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  • Let's Read Neverwinter: Veil and Surcross

    And finally we get to look at the Thayan cities and the road between them.

    Veil

    The town of Veil is so named because it’s built atop a stable rift to the Shadowfell, which makes it look like it’s covered by a veil of shadows from afar. This is where Shadowfell Road ends. Valindra’s people are very aware of that, so they’re busy fortifying the town and bringing in undead defenders to gradually replace its living garrison. Should the down fall or the rift close, their Neverwinter contingent would be cut off.

    The rift also protects Veil from direct bombardment by the flying fortress, as it makes its shadow-powered projectiles go astray. Its defenses cannot stand up to a Netherese ground assault, but the attacking army would risk getting caught between Veil’s defenders and a relief force sent from Surcross. The fortress therefore focuses on the bigger town, but sometimes comes here to float ominously over Veil and throw some rocks at it. As we saw before it does this when it needs to take in supplies, as its own Shadowfell portals require proximity to a rift to work.

    The city’s defenses are led by a priest of Bane named Renault Abrecht, who coordinates everything from the local temple he took over. When not doing that, Abrecht spends his time ensuring the forces under his command are more loyal to him than to Thay, and acquiring more converts from the town’s stressed-out population. When he judges he has a big enough army of followers, he will cross into Shadowfell Road and collapse the rift behind him, hoping to conquer a kingdom for himself elsewhere in Faerûn. The Netherese would actually love that, as it would achieve their own goal of cutting off Valindra’s supply route.

    The Road

    The road linking Veil and Surcross is warded and trapped to a frankly ridiculous level, because the Thayans rightly fear that if it got taken then Veil would fall soon after.

    Both sides of the road are lined with stakes upon which are impaled bodies. These are enchanted to animate, jump from the stakes, and kill anyone who attacks the town of Veil or a Thayan national while on the road. Under the road itself are a series of deadly necromantic rune traps that activate when anyone living steps on them. They deactivate for five minutes if an undead being steps on them, so caravans to and from Surcross use zombie guides to travel the road.

    I guess it’s possible for the PCs to travel overland between the two cities without using the road, since by this point they should be able to navigate the area’s environmental hazards without much trouble. Armies, however, would prefer to use the road if they can, and supply caravans must use it.

    Surcross

    Tam was smart enough to foresee any serious attack against Thay would have to go through Surcross, so he had potent defenses installed in the city a long time ago. However he couldn’t imagine that the actual attack would come in the form of a whole Netherese flying fortress, and the particulars of that attack lead to the current stalemate.

    Surcross is a town under permanent martial law. It’s governed by the military garrison stationed here to fight the Netherese. Its civilian population is suffering greatly because the soldiers requisition all the food for themselves, and don’t hesitate to kill any who complain about it or displease them in other ways. A dead Thayan is just an undead Thayan in waiting, after all.

    Getting into the town is hard and will require some ingenuity from the party. Once inside, though, they can easily pass for residents, because who in their right mind would want to break into the place?

    The town’s governor is Ukulsid, an undead gnoll general who is entirely focused on the war effort, and therefore dislikes the fact that his town also became the center of Valindra’s schemes. His loyalty to Tam forces him to obey her, though, because she outranks him.

    External Defenses

    The gates of Surcross are made of necromantically animated bone. They open and close themselves at the orders of Thayan military necromancers, and will attack others who linger close to them for too long like the animated wall traps we saw earlier in the Dread Ring.

    The wall surrounding Surcross is pretty solid, and also festooned with hundreds of hidden crypts. If the wall is breached or bypassed by enemy forces, a single command will trigger a selective zombie apocalypse. Every corpse within the wall will be animated and the shambling army will be sent into the town to kill every non-Thayan they find.

    Fingers of Szass Tam

    These five bone and marble towers are the reason Surcross hasn’t been flattened yet. Located at equidistant points around the perimeter of the city wall, they can project force fields over the city. They can’t cover the whole city for long, so the towers usually project stronger but smaller fields over whatever parts of it are being bombarded.

    The towers have no windows, but their walls are enchanted to “not exist” to anyone inside them. They’re filled with arcane artillery pieces similar to those that defend the plateau, whose crews can see and fire through the walls just fine. They also have assault units ready to deploy to anywhere inside the city or to just outside its walls by marching on force field bridges.

    The Garrison

    Another important structure in Surcross’ defense, the garrison houses all living Thayan troups stationed in town. It’s guarded around the clock by undead. Its barracks are not segregated by gender, but by species: human, orc/half-orc, gnoll, and “other”. It has short-range teleportation circles that can move soldiers instantly to the front gate or to any of the five Fingers.

    A particularly luxurious section of the garrison is reserved for the Sunmasters, a contingent of Bane clerics and star warlocks who specialize in radiant attacks. They mostly work as a special strike force against the Shadovar, or when there’s an emergency and they need every soldier in the field.

    The Tombstone

    This squat fortress at the very center of town is where its leadership resides. Its windows and doors can be commanded to meld into the walls and disappear, allowing it to serve as a last redoubt if the wall is breached.

    Ukulsid holds court here and lets people petition him for judgment on disputes or to make other requests and complaints, but since he tends to draft those who annoy him into the army, few people make use of the opportunity.

    The building also contains an enchanted audience chamber that’s a perfect replica of the one Szass Tam uses in his palace. It’s one of many such chambers spread throughout Thay. The lich can sit in his throne in the original chamber and establish a link with any of the replicas, causing an illusion of him to appear on the corresponding throne. This lets him talk to anyone inside the replica chambers as if he was there, and lets him forcibly teleport people inside the replica chamber to the original one if he wants. Ukulsid occasionally uses this room to report to his boss. PCs should probably avoid lingering here.

    Valindra has an area reserved for her use underneath the Tombstone as well. This currently stores a large and still growing collection of dragon bones, guarded by skeletal guardians hidden among them. Valindra is stocking up in preparation for the time when she learns the ritual to raise dracoliches.

    Impressions

    Surcross looks like an even worse place than Evernight, and that’s saying something. PCs who make it inside the walls will have some freedom of movement, but still their stay there will resemble a dungeon delve more than a city adventure. Nowhere is safe, no one can be trusted, and you ideally want to do what you came to do and leave as quickly as possible.

    If the PCs main reason for coming to Thay is to disrupt the Thayan supply lines, then Veil is probably their best bet, since the portal can be closed without them needing to destroy either city. If the GM says Valindra’s Soul Vessel is here in Thay, though, then its most likely hiding place is her bone collection under Surcross’ Tombstone.

  • Let's Read Neverwinter: Kolthunral, the Flying Fortress

    Kolthunral is the Netherese flying fortress currently besieging Surcross. We’ll look at it first because it kinda dominates the skyline and its goals are important to contextualize everything else that’s going on in this area.

    The arrival of the fortress was a complete surprise even to Szass Tam, who considered the current conflict with the Netherese to be a distant and minor dispute over Shadowfell supply routes way off to the west in Neverwinter.

    That conflict is happening because, as we already know, both sides have ongoing plots happening in the Neverwinter area and need a constant influx of material and personnel from home: Valindra’s group is at the Dread Ring, and Clariburnus’ group is at Xinlenal. The Prince of Shade evidently disagreed with the lich about the importance of the dispute and dispatched the fortress to solve it once and for all.

    There are many rumors and theories about why Szass Tam hasn’t gotten personally involved in this battle. Some say that if he did it would attract the collective attention of the other Princes of Shade and lead to one of those Realms-scouring epic level wars everyone wants to avoid. Others say he realized all of this is ultimately Valindra’s fault and he wants to see how she gets out of it.

    Kolthunral is captained by Duchess Antheriss, one of Prince Caliburnus’ subordinates. She was a shadar-kai in life, and is now a Spirit Devourer.

    Construction

    Kolthunral uses the same principles as any Netherese flying enclave to stay in the air, with a mythalar and everything. The thing that makes it atypical is that it’s thoroughly militarized. Most of the inhabitants are soldiers, and the rest are only here to work support jobs for the army.

    The bottom of the flying island is encased in thick enchanted metal armor, and the city has towers jutting out at all angles (even from the bottom) festooned with siege and anti-air artillery similar to the engines used by Thay to defend its borders.

    Spatial Distortions

    The interior of the fortress is partly made of shadow-stuff that warps and distorts space, meaning it’s bigger on the inside and can actively misdirect and confuse intruders. The same techniques were used to build its ultimate weapons, the meteor tubes.

    Meteor tubes are, well, straight metal tubes that connect the inside of the fortress to circular hatches in its bottom armor. Their enchantments make them “ritual paths” very similar to the Shadowfell Road. You drop a big rock through the entry hole of a meteor tube, and it falls an unfathomable distance through the weirdest and most inhospitable reaches of the Shadowfell, coming out the exit hatch at a speed many times greater than terminal velocity. They’re hard to aim precisely, but the kinetic energy of an impact is so big it can obliterate everything within a few dozen yards.

    A meteor salvo could flatten Surcross or Veil if it hit directly, but the cities’ defenses have held so far. Surcross has a force field projected by its five defense towers, and Veil has the Veil of Shadow that gives it its name. This is the main cause of the current protracted siege.

    The Prison of Night

    Kolthurnal’s prison is a large empty chamber where prisoners are held in place by levitation magic near the center of the space. They’re stuck in place because they’re too far away from the walls to push off, and the magic is too strong to let them move by random thrashing. There’s only the one door, and it’s always guarded, just in case.

    This room is reserved for those the Shadovar judge might be useful in a future hostage exchange, which to them means officers or members of “civilized races”. Lower-ranking orcs, gnolls and undead are instead killed outright.

    Movement and Power

    Kolthunral can fly at a leisurely ten miles per hour, and the only thing limiting its maximum altitude is the fact that it’s not sealed against vacuum. It could easily have flown over the plateau to attack the Thayan heartland, but it’s actual goal is to stop the Thayans from using Shadowfell Road. To do that it needs to destroy Veil and/or Surcross.

    The fortress contains doors that are enchanted to become portals to the Shadowfell when it passes over an area where the boundaries are weak. Ironically, this means that it hovers over Veil whenever it needs to take in new supplies.

    The city’s mythalar power plant is stored in a nondescript tower near its center. It’s a standard piece of Netherese tech. Destroying it would make the city drop from the sky. There are actually rules for this!

    Magical safety measures slow the city’s fall, but its mass is so high they can only do so much, and only for a short time. This gives occupants (and PCs!) time to evacuate, but they’re still in for a bad time if they fail to do so. And you are supposed to give them a good chance to get out - the goal would be to scare them, not force a TPK.

    When the city hits the ground, effects depend on what its initial altitude was when it started falling. If it was 100 feet or less, everyone inside takes damage as if they had fallen that distance - the slowed fall speed is counteracted by all the collapsing buildings. If it was higher, everyone inside will be automatically squished.

    Impressions

    It looks like this region presents the PCs with a sticky situation. Kolthunral’s goals align perfectly with their own, but both factions here are pretty terrible. The group can side with one to defeat the other, but the victor will get a significant boost back in Neverwinter. PCs who don’t want either of them to win will have to defeat them both here in Thay.

  • Computering Interval: Fast Firefox Video the Hard Way

    The Firefox logo.

    I usually write about roleplaying games around here, but I just spend quite a bit of time chasing down a weird computer issue and I want to write about it somewhere to record the steps I took.

    If you’re not a big Linux nerd, feel free to skip this. If you are and have issues with how I did things, feel free to skip this as well. If you want to read this anyway, I try to explain some of the basic concepts behind this quixotic adventure in footnotes.

    What Happened

    I run Ubuntu on my home desktop, and I currently updated to the latest release version, 23.10. It was a small upgrade, as I was already running 23.04. Everything worked fine.

    Then I saw a video with some news about version 545 of the nVidia drivers being released. I was using 535, which again worked fine, but I heard that 545.29.02 fixed a lot of bugs and added some improvements I had been waiting for.

    These weren’t part of the official Ubuntu distribution yet, so I added the Graphics Drivers PPA to my system, which did have them:

    sudo add-apt-repository ppa:graphics-drivers/ppa
    
    sudo apt update
    

    I installed the new drivers, tweaked my Firefox config to use Wayland1, and tested the new setup with a Youtube video. I saw that the videos there remained weirdly laggy, so I went back to X11 but decided to keep the new driver around for its other improvements.

    It worked quite well for games and everyday usage… but I noticed that my Youtube videos were still weirdly laggy on X11, and that my computer was getting quite a bit hotter while playing them than it used to. The “Stats for Nerds” menu told me they were dropping more or less 50% of their frames, which is bad.

    A little investigation showed me that the Firefox browser did not in fact play very well with that new graphics driver, at least not in the Snap version that was installed by default on Ubuntu Linux2. It didn’t really “see” my video card and so was sending all of its graphical work to the processor instead. It already did this with videos, but now it was doing this for everything.

    The easiest solution to this problem by far, would have been to go back to version 535 of my graphics driver, the one I had before that worked just fine. I could wait for this stuff to get fixed upstream without worrying about it.

    This is not what I did.

    What I Did Instead

    I went spelunking into the depths of DuckDuckGo, looking for a way to enable hardware-based graphical acceleration on Firefox. That would make it use my video card both for displaying web pages and for playing video.

    Firefox has been able to do this for a while now, but the option was only enabled by default on Windows or in Linux computers with Intel graphic cards. I have an Nvidia card with proprietary drivers, so I’m out of luck.

    Firefox uses something called VA-API to talk to the video card when hardware acceleration is on. On machines like mine the capability is forcibly disabled, because those drivers don’t support VA-API. It’s possible to bridge the gap, but the process for that seems to be a bit experimental still. Most people do not have the time or inclination to worry about that, and are happier for it.

    After some trial and error, this was the sequence of events that led me to success.

    Step One: Bridging the Gap

    A developer with the horrible user name of El Farto has a Github repository that contains the code for nvidia-vaapi-driver a little wrapper program that translates VA-API calls into something the Nvidia drivers understand and vice-versa. The package is actually part of my default Linux distribution, but since I’m on the 545 drivers I needed a more recent version straight from the source. That’s v0.0.11, which has support for those drivers.

    Following the excellent documentation in that repository, I did the following:

    • Compiled nvidia-vaapi-driver v0.0.11 from source and installed it.

    • Edited /etc/default/grub and changed the GRUB_CMDLINE_LINUX_DEFAULT variable to the follwing:

    GRUB_CMDLINE_LINUX_DEFAULT="quiet splash nvidia_drm.modeset=1"
    
    • Edited /etc/environment and added the following environment variables to it:
    LIBVA_DRIVER_NAME=nvidia
    MOZ_DISABLE_RDD_SANDBOX=1
    NVD_BACKEND=direct
    

    Then I rebooted my computer, and found out the Snap version of Firefox didn’t detect my video card. Whoops!

    The next step was therefore to get rid of Snap Firefox in favor of the traditionally-packaged version. Give up? Never!

    Step Two: Fox Replacement Surgery

    First, I added the repository with the “traditional” packages for Firefox:

    sudo add-apt-repository ppa:mozillateam/ppa
    sudo apt update
    

    Then I added a file named /etc/apt/preferences.d/mozilla-firefox with the following contents:

    Package: firefox*
    Pin: release o=LP-PPA-mozillateam
    Pin-Priority: 1001
    
    

    This ensures that the PPA’s version is chosen over the Snap. The next step is to remove the Snap and install the traditional package:

    sudo snap remove firefox
    
    sudo apt remove firefox
    
    sudo apt install -t 'o=LP-PPA-mozillateam' firefox
    

    Since my user profile is in my home directory this preserved all of my bookmarks and add-ons. Whew! And Firefox could now see my graphics card.

    Step Three: Chant the Deep Magic

    The final step was to change some advanced browser configurations in the dreaded about:config screen.

    • gfx.webrender.all to true -> This lets it use the graphics card to render web pages.

    • media.ffmpeg.vaapi.enabled to true -> for video acceleration

    • media.rdd-ffvpx.enabled to false -> This disables the built-in-software codecs in Firefox.

    • gfx.x11-egl.force-enabled and widget.dmabuf.force-enabled to true -> These are needed to get past the “hard blocks” imposed on the browser due to its default configuration.

    These take effect after I restart the browser. Finally, hardware acceleration works! My computer heads up considerably less than it did, my videos in Firefox have a buttery-smooth framerate, and I only had to battle a maximum of two Elder Things to acquire the knowledge of how to do so.

    1. A compositor, the part responsible for drawing windows and whatnot on the screen of a Linux computer. Wayland is the new hotness in that area, X11 is the older thing it’s replacing. 

    2. Snaps are a form of packaged program that’s a bit more isolated from your base system than usual. They’re less dependent on the specific traits of your base system. Snaps are a bit more tricky for developers to configure right, but they only have to do that once. 

  • The Great Tabletop Hackathon: Neon City Overdrive

    Neon City Overdrive's cover.

    Neon City Overdrive is a game written by Nathan Russel and published by Peril Planet Game Studio in 2020. This is the smallest core book of all the ones we’ve seen so far at 72 pages.

    We’ll also be looking at a supplement named The Grid, which focuses on hacking and has another 60 pages.

    Setting Overview

    Most of those 132 pages are dedicated to the setting and to a set of adventure seeds, both of which are largely based on vibes instead of relying on laboriously crafted timelines or detailed maps. This is the game of stylish cyberpunks running dangerous jobs in a neon-lit sprawl. The reader is expected to take it from there to add details as needed.

    The setting as provided is just a basic sketch. The game takes place in The City, which is divided into dense residential and commercial zones called Metroplexes, equally dense hellish industrial blocks named Grinders, and the Streets that flow in between. The City and the world it’s in are covered by the Grid, a global computer network where nearly every device that can be described as “electronic” or “computerized” has a presence.

    The Grid gets a somewhat more detailed description because I’m using material from the supplement here. Like the physical world it has several components. The Signal lets all those devices connect to the Grid. It’s maintained by an army of antennas, and repeater drones. The devices attuned to the Signal generate The Overlay, which is projected into the physical world as a combination of holograms and augmented reality. Most devices have an augmented reality interface instead of physical controls, and most signage exists in the Overlay only. Hubs are big static computers. Some of them help route and maintain the Signal and the Overlay, or host public virtual environments, but others are private servers used by the sort of organization your cyberpunks need to hack.

    You can use the grid through an interface that resembles a real-world smartphone or desktop browser, but it’s also possible to go into full immersion VR. This works as you’d expect if you’re familiar with the genre (and if you’ve read the other entries in this series, you are). We have our Gibsonian matrix here, with wireframe or low-poly graphics by default, but with specific hubs represented as more realistic environments. The more powerful the owner, the more realistic their hubs’ presentation.

    A lot of social events happen entirely in the Grid’s virtual reality, from important business conferences to sport tournaments and nightclub gatherings. Virtual reality ensures they feel mostly like physical events. That sure would have been handy during our real world pandemic.

    The downside is that “common” grid users are constantly monitored and tracked. Player characters and other dirty criminals have their ways of evading this, and despite the efforts of law enforcement agencies and corporate security, grid crime is very common and not going away any time soon.

    When you go into VR, you emerge at the Local Area Zone corresponding to your physical location but can move to any other LAZ you can access with a thought. Movement within a LAZ is restricted to the sort of thing a real person would be able to do in the physical world, and the landscape reflects this. Want to go to a site in your LAZ? You need to walk. The book recognizes this is inconvenient. Some area zones are private, either disconnected from the public Grid entirely or separated from it by virtual gates that admit only those with the proper credentials. A skilled enough hacker might be able to break through a gate. Totally isolated networks can only be accessed by physically jacking into their hubs.

    People can access the grid using wearable computers, which are cheap and widely available. Serious hackers (called codeslingers here) have an implanted interface chip that has all the same functions and allows diving into VR as well. Those who can’t or won’t use implants can make do with a “Grid-box”, a VR helmet that also covers the mouth and nose. And both can further benefit from a sensory deprivation chamber if they’re really serious.

    This default presentation is subject to change, as GMs are encouraged to tweak the arrangement to get the right vibe they want. By tweaking the list of available technologies and how common they are you could get anything from mainframes-and-telephones with a chrome veneer to a Ghost in the Shell-like ubiquitous net where everyone has implanted computers.

    Mechanics Overview

    From what I understand the rules of Neon City Overdrive belong to the lineage of Forged in the Dark games. There are no specific mechanics for the Grid here, not even if you use the supplement. Hacking uses the exact same mechanics as everything else.

    Tests use six-sided dice. You start with one Action Die, and gain more for each factor in your character sheet or the story that helps you succeed, and a Danger Die for each factor that gets in the way. Then you roll the resulting pool. Each Danger Die cancels an Action Die that rolled the same value. You take the highest value rolled in the remaining Action Dice, and use it to determine the result. A 3 or less is a failure, a 4 or 5 is a partial success with a cost attached, and a 6 is a complete success. The book goes into a bit more detail than this, but we don’t need it for this article.

    Narration and the fiction it creates are supremely important because they’ll set the stakes for the roll and inform you of which positive and negative factors are in play to build your die pool. Players are the only ones who roll dice. Enemies and obstacles are a source of Danger Dice but the GM never needs to roll for them.

    Hacking also uses those rules. The additional rules material in the Grid supplement is just a clarification that purely physical traits and tags don’t apply to tests made in the Grid, and Grid-specific ones don’t apply to the meat world. Can´t use your muscle grafts to hack the Gibson, can’t use your fancy programs to lift a car. Mental traits might apply to either “reality”, though. The book encourages focusing on the imagery of the simulation and making it as close to the physical world as possible, to make it easier for the group to describe actions without needing to know a lot about computers.

    Run Parameters

    We’re supposed to set the exact shape of our Grid when we play, so let’s say it’s more or less the same as Shadowrun 4th Edition’s. It’s not a pure mesh network, there’s cell tower hubs and such, but it’s close enough for our purposes.

    Our hacker will be going along with the physical team. The target office’s Grid layout is the same as in the SR4 version. The physical location surely has its own set of tags but the one that affects us is that our good disguises give us the element of surprise. Losing this might be one of the consequences for a hacking complication here. In a real game that’d affect the rest of the team too.

    Target Systems

    We have an office intranet that’s connected to the general Grid through a firewall, which we bypass by being inside the office. Its security from the inside is nothing special except that access to the bank accounts is well-guarded.

    The internal security wireless network covers the office but not connected to the outside. It’s hardened against intrusion and has a piece of Blue ICE that will trigger at the first complication.

    Our secret server in the records room with no wireless network at all. Our hacker must physically jack into it. It’s also hardened, and has Black ICE constantly watching over it.

    Our Hacker

    Pixie (non-binary human)

    Trademarks and Edges: Metroplexer, Codeslinger (Hacking, Cyber Combat), Infiltrator (Alarms, Locks)

    Flaws: Greedy, Socially Awkward

    Gear: Interface Chip (Fast, Advanced), Icebreaker (Silent, Deadly), Stealth Program Suite (Mimetic, Subtle), something else non-hacking related.

    Pixie is kinda min-maxed to fit our scenario, to be honest, with lots of traits that would apply to hacking. They’re a passable sneak in the physical world but not very good at physical combat and bad at social interaction. That’s what the rest of the team is for.

    Run Summary

    Our team gets into the office as usual - we always assume this part works out. Pixie hides in the bathroom to find the security network and hack into it via VR.

    I decide to roll the security server hack as an extended task, since those require three successes and we have three goals in here. Pixie decides to use Infiltrator instead of Codeslinger for this, since it is an infiltration of sorts and that’s where they put put their Alarms and Locks edges. I’m being lenient towards my player (who is also me) here. Those traits plus all other relevant tags give Pixie a total of seven action dice.

    Pixie is opposed by a single danger die, from the server being Hardened, but that die rolls a six and eats the one I rolled on the action dice. They’re left with a 5 and a 4, which count as successes towards our goal but apply consequences as well. So I rule we lost our Element of Surprise and that the Blue ICE on the server activated.

    I rule that the ICE hasn’t found Pixie yet, but it does get to add its relevant tags as danger dice on the next roll as it looks for them. Fortunately none of those roll a six and the action dice do, allowing Pixie to unlock the final door ahead of time. Tests from this point on are made using Codeslinger as expected, since they deal purely with stuff that lives in the computer.

    We get to the secret server and I rule that the Black Ice in there is already active but will only spot Pixie as a consequence - they start out stealthy. The ICE however does get to add its Counter-Intrusion and Scary tags as danger dice even so. Fortunately its rolls are crap and Pixie gets a 6, finding and downloading the evidence.

    Finally, let’s go for the money! This means the office network’s Well-Guarded tag becomes a danger die, but as before the ice only comes online as a consequence. We roll a 5 here, so it does come online, but not before we transfer the money.

    The physical team proceeds to try to leave the office, but as usual we stop our simulation here since the main hacking bits are done.

    Total elapsed time: 15 minutes.

    Run Analysis

    I love engaging with crunchy mechanics but narrative systems do have their advantages! 15 minutes is the fastest time we have so far, beating the “silent run” from SR 4th Edition by 2 minutes. And this only took so long because I have absolutely no experience with Neon City Overdrive and had to keep looking at the books.

    It’s possible this run was too easy, but it’s okay because it’s inserted into the larger context of the physical break-in. Pixie would have plenty to do in that part of the run. I might have made a mistake here in simply having “unaware” ICE add some of its tags to the hacking roll. The system is abstract enough that I could have ruled slipping past the ICE undetected would require “fighting” it and filling its Harm boxes while describing it as a sneaking attempt. Whatever form it took in the narrative, combat would have made things take longer, but not by much.

    The mechanical bits of the run would probably be much faster than the 50/90 minutes I’ve been assuming here, but this would be offset in all cases by the extended narration and roleplaying the game demands to frame those mechanics and establish all the influencing factors for each roll.

    Our experiment however does allow us to conclude the obvious: when you use the exact same simple resolution mechanic for everything, everyone has more or less the same spotlight time and the classic “Decker problem” won’t manifest.

  • Underwater Dungeon Fantasy 2: Items and Artifacts

    A while ago I posted a compilation of methods and tools for underwater adventuring. In this post, I’ll add a few items and artifacts that further help with that or that make sense as possessions for underwater people. This is a grab-bag article without much direction, but I hope it will be useful nonetheless.

    Alchemical Pills

    Any drinkable concoction (including magic potions) might be made as a solid pill instead. Pills tend to be round, thumbnail sized, hard, and meant to be swallowed whole. Pills are popular with alchemists and herbalists who don’t have a line to a crystal vial supplier, and with underwater civilizations since liquid potions don’t really work there.

    A pill costs the same as the equivalent liquid potion. It’s waterproof and not at risk of breaking from falls and the like, but it also can’t be put into bandoliers for easy access during combat. Dry-swallowing a pill during a fight requires either two Ready maneuvers or a single maneuver and a HT roll.

    You can put each of your pills into a separately-purchased crystal vial (DF1 p. 111) in order to have them in your potion belt, but that does add an extra Ready maneuver to the process of ingesting it since you have to open the vial first.

    Elixir of Water Breathing

    This alchemical elixir can be found on GURPS Magic, and is “reprinted” here with additional options. It’s a drinkable potion that lets you breathe underwater as if you had Gills for 1d hours.

    The GM rolls the die in secret when you drink it, and you remain unaware of how long you have… until 5 minutes before that time expires, when you get an instinctive mental warning that you only have 5 minutes left.

    GMs who dislike the randomness can set a fixed duration based on how much they want their PCs to spend on these potions. I suggest from 1 to 3 hours.

    Purely aquatic people can instead get Elixirs of Air Breathing for the same price and with the equivalent effect for air. Both variants are very likely to be found in pill form (see above).

    In all cases, the potion is $600, 0.25kg (0.5 lbs).

    Coral Items (+4 CF)

    Coral is a new implausible material: items made from it have a somewhat porous texture but are covered in intricate natural patterns of bright colors. Coral comes in rough or polished varieties, though both cost the same. Surfacers value it because it’s pretty, underwater civilizations value it for its incidental properties.

    Coral items can be made without fire, though they do require special magic and techniques known to underwater armorers. They also have neutral buoyancy: their weight does not count towards Encumbrance when determining the user’s penalty to Swimming. Anything that’s usually made of metal or wood can be made of coral instead. Being made of coral adds +4 CF to the item’s total cost.

    Artifact: Atlantean Armbands

    Origin: Divine.

    This is a pair of gilded orichalcum armbands decorated with reliefs of sharks and other marine creatures. The Atlantean Armbands were said to be a gift of the gods to a human hero destined to become the queen of a great underwater nation. That did indeed happen, and since all of the queen’s descendants were born with the ability to live underwater the armbands became honored museum pieces.

    That ancient empire has long since fallen to the tides of history, so who knows where these artifacts might surface next?

    • Sell Price: $50.000.
    • Weight: 0.5kg (1 lb) for the pair.
    • Power Item Capacity: 20 FP.

    Properties

    • When worn (one in each arm), they allow the wielder to freely breathe and move underwater as if they had the Gills and Amphibious traits.

    • If used as power items, any FP from the armbands that’s spent on the Swim and Breathe Water spells is worth double the energy.

    Variations

    Some legends tell of another pair of armbands, of silver-plated orichalcum and decorated with land-animal motifs, that would allow an aquatic wearer to breathe air and walk on land, assuming a humanoid form if necessary. These were created by an evil but powerful witch for a mermaid that wanted to walk among humans, and are Druidic in origin.

    Instead of armbands, you could have rings, piercings, or amulets with the same enchantments.

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