Friday, November 29, 2024

More Frames: Marshal

With the v1.4 changes to the Omen resource dice and aspect mods, that frame shifted more toward a combat role with a variable supplementary trick up its sleeve.  This also left the 8/6/10 Armor/Damage/Nexus resource dice spread unused, and since there's room for a few more frames in the game I thought I'd try doing a homebrew that would suit and add a new, somewhat more specialized role to a Nexus.

                                                                                                                

MARSHAL

Tactical Coordinator Frame

The Marshal frame was designed during the height of the Hive War to serve as a sturdy command platform for leading large groups of knights.  As such it was equipped with an augmented linkages that further improved the synergies already already enjoyed by a Nexus.  The frame is relatively unpopular in modern times when there are fewer Apparatuses in service and the average Nexus is correspondingly smaller, but even a small team of knights can still benefit greatly from including a Marshal in their ranks.   

StoneFluxAetherHearth
0+10+2
EnergyArmor DieDamage DieNexus Die
10D8D6D10

COMRADE IN ARMS                                                                                          

You have favor on initiative and when attacking foes engaged with another knight.  Add a bonus equal to the number of knights you are engaged with to all your Armor Die rolls.

NEXUS EPIPHANY                                                                                              

As an Activation, grant each knight favor on a test before your next turn.  Roll your Nexus Die.

                                                                                                                

The basic Marshal frame is extremely good at handing favor out with Nexus Epiphany, and has the large Nexus Die to use the ability regularly.  It's very simple but quite flexible, although you may have to delay your turn sometimes to get maximum mileage out of it.

Comrade In Arms is a more complex package of abilities.  Having favor on initiative (and an innate Flux bonus) makes it easier to take your turn just when you want, which helps with using the favors you hand out.  You also gain favor when supporting an ally who's being engaged by foes, which is a flexible boost to your own offense whether you're actually engaged or not.  Finally, your already-solid armor gets much better when you share a span with even one other knight, and could be very tough with a Nexus that plays "tight" and clusters up in one span regularly.

Having a large Nexus Die also opens up a lot of offensive possibilities in terms of boons and augments, which can be used to strengthen your weak Damage Die.  Alternately, you could lean even further into a supporting role with things like Battle Analysis, Memento Mori, Nexus Horizon, and some kin abilities.

                                                                                                                                

When skyvaulting, the Marshal has access to the following ability:


COORDINATED MANEUVERS                                                                          

At the beginning of a skyvault, choose and generate a number of extra tricks equal to the number of knights in your Nexus, which form a separate team pool of their own.  Once per skyvault, each knight may choose to use a trick from the team pool instead of one of their own.

Saturday, November 23, 2024

Homebrew Mechanics: Skills In Aether Nexus

I recently had someone ask me how Aether Nexus handles skills, and my answer was it doesn't really have skills as such.  Most things a skill might be used for are just an aspect test, maybe opposed by an NPC or foe's own aspect value the way at attack or defense test would be if it makes sense.  For ex, trying to sneak past a wary sentry might have your Flux test modified by their +1 Aether aspect, while a drunken sentry might be a -1 instead.  You don't really need more than that foundation.

Still, I can see where people might want more definition about what their knight is good at outside of combat, so here are some quick ideas for adding a formal skill system to the game.  As always, this is really unofficial and entirely optional.

Skills

The basic skill mechanic is simple:  When you attempt to do something that your skill would reasonably apply to, the ensuing aspect test gains favor.

When testing against opposition like a foe or other NPC, your die roll may be modified their own aspect modifier in the same way attack and defense tests are during combat, although few NPCs will have aspects outside of the -1 to +1 range.  Extreme circumstances might also apply hindrance to the test at the GM's discretion.  Unskilled knights can attempt tests covered by skills, but they'll obviously be less likely to succeed unless their relevant aspect score is much higher than a skilled knight, and are more likely to suffer hindrance when attempting more specialized tasks. 

Skills are most often used when Questing or during Voyages.  They might apply during Battle when doing something that isn't covered by a basic action (such as sabotaging a piece of machinery with an Interaction, or sneaking around without being spotted with a Maneuver) but never apply to attack or defense tests or any other tests called for by a basic action (eg the Flux test to retreat).  The augment and boon rules already offer plenty of ways to gain favor in battle, and skills are not intended to be an easy replacement for those, or for the basic Aid action.  Similarly, when Skyvaulting the GM should generally disallow skill use on tests called for by tricks unless there's an excellent justification for doing so.

When using skills, add a step to character generation where the players can choose one skill to start with, possibly two if you have a very large list (more than ten or so, which again I advise against).  You can purchase new skills during respite by taking this new respite action (which, as always, is the only action you can undertake other than Bond):

Study - Choose a new skill for 4AP

The GM (maybe with some player input) should make up a list of skills for their campaign.  Concentrate on skills that you expect to be get used often enough and in a wide enough range of circumstances to be meaningful.  Keep your skills broad and your list short.  Something like "Roguery" is fine, having ten different skills for different thieving functions is not.  I'd be surprised if a campaign needs more than a dozen skills, and less wouldn't hurt.  If a player comes up with a skill they really want during play and none of your current ones cover it, you can always add it later.

For an example of a skill list I might use and how they would operate:

  • Aetherics - Study and practice of manipulating ambient aether to produce magical effects, as well knowledge of fissure theory, slipgates, and the Aethereal itself.  Usually includes some degree of familiarity with aether-related technologies as well, from skyship catalysts to various 'ratus augments.  Test Stone to stay focused during long rituals, Flux to quickly react to sudden changes in the local aether (both within Eskahara and the Dream Sea), Aether to recognize and avert aetheral dangers, and Hearth to convince the inquisitor from the Aethereal Authority you aren't a danger to their own plans. 
  • Artifice - Familiarity with the many arcane technologies of Eskhara, including use, maintenance, repair and even construction when time and supplies are available.  Of course, being able to fix something also makes it easier to break something if a bit of sabotage is called for.  Test Stone for jobs that requires some muscle, Flux for precise work, Aether to assess exotic or ancient mechanisms, and Hearth to coordinate with assistants and schmooze with fellow experts in the field.
  • Delve-Wise - A talent for exploring Eskhara's many old ruins and forgotten battlefields in search of relics of the past, from lost knowledge to legendary magical and technological wonders to valuable salvage and the strange treasures of old.  The Delve-Wise can often understand and use exotic artifacts from before the Hive Wars, and they usually have a wide web of contacts that help them find potential sites of interest.  Test Stone to shift rubble and excavate a site efficiently, Flux to slip past dangers and navigate treacherous ruins, Aether to research your finds and dig through dusty records, and Hearth to pursue rumors and negotiate with museums and collectors. 
  • Heraldry - Extensive knowledge of knightly lore ranging from history dating back to the Hive Wars to the shifting allegiances of modern banners.  Also useful for finding likely patrons and quests for your Nexus.  Test Stone or Flux to display your prowess in knightly contests without resorting to violence, Aether to identify other knights on sight and recall their reputations, and Hearth to politely boast of your own deeds and prove your status to others, knightly and otherwise.  
  • Lawkeep - A thorough grounding in the diverse systems of law and justice that keep Eskhara's shattered civilization running, from the baroque formalities of Korward House nobility to the eccentricities of the Cinder Clan councils and even the unwritten codes of some criminal groups.  Usually includes some practical experience in solving crimes, which could be turned toward committing them in a pinch.  Test Stone to efficiently apprehend resisting suspects without undue harm to them or yourself, Flux to pursue fleeing criminals, Aether to detect criminal activity and reason out the meaning of clues, and Hearth to argue a case in court or interrogate a suspect or informant.
  • Roguery - A wide array of skills and talents conducive to living a shadier lifestyle than most knights pursue - or admit to, anyway.  Equally handy for both espionage work and outright criminal activity.  Test Stone to cow potential victims or break bonds with brute force, Flux to move swiftly and stealthily or to perform feats of dexterity, Aether to plan a heist or collect and memorize information, and Hearth to blend in to social situations, run a confidence game, or locate and do business with criminal contacts.
  • Sky-Sailing - Experience in the many tasks required of a skyship crew, from simple repairs to ship-handling to basic navigation and having a "weather eye" for changes in the Flux.  Often includes familiarity with flying mounts like driftwings, as well as less "official" perks like social and business contacts in every port and a knack for carousing.  Test Stone for task that call for great strength like rigging sails in a storm, Flux for steering a tricky course, Aether for plotting routes and keeping a sharp watch, and Hearth for keeping the crew's morale up in the face of adversity, dealing with portside officials, and frightening off pirates.
  • Wildwalking - Hard-earned wilderness survival skills, including foraging for food and water, improvising suitable shelter, pathfinding, tracking both animals and kin, and detecting and avoiding perils like erratic fissures to the Aethereal or oghdra infestations.  Care and handling of mounts, livestock and hunting animals is also commonplace, as is familiarity with hunting or avoiding great beasts.  Test Stone to endure privation and make hike for long periods, Flux to hunt small animals or avoid sudden dangers, Aether to navigate by the stars and Fragments or survey an area, and Hearth to organize expeditions and keep morale up on difficult treks.

That's only eight skills, but it offers a wide range of flavorful "things to be good at" for the players to consider as well as hinting at the kind of quests your knights might undertake.  If no one seems interested in a skill it can always be dropped, although ideally consulting with your PCs should keep such skills off your list in the first place.  You can also add more (and possibly more specialized) skills if the campaign direction seems to call for them.

Monday, November 18, 2024

More Foes: Oghdra

One of the things I would have liked to see more of in the core rules is an expanded roster of NPC foes for the knights to battle, so I'm making it a priority to add homebrew enemies as the inspiration takes me.  I'm using the "average foe stats" table on p.66 as a guideline, but it mostly comes down to gut feelings and comparisons to published foes when deciding on traits and actions.

First up are a trio of new oghdra statblocks, since they're the Big Bads of the setting and responsible for shattering Eskhara in the first place anyway.  While the modern day oghdra remnants are a pale imitation of their might at the height of the Hive Wars, even the dregs of that ancient swarm remain a real menace.  Aetheric knights are often called upon to purge oghdra infestations before they grow to numbers sufficient to despoil and corrupt entire Fragments as they did in the past.  Each of these new foes is meant to fill a perceived gap in the existing oghdra forces and offer the players a different tactical conundrum.

                                                                                                                

JUGGERNAUT

Armored brute escorting scuttlers into battle

StoneFluxAetherHearth
+2+0+0+1
EnergyDamageThreat
40+2Moderate


TRAITS                                                                                    


Mobile Shelter: Scuttlers engaged with this foe are fortified


Shared Senses: This foe is shaken unless there are Scuttlers engaged with it


ACTIVATIONS                                                                       


Dig In: This foe becomes fortified until the start of its next turn


MANEUVERS                                                                         


Scuttling Onslaught: This foe moves into an adjacent span; one engaged Scuttlers foe may move along with it for free, ignoring opportune attacks when doing so


STRIKES                                                                                  


Crushing Mandibles: Stone - 1 target - melee - 1d8 damage and become rooted


                                                                                                                

Juggernauts are monstrosities the size of a Bastion frame, their low-slung bodies overhung by a wide dorsal armor plate and borne steadily forward on 4 to 8 massively armored crab-like legs.  They sport a pair of enormous jutting mandibles, but they've been bred to bear a more insidious threat.  Entire swarms of scuttlers cling to the underside of a juggernaut's armored form, carried safely and at speed through enemy fire until they reach the enemy and clamber off in a wave of claws and jaws.  The bond between the two breeds is a close one, as the blank-faced juggernauts entirely lack sensory organs of their own and rely on the hive link to their smaller riders for guidance in battle.

Mechanically, these things give some actual mobility to the basic scuttlers, making them more than a static minefield of thrashing claws as well as protecting them against ranged attacks.  Without juggernaut transport the only way to deliver scuttlers is a lucky gate roll a gatekeeper, and including a mythic tier threat just isn't appropriate all that often.  The players have  a choice to make when facing a jugger-scuttler combo; do they concentrate on the bigger target to strand the swarm so they can be shot to death from a distance later, or do they try to quickly kill the scuttlers and "blind" the juggernaut to make it less of a threat while they chew through its high Energy and tough defenses?

                                                                                                                

SKY-BLIGHT SWARM

A cloud of expendable horrors, filled to bursting with corrosive ichor  

StoneFluxAetherHearth
-1+0+0+0
EnergyDamageThreat
10-1Minor


TRAITS                                                                                    


Invasive Swarm: This foe can enter confined spaces but cannot shift unless it is aloft


MANEUVERS                                                                         


Flying Swarm: This foe becomes aloft as long as it is not in a confined space; land as a Maneuver


STRIKES                                                                                 


Feeble Claws: Stone - 1 target - melee - 1d4 damage


Sacrificial Burst: Flux - 1 target - melee - deal damage equal to this foe's remaining Energy +1, then destroy this foe


                                                                                                                


A single sky-blight is a bloated sac of swollen bruise-colored flesh about the size of your average Cloven, borne aloft by a quartet of gauzy wings or scrabbling along on a set of undersized insectile limbs.  By itself the ungainly thing is little threat to an armed and wary kin, much less a knight's Apparatus.  But sky-blights don't operate alone, they travel in buzzing swarms that can darken the skies, overwhelming victims with a storm of sacrificial detonations that spatter their victims with corrosive internal juices.  Against hard targets they simply rush in to ram and die, but they're also notorious for squeezing their disturbingly flexible bodies into buildings, fortifications and skyships, seeking the most vulnerable places to detonate themselves.


These things give the GM a self-mobile minor-tier threat that can still threaten confined spaces.  They're useful for providing a weak but numerous airborne threat during skyvaults, and can menace a skyship with boarding actions that seek to get to get below decks to endanger key locations and individuals.  They don't always launch a Sacrificial Burst attack at the first opportunity, although their usual response to taking any serious damage is to burst before their damage is too badly degraded by leaks.  Tactically, players really want to knock a sky-blight swarm down quickly and from a safe distance, but the damage being thrown their way is damage not hitting longer-lasting threats like shrikes and vicars.


                                                                                                                


STALKERS

Swift and stealthy, if you see one of these deadly hunters there are sure to be more in hiding nearby

StoneFluxAetherHearth
+1+1+1+0
EnergyDamageThreat
25+1Moderate


TRAITS                                                                                   


Brood Tactics: While this foe has a Legion Die, whenever it takes damage it must roll that die to reduce the damage


Phase Stride: This foe ignores opportune attacks


INTERACTIONS                                                                   


Hidden Ambushers: Gain a d6 Legion Die; this foe cannot take this action again during this battle (charge-up 5-6; can only be used once per battle)


MANEUVERS                                                                        


Dark Stalker: Move to an adjacent span; if you are not engaged with a knight after moving, ranged attacks against you are hindered until the start of your next turn


STRIKES                                                                                


Barbed Darts: Flux - 1 target - ranged - 1d6 damage


Impaling Forelimbs: Stone - 2 targets - melee - 1d6 damage


                                                                                                                


Stalkers are spindly, long-legged oghdra about half the size of an Apparatus, well-equipped with natural weaponry for both ranged and melee combat.  They act as specialized scouts and infiltrators for the hive, exuding a shrouding aura of corrupted aether that makes them hard to detect and lets them slip past sentries with ease.  Stalkers invariably hunt in small, tight-knit broods, and when you see one of them it's a guarantee there are more lurking nearby in ambush.  Swift, decisive action can sometimes drive them off before their broodmates can reach a position to attack, but aggressive action can easily led to falling into a carefully-laid trap as well.


This foe introduces the concept of a once/battle action, which is combined with a cooldown roll and the Legion Die mechanic to reflect the fact that there's only a limited number of other stalkers out there as backups and that they may not be immediately available to help.  The Brood Tactics trait adds defensive utility to this foe's Legion Die (representing the thing's broodmates taking some incoming attacks for it) instead of being purely offensive like most foe's Legion Dice are (since they lack an Armor Die to to roll it alongside of).  Like the sky-blight swarm above, stalkers put time pressure on the players and encourage aggressive play.  If a stalker lives long enough to roll that 5-6 cooldown to use Hidden Ambushers it very nearly doubles in combat effectiveness, at least until the Legion Die downgrades into oblivion.  Conservative, evasive play while awaiting that 5-6 will make your stalkers much more dangerous, but staying out of melee reduces their damage output as well.      

An Introduction

Welcome to Fragments of Eskhara, my new blog dedicated to the Aether Nexus TTRPG from Absolute Tabletop.  For those of you unfamiliar with the game (how did you find this blog in the first place?) I recommend a look at the lengthy preview on the game's DTRPG page which will give you a good concise look at the unique setting and overall premise.  For a much, much  longer readthrough and review with my initial impressions of the book, there's also this thread over on the RPG.net forum, although I'd advise that if you've got some time on your hands.  There are also a number of videos on YouTube, including some actual play sessions from both before and after the playtesting period.

I'm hoping to use this blog to add homebrew content to the game and its setting, ranging from rules tweaks to worldbuilding to brand new material.  I want to stress that nothing here is in any way "official" and I have no direct association with Absolute Tabletop beyond trading a few emails.  This is just me riffing on their ideas, taking full advantage of the open framework of a world they've provided for GMs and their players to make their own.  Feel free to use or ignore anything you see here in your own campaigns, and remember that everyone's vision of the setting is going to be different.  

To paraphrase from Chaosium Games, your Eskhara may vary - and that's fine.            

Zy-Dur and Brightshadow, Epic Aether Knight and Their Legendary Apparatus

Continuing from yesterday, here's a potential "epic knight" writeup for our no-longer-young qy knight and their much-upgraded ...