can be resolved while the characters have some downtime after a mission has been completed. For each resolved goal, mark 1 milestone in your character sheet.

Nov 10, 2017

Chimera Excerpt - Wealth & Equipment



Today I bring you an excerpt from the Wealth and Equipment chapter as it is currently seen in the playtest document my group currently has. I drew inspiration from D&D and Dungeon World to come up with what you see here. My goals were the following:

  • To simplify the amount of coins/credits/money you had to keep track of.
  • Provide a simple way to live a lifestyle without having to track all of your money.
  • Make equipment as generic as possible and add modifications to suit your gear to your needs.
This is subject to change as I receive feedback from the players and any suggestions you might decide to leave in the comment section below. Let me know if I achieved my goals or how I can improve them


Wealth & Equipment

More often than not, characters will likely need to rely on more than just their attributes and talents. Having enough wealth and the right set of equipment could be the difference between success or failure. In this chapter you will find rules and guidelines to handle wealth, buying equipment, and acquiring services.

Wealth

The Chimera Roleplaying System uses an abstract wealth mechanic that can be used in any type of game, be it a fantasy, modern, or sci-fi setting where there is a fairly standard economy where the minutiae of keeping track of everything owned, bought, and how much money you have left isn't important or an apocalyptic setting where keeping track of every resource you have left and living on the edge  is part of the focus of the game. It all depends on the focus given to Wealth as explained in the sections below.

Wealth & Resources

Wealth measures the overall lifestyle you can sustain based on what you own while Resources is your immediate expendable income. 0 Wealth means you are as poor as a person can be, you have no place to call home and living on the streets exposes you to great danger. A 1-2 Wealth means you have a modest lifestyle and you can cover your basic needs such as simple food, lodging, clothing, and putting a modest roof under your head.  3-4 Wealth means you can live in reasonable comfort. You can acquire modest food, lodging, and clothing. You can afford a comfortable home, set up a small business, and own one or two modest forms of transportation. 5+ Wealth Means you can lead a luxurious life with ease. You might own a mansion or several comfortable homes, you can afford the best food, lodging and clothing, you own one or two expensive forms of transportation, you attend social events with frequency and have connections in high places.

Acquiring & Losing Wealth

Through the course of a campaign you will be regarded with treasure in the form of Resources and in some cases with Wealth. These rewards may come as payment for a mission you accomplished, loot you found on an enemy, the profits of exercising your profession during some downtime, or merely by chance. Besides receiving rewards, you can exchange Resources to increase your Wealth. For every 30 Resources you can increase your Wealth by 1. Turning Resources into Wealth means that you have invested a significant amount of your income to preserve your current lifestyle. Handing out loans, saving money in a bank to generate interest, buying properties and land, or investing your money on a business are all good examples of ways to represent this exchange. The more Wealth you have the easier it is to mingle and request the aid of those in power but also to draw unwanted attention to yourself. Alternatively, when there is something you want to buy but lack the money, you can turn Wealth into Resources using the exchange rate mentioned above by selling something you own of great value. Turning Resources to Wealth and vise versa takes time, the GM will tell you how long it would take.

Upkeep

Besides taking the effort to increase your Wealth you must devote some capital to preserve it. Each month you must pay 15 Resources per Wealth level to sustain it. If you fail to do so, you reduce your Wealth by 1.

Currency

While the game handles wealth in an abstract matter your character is handling real money in the world they inhabit. Fantasy settings usually deal in coins which are called just that, coins, or have distinctive values such as copper, gold, and silver pieces with a standard exchange rate between the three. Games based in a modern setting deal in the current currency available in the location and the era the game takes place in, while sci-fi games typically deal in a generalized currency called credits or galactic credits. Now, what does it mean to have 1 Resource for your character?  It is up to the GM to determine how much a resource is worth in their games and to inform their group, but it might mean that in a fantasy setting your character has maybe 5 coins to buy that bundle of arrows. In a modern setting it could mean your character only has 2 or 3 dollars left to buy a decent meal, or in a sci-fi setting it might mean you only have 100 credits to decide if to stay in that disgusting hotel you just passed for one night or buy a box of ammo for your gun. It is up to the GM to determine how much a resource is worth in their games. Continuing with the coin example, lets say 5 coins equal 1 Resource. In order for you to sustain the lifestyle of an aristocrat in your world, you would need to invest 750 coins (5 Wealth) to acquire that level of comfort and then spend 375 coins (75 Resources) each month to maintain it.

Purchasing Equipment

Equipment pricing falls under one of the following categories: inexpensive, fair, expensive, or exorbitant. Inexpensive items such as rations for the road, a rope, or a bundle of arrows, cost between 1 Resource. Fair items such as a sword costs 3. A pricey item like a pistol or a suit of armor costs 6. An expensive item such as a rifle costs 12 Resources. An exorbitant item such as a modest car might cost 24 Resources. Luxurious items such a mansion, stronghold, or a starship might cost 48 Resources, while a castle or a spaceship might cost 96 Resources. Some equipment might have additional costs based on their availability, legal restrictions, and additional modifications.

Selling Equipment

Assuming what you are trying to sell is in good condition and working, you can sell it for half its value in Resources rounded down (minimum 0). In the event you have multiple items you want to sell which half of their value rounded down would mean it's 0, you can sell them in pairs to receive 1 Resource.

Repairing Equipment

Equipment will get damaged from time to time. Repair a piece of equipment usually has a cost of half of its value in Resources rounded down (minimum 1).

Reading Equipment & Services

The equipments and services section shares a similar structured format as skills which is described below.

Equipment or Service Category Name

Armor & Shields
Equipment and services are all grouped thematically under a category. Above you see the category that contains all the armor and shields the characters could acquire.

Category Description

Like weapons, armor and shields can be enhanced one way or another; they can be made from different materials, they can possess different gadgets to increase versatility, refined craftsmanship to enhance protection, or resist different types of damage such as ballistic and energy. Each Armor or shield can have one major modification, one moderate modification, and one minor modification. You can exchange one major modification for a moderate or minor modification, or you could exchange a moderate modification for a minor one as well. Below you will find modifications you can make to your armor and shields.
Next comes the description of the category which may only contain a few lines describing what you will find while others have rules that govern the entries it contains. The example seen above belongs to the Armor & Shield Modifications category.

Subcategory Name & Description

Axes
Axes are wedged tools with an axehead and a handle that can serve to cut, split wood, and as a weapon.
Right after the category description you will find subcategories, each with its name and description following the same format as categories. The example above belongs to axes

Equipment or Service Name

Axe (Light)  
The first line of an equipment or service is its name. This is how the equipment will be referred throughout this book. Next to the name you will find a symbol which represents to what genre the talent is best suited for. The red symbol is for fantasy, the black symbol is for modern games, and the purple symbol is for sci-fi.

Equipment or Service Description

Light axes include fireman’s axes, hand axes, hatchets, tomahawks, or any other light tool with an axehead
Right after the name you will see a small description of what the equipment or service is all about. The example above belongs to the Axe (Light) weapons.

Cost, Requirements, and Properties

  • Cost: 12.
  • Requires: Energy Resistance.
  • Properties: +Deflective, Mod (moderate).
After the description comes different sections that describe the cost of an item in Resources, what requirements it may have, and its properties. The example above is for the Deflective modification for shields. Not all items have these three sections, some of them may only have one or two.


Equipment & Services

Skill and talent are important for any character in order for them to survive but sometimes having the right weapon or piece of gear could mean the difference between life and death. In the following section you will find almost everything your character needs to brave the perilous roads they will travel. Most of the equipment and the services here are presented in a somewhat abstract manner to save time while making characters and keeping track of their equipment. Imagine how big this chapter would be if every piece of equipment or service a character could acquire is accounted for.

Equipment Properties

Each piece of equipment will have a certain quantity of properties that help describe what they do. Some of the properties have a described definition while others are there to give players and the GM cues.

  • Agonizing: The pain caused by this weapon is excruciating. When you attack a creature, on a success the target is weak and shaky for one round. 
  • Accurate: It gives you Advantage on Ranged rolls. 
  • Ammo: Is an abstract way to keep track of ammunition for certain ranged weapons. See the Ranged skill to see how you lose ammo. 
  • Area: This equipment affects a small area within a range determined in parenthesis. E.g. Area (close, near). 
  • Armor: It protects you from damage. You subtract the armor value indicated in front of this property from damage you take. If the armor value does not have a “+” sign it does not stack with other types of armor. 
  • Autofire: It can shower your enemies with multiple bullets. When you make a ranged attack with a weapon with autofire, you can spend 1 ammo to attack everything in an area up to the weapon’s range. 
  • Ballistic: Weapons that shoot bullets ignore 1 Armor unless the armor is padded to stop bullets. Weapons that deal damage to a user wearing armor with the ballistic property don't ignore 1 armor. 
  • Blazing: On your command, the weapon can deal Burning damage instead of its normal type. On a successful attack, the target takes ongoing burning damage that ignores armor equal to the numeric value of this property until they take a round to put it out. E.g. “1 Blazing” deals 1 ongoing burning damage. 
  • Cloaked: When you stand still for a few seconds, you become invisible until you move. 
  • Cold Iron: Weapons made out of this material deal double damage against fey creatures. 
  • Cumbersome: It is difficult to carry or use. You have Disadvantage on all Agility based rolls. 
  • Cushioned: It reduces falling damage by half rounded down (minimum 0). 
  • Damage: Indicates how much damage a creature takes from an attack with this weapon along the damage type. 
  • Dangerous: Mishandling it may have severe consequences. 
  • Defensive: It helps you defend against attacks. You have Advantage on Defend rolls equal to the numeric value of this property. 
  • Deflective: It bounces back an attack made against you with an energy weapon. When you make a Defend roll against an energy based attack or effect, on a success you can deflect that same attack to it’s source. 
  • Displacement: It provides you with Advantage on Dodge rolls made against ranged attacks from far range. 
  • Energy: Damage dealt with this weapon is considered energy damage. Energy damage ignores 2 armor unless the armor is modified to withtake energy damage. Weapons with the energy property usually require 1 or more energy cells to operate which are Fair in price. Weapons that deal damage to a user wearing armor with the energy property don't ignore 2 armor. 
  • Forceful: It pushes the target away. Small creatures can get pushed back up to 20 feet 
  • Freezing: On your command, the weapon can deal Freezing damage instead of its normal type. On a successful attack, the target is shaky and slowed for one round. 
  • Genetic Tag: It only works when you wield it or when a member of your species wields it. This trigger is decided upon the item’s creation. 
  • Ignores Armor: It forgoes all or a specific type of armor described in the description of the item. 
  • Immunity: It is or it makes you immune to a certain type of damage or effect. 
  • Implant: It must be grafted to your body. 
  • Life Support: It allows you to survive in hostile environments such as the vacuum of space. 
  • Mod: Describes a type of modification done to a piece of equipment. 
  • Motion-Assist: It provides Advantage when making Athletics rolls to grapple or smash through objects. 
  • Organic: It is made out of organic material that functions like real technology but it is undetectable by scanners that check for electronic devices. 
  • Penetrating: It goes through armor. You subtract the numeric value from this property from armor. 
  • Poison: It is poisonous. Applied poisons need to be carefully applied or the creature must ingest it. Touch poisons work immediately after contact. 
  • Range: Suggests the distances the weapon can reach or propel projectiles. 
  • Rechargeable: It requires to periodically recharge through an energy source or requires to be refueled. 
  • Reload: It takes some time to reload. Usually a round or so. 
  • Resistance: It is or it makes you resistant to a certain type of damage or effect. 
  • Restricted: It is restricted and requires some sort of permit in order to own it legally, usually the same cost as the weapon itself. 
  • Shocking: On your command, the weapon can deal Shocking damage instead of its normal type. On a successful attack, the target is dazed for one round. 
  • Silenced: It does not make any sound or is significantly muffled. 
  • Silvered: This weapon has been coated with silver. Some creatures like werewolves are vulnerable to such materials. 
  • Thrown: It can reach a certain distance when thrown. A thrown item does not count as ammo. 
  • Worn: It must be worn in order to function.

Armor & Shields


Below you will find examples of the various types of armor you can don and shields you can carry.


Armor Armor helps you protect yourself from harm by reducing the amount of damage you take from a blow.
Armor (Cloth) Cloth armor includes, boots, coats, jackets, loincloths, pants, and robes. Cost: 3. Properties: worn.
Armor (Light) Light armor includes brigandine armor, flack jackets, hide armor, tough leather, and protective gear made out from bones. Cost: 6. Properties: 1 Armor, Worn.
Armor (Medium) Medium armor includes chainmail, full riot gear, military combat armor, and scale mail. Cost: 12. Properties: 2 Armor, Cumbersome, Worn. Armor (Heavy) Heavy armor possess thick plates usually made out of metal that protects the entire body. Cost: 24 Properties: 3 Armor, Cumbersome, Worn.
Armor (Power) Power armor is made using advanced military technology to make it more durable and powerful. Power armor is made to possess the qualities of other pieces of equipment such as a life support system that allows you to survive the vacuum of space, poison filters, and a radiation engine to prevent radiation damage. Power armor is usually fueled by either potent energy cells or fusion cores. Cost: 48 Properties: 4 Armor, Cumbersome, Immunity (poison, radiation), Life support, Worn.

Nov 6, 2017

Chimera Playtest - Sessions 1 and 2


Introduction

About a week ago I had enough content to start testing the system (finally!). I contacted some people and formed a group of 5 players to take the system for a ride and they did not disappoint! Below you will find how the process of making characters and running the two sessions went.

Character Creation

The group consisted of 3 veteran players which I gave the document to make their characters without explaining anything to them. Their task was to go over the doc without asking any questions, the other two had never played a tabletop role playing game in their lives but they found the rules intuitive enough that they could make their characters with little questioning from their part.
Making the characters took around 2 hours but the players didn't realize all that time had passed mainly because we were caching up and sharing a few drinks while the whole ordeal took place. At first I wasnt sure if that was the reason but then on the second session we had a new player who had played a tabletop rpg maybe twice before and she was able to make her character with little assistance in less than 20 minutes.

The Cast



image




The Setting

I had to find a setting were I could test all fantasy, modern, and sci-fi elements of the game in one place. After a few hours pondering I came up with a setting where a master race decided to abduct species from different planets and realities and keep them “safe” in different habitable moons they had previously colonized. They used the core of a giant planet to power an AI that would be in charge of maintaining every city/dome, and of sending the numerous vessels throughout the different planets to collect worthy, civil species.
These species were brainwashed to believe that all the different realities were in danger and were being currently destroyed one by one by a nameless horror. This helped most of the species to cope and adapt to their new lives, but the Boz, a species known throughout different worlds for being cruel and shameless abductors themselves felt there was something amiss.
The domes in which the species lived in had different purposes, some were to harvest food, others for labor, but they all shared the same architecture which was filled with statues and canticles promoting their captors as benevolent saviors.
Eventually the Boz revolted and persuaded/tortured members of other species to do the same. The rebellion lasted less than a year. Once the Boz found a way to hack the AI it was game over for the master race. What the Boz didn't anticipate was the AI going berserk on them once they were done with the tampering (something the master programmed into the AI as a way to say "screw you all" in the event their captives turned on them). Many domes were lost, most of the moons became barren wastelands after a series of nuclear explosions, and countless of them lost communication with one another.
The game starts 100 years after the rebellion. The surviving species now live from whatever they can find while they fence off the numerous pests and monstrosities the crazy AI has been bringing back to the moons (killing them off would have been just too easy). Crimelords and other figures of power who have managed to get a hold of a dome often look for lost portals to other moons in order to raid them for resources.

Session 1

Maddy (Patricia), Alexia (Joanna), Bastard (Tibaldo), and Comali (Carlos) are enjoying their credits from their last mission in a pub located in their home dome called the Cauldron. While enjoying themselves they hear a rumble outside. Once they step outside to take a look they notice that there is a ship crashing in the distance, one of the players notices that its a species vessel, a type of ship that has not been seen around those parts for over 50 years.
The players immediately received two calls; one from Cerdo (a genetically modified pig) and Max (a human boy genius). Cerdo offers them a job to go salvage whatever pieces from the vessel they can find, specially the core of the ship while Max requests their services to capture a unique species found inside the vessel and to kill/destroy any evidence of the ship and the other species found inside. Since Max offered them an exorbitant amount credits they decided to side with him. Max anticipated they would receive a call from and offered them to make a fake core engine for them to give to Cerdo and cash in those extra credits to which the players agreed.
Max  told them to plant a device he gave them on the creature once they knock it unconscious.  He also suggested that they should look for an abandoned train station near the crash site and find a way to activate one of the trains in order for them to make it back to the city fast once they were done with their mission.  As soon as the players acknowledged his instructions he  teleported them near the vessel. From there on they were on their own. 
They had no difficulty finding the crash site and apparently neither did a group of mercenaries that were close by. The players decided to observe them from afar and let them open the vessel for them and then get the drop on them. The mercenary group succeeded in opening the vessel but they were immediately dragged in by a series of tentacles. No screams nor any type of struggle was heard.
After waiting a few minutes to see if anything else happened the group started to argue among themselves deciding what to do next and while they were doing this, the creature they were sent out to get had crawled out of the ship and began to spring towards them. Maddy decided to slip out of combat and go for the ship to rig it to explode while the others fought the creature. The inside of the ship was covered in blood and with the remains of some of the passengers  but that didn't stop Maddy from achieving her goal. 
Having witnessed what the monster did to the mercenaries, Bastard didn't hesitate to place the teleporting device on the monster before it even got a chance to act. By then Maddy was finishing rigging the vessel when they heard the cries of goblins who had spotted them and were rushing in with guns and machetes in hand. Their numbers were too great so the group decided to make a run for the abandoned train station max had told them to locate. After almost an hour of running without stopping the characters managed to outrun the goblins but they were all now fatigued.

Session 2

The group finally found the train station but the entrance was completely shut. While searching for a way in they noticed that there was a small terminal that could open the gate leading down to the subway but someone had to either hack into it by making a Computers roll, or find a way to rig wiring to force it open by making a Mechanics roll. No one in the group had computer skills so it was once again up to Maddy to make sure they got in.

Patricia's roll got her a partial success which meant she would get the job done but it was going to take longer than expected. The other members of the group kept watch while she did her thing. In the distance they noticed that two figures were moving at a great speed towards them, upon closer inspection from Alexia, she noticed that it was Nicole (Nicole) and Forte (Martin) who were running towards them and that behind followed another pack of goblins. Maddy had just finished opening the gate when she noticed Nicole was in danger. One of Maddy's principles was that he only helped those who help him, so at that moment Patricia was struggling with whether or not her character should help them. Maddy knew them but they were not his friends and they had never helped him before. If she decided to help them, her character would go against his core principle and not cash in that XP later for sticking to it.

After Maddy saw Nicole getting swarmed, he decided to use autofire and attack all the goblins in an area. He got them all in one shot.
The characters feared more goblins would come and decided to get that gate closed. This time Patricia  was not so lucky with her dice; Maddy managed to close the gate but he ruined the circuitry and now the get was permanently shut. Their only way out was through the subway.

The subway was pitch dark. Some of the characters could see in the dark but those unfortunate enough to have normal vision had to spend some of their gear usage to light their way before descending a set of long stairs. Once they were below, those who were fatigued took this opportunity to rest while Nicole and Forte decided to scout ahead. Forte remained closed to the railway and the entrance while Nicole went ahead and explored further down where she saw a single train wagon parked at the far back of the station.

Like the station, the train looked worn and had no power. Nicole was still curious and decided to step inside, it was at this moment that she noticed that the door was not fully closed, a dismembered arm prevented the sliding doors to close completely and on top of that fresh blood was zipping out from further within the train. Nicole panicked and decided to go back silently to warn the others but as she backed away, she tripped face down. When she turned over she notice a man with odd goggles and a maniac smile coming out with a machete in one hand and a severed head in another. Luckily for her the others were alerted as well when she fell and immediately went to her aid. After seeing him, Nicole was more curious than shocked and wanted to know more about this man before attacking it. Maddy thought otherwise and proceeded to attack the man with his rifle. The attack did some damage and whether it was intentional or not, the man was now right next to him with a single jump. At this point Alexia felt there was something definitely odd about this man. She recalled hearing a group of humans talk about this creature, this thing that enters the body of a living person and possesses them to commit horrible crimes. The boogeyman they called it. If killed, the boogeyman would move to the nearest person and try to possess them. Alexia shouted out this information, Nicole figured that the best option was to incapacitate the creature, fix the train, and get the hell out before it woke up. She looked around for weak points in the structure and shot there to have a piece of debris fall on top of the creature without killing it.

After the boogeyman was incapacitated, Alexia, Maddy, and Nicole decided to explore further to try and find a power source to have the train working again while Forte and Comali stayed behind to make sure the boogeyman didn't wake up. Amongst the shadows Nicole spotted a small figure rushing out of view on top of a bridge and suggested that they followed. Alexia used her tracking skills to follow the creature to its lair. The tracks led to a heavily sealed room which Maddy figured was the control room for the entire station. He failed to try and rig the wires and Nicole turned to diplomacy to convince the creature to open the door from the inside. it was an old halfling scavanger who had been trapped down there for days. The boogeyman took a bite out of one of his legs and he had no choice but to barricade himself wherever he could until he found a way to get out.

The group assured the halfing the boogeyman was down for a couple of hours more and that he could leave safely.They even offered to help him with his leg but the halfling declined and only asked to escort him outside where he would find his way back. The group agreed, they took the pieces they needed to get the train working and left, leaving Nicole wondering who was the halfling and what he carried in his giant backpack.

Conclusion

The two sessions went surprisingly smooth despite me not having stats for monsters or even an adventure thought out. The players had a blast although the plot was very simple and had its fair share of plot-wholes. At the end of each session I sent the players a list of questions through a form for them to fill out anonymously. I got overall positive feedback. There was some confusing with the Wealth system and a few players had issues with the space in the character sheet. I already started to address some of this issues and hopefully our third session will be even better. Ill make sure to make a few posts about the rules of the game that the players had some issue with.

The Character Sheet

This was the character sheet I created for the first playtest session. Most of them were a bit confused when determining which skill went with which attribute because the icons next to them were a bit small. Other had issues with the space to write down information. Specially for weapon’s properties and some talents. I took these complaints into consideration and went from this:


To this:


The players loved the second sheet and felt it was a great improvement over the first version despite finding a skill repeated twice under Cunning.