CHALLENGE 1: GEOMETRISTICS & THE DOMAIN
CHALLENGE 2: WANYŪDŌ
CHALLENGE 3: MISCELLANY IN DRACULA'S CASTLE
CHALLENGE 4: THE LAWS OF SURRENDERING
CHALLENGE 5: THE COMPLETE CARRINGTON
CHALLENGE 6: ART CRAWL PART I
CHALLENGE 1: GEOMETRISTICS & THE DOMAIN
CHALLENGE 2: WANYŪDŌ
CHALLENGE 3: MISCELLANY IN DRACULA'S CASTLE
CHALLENGE 4: THE LAWS OF SURRENDERING
CHALLENGE 5: THE COMPLETE CARRINGTON
CHALLENGE 6: ART CRAWL PART I
GLÅUGUST Challenge 5, #1: Write a location where roughly 80% or more of the language is directly lifted from a single author or poet (they can't be a ttrpg writer, don't be dull).
The following almost entirely uses paintings & text pulled directly from the works of surrealist painter and author Leonora Carrington. (A word or two has been added here and there, mainly some word tenses changed and some sections mixed around or re-arranged.)
But it's not just some of her works that I pulled from. I have tried to stuff aspects from every one of her published short-stories into one 117-node point crawl.
Players act as debutantes and sisters of some great family, with the collective goal of trying to figure out how to most intensely upset your mother at the upcoming ball in a few hours.
Please check it out via clicking here.
Leonora Carrington, Self-Portrait (Inn of the Dawn Horse), 1938
I debated editing things more, to try and work in more game-able elements, challenges, motivations, etc., but figured it's not quite as in the spirit of the challenge to make broad sweeping changes. Besides, as Carrington was a surrealist, often these stories are abrupt or dreamlike after all.
As such, if one were to actually use this, a lot of improvisation and detail-filling would likely be needed for a more playable experience. Reading the short stories that these actually come from also likely would help.
In the laid out Scenario, each character is assumed to be a mundane-but-capable young woman with some level of education and training befitting a young socialite.
After adventuring around a while, the game enters its finale either: A). when the party is put into an inescapable / deathly situation, or B). most players feel like it's a good time to start wrapping things up.
At that moment: the dinner bell rings and everyone somehow hurries home to Crookhey Hall at once- along with any would-be captors & pursuers, any friends invited as guests, etc etc. Then, play out stirring as much chaos as possible before the curtain falls.
The main contents of this post were actually all originally written in other documents way back in 2017!
Back then: I wanted to experiment a bit with page layouts & such so I drew up an adaption of the PACE System by Fred Hicks for specifically playing games set in the world of JoJo's Bizarre Adventure.
| (I won't share more than the logo I had made; but I would highly recommend checking out PACE for more board-gamey/Fiasco type games) |
Of course, why make something without ever using it? And so JJBA: Siberian Khatru became a quick, little side-game to run with some friends.
Note: a lot of the actual encounter spaces were left a bit sparse of descriptions, largely relying on improvisation thanks to the randomisation. This is also to suit the central mechanic of PACE, which essentially lets players push back on current circumstances or win challenges at the cost of expending points, with those points then going directly to their opposition to use against them later.
August, 1965!
The Sound of Music is an international hit film only a few months after it’s debut.
The Beatles have released their fifth album, “Help!”
Ian Fleming, the creator of the James Bond series, has been dead for one year.
The Civil Rights movement is still recoiling from the Watts Riots, which are still fresh in the minds of the American public.
The US is a few months into Operation Rolling Thunder, escalating their conflict with North Vietnam.
The Berlin Wall is currently receiving another reinforcement.
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Each of your characters is a「Stand User.」
Whether through coercion or voluntary service: they are also an agent either working directly for the US government or on loan from one of their NATO allies.
Your current handler, CIA Agent Michael Snow, has briefed you with the following document intercepted from the Soviets.
Within the last few weeks: Jola Gajos has escaped the facility.
In that time she's made contact with at least half a dozen US-based television personalities through supernatural means, in order to get our attention and ask for assistance.
It is your mission rendezvous with Jola, and bring her back to the land of the free & the home of the brave via West Berlin.
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Stand: 「Dream Police」
Jola dresses in bright fuzzy clothes, criss-crossed with all sorts of dashed lines. She is often day-dreamy and child-like when things are quiet.
Despite having been separated from her family in Poland, back just before the Cuban Missile Crisis, YoYo still has a serene presence. She also has this tenacity and keen insight which emerges in tense situations that has let her survive so long, despite the constant experiments and training. (Effectively: as-needed Speedwagon narrator).
After a character dies & the fight that killed them is over, the survivors are allowed to say one final goodbye to them as their soul ascends into the clouds.
Whenever they arrive at the next city, somehow a new ally emerges and joins the party. Maybe they also work with the CIA, or otherwise are anti-USSR, or sympathise with poor little YoYo, whatever justification you need.
If somehow YoYo dies, you lose.
If somehow everyone dies, you lose.
We are on Part 3 logic- everything short of getting a limb hacked off or shot in the head is just kinda shrugged off by the time you arrive at the next city.
The nitty gritty logistics of travel aren't really a concern. Vehicles? Food? Money? Somehow you're taking care of that with agent skills or Stando Powah, role play it out but it doesn't matter mechanically.
The important parts are the "challenges" of how you are travelling. Whenever you travel between cities, roll on the list below and then scratch out the entry you rolled. Your party needs to somehow navigate this obstacle and move on.
Have Wikipedia open on your phone and be ready to give a random ranting speech detailing either the cities the players are going to, Cold War era politics, or other random esoteric facts. It's important for the tone. Narrator's choice on what to hyperfixate on.
Really, all of this is pretty loosey-goosey. Break out a historical map and just kind of point out a route going through any cities you recognise or how long of a game everybody wants to play. For each city you add, you have to roll for another travel challenge & fight another Stand User.
Depending on the plans of the party, in theory you could just speed run this through travelling out by water or by air, but where's the fun in that?
A recommended route might be going by land from: Vilna > Leningrad > Moscow > Minsk > Bialystock > Warsaw > Poznań > Szczecin > Frankfurt > East Berlin > The Berlin Wall
And then of course, the Finale & Epilogue entries come after.
Stand: 「We Didn't Start The Fire」
| Q, from Streetfighter |
Vili will usually first appear to the party anonymised via his Stand. His real form though is that of a bulging and hardy fellow, stuffed into the exact same outfit as his Stand's effect but nearly bursting at the seams. Underneath his hat, he has an awful whacky haircut.
Vili was born and raised in Helsinki, and technically works for Supo. However, as part of an agreement to appease the USSR, he has been forced into cooperating with them as part of their research into Stands.
Usually his missions focus on support roles, including anonymising people and transporting them under enemy observation or through active combat zones. As such, he is very begrudging and conflicted about dealing with the party.
Stand: 「Russians」
Codename "Orzabal" is an MI6 agent, meant to be cooperating and providing support on this mission. Pick your favourite James Bond- he looks like that but with the funniest haircut you can think of, and a white tuxedo with an exaggerated hourglass cut.
He's swaggering, but in an inclusive middle-manager sort of way. We're all here, we're the best, and by god we're gonna do the thing! When he first shows up, he'll help the party through a couple mundane small challenges. However, this slowly shifts into him sabotaging and taking everyone else.
This is because he is under the influence of a Stand User tailing the party (see below).
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Stand: 「Cult of Personality」
| Hajime Sorayama I believe |
Motya looks like a Bond girl, but with a high-fashion gold motif.
At first, she'll hang off Orzabal and act like a ditz. However, as her true nature is revealed, she will drop the act and change personality completely. She's actually a very angry and abrasive person, and is upset that she isn't taken more as a legitimate and equal Soviet comrade.
Stand: 「Gotta Wear Shades」
Maximilian isn't his real name, but he's changed it since joining up with the Soviets. Maximilian is a former Nazi rocket scientist you see. He was forcibly recruited into working for the Soviets after the war. He still has a lot of his Nazi ideals and resents his Soviet masters, but ultimately he really could care less. He’s still pursuing his science for, in his mind, the same sorts of people anyway. He doesn't care as long as they let him build rockets.
Maximilian will use a wrench, and whatever is in the scenery, to isolate an opponent and take them apart one by one.
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Stand: 「Spy」
Yuri is a man so silent, he won't even speak on his death bed. He's almost dressed entirely normally, perhaps being slightly too gucci for his era.
Stand: 「Atom Bomb Baby」
Rodya looks like a patient from a psikhushka, because he used to be. Until one day his Stand started spitting rads, and the Soviet researchers nabbed him.
Rodya is relatively passive, but also: depressively suicidal. He'll constantly mumble about considering to blow himself up right now. Which, given his Stand, would also likely initiate World War III and end the world in Nuclear Holocaust. "But would that be so bad? The world kind of sucks anyway..."
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Stand: 「This Fire」
Aleksey is your stereotypical American-film type Soviet hard-ass commanding officer. His uniform has that "covered in medals" look, however the medals instead are all random high fashion little pins and other non-regulation designs.
He was transferred as an added security measure to help control Rodya; or to potentially deploy together with him as a living nuclear weapon if need be.
Aleksey is the kind of unhinged man who might just turn the key, press the button, and end the world if he perceives he's starting to lose.
Stand: 「Forever Young」
Bernhard used to be a famous East German chess prodigy, going toe-to-toe with the likes of Petrosian or Spassky. However, when it was discovered he was utilising his Stand during his games, the Soviets quietly banned him from play and moved him to the supernatural research division. While this was done to keep Stands classified and avoid potentially disgracing the Soviets with a cheating scandal on the world stage, it's left Bernhard bitter and sadistic. These days he pretty much only lives for the thrill of the fight, choosing to fight with nothing but a Colt Single Action Arny for the thrill of reloading in battle.
Stand: 「Breathing」
She looks like a human version of one of those tiny yappy dogs with the really really long hair. Like a wandering mop. She's incredibly short for her age as well.
Katerina normally acts like a sort of vapid teenage girl, but at the slightest inconvenience she'll completely flip personalities and have a complete panic attack over the most unexpected or bizarre things (e.g. there being crust on her sandwich, people whose first and last names rhyme, etc). Really only her handler, Rurik, has a good knowledge of what will set her off.
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A brick wall of a man, with a goatee and dark glasses and an oxygen tank. He looks less like a Soviet agent, and more like a Hollywood talent manager. He tries to act like one to, but ends up doing all sorts of debasing and demeaning stuff in order to keep Katerina happy instead.
He has no actual combat expertise, and relies on Katerina to set up easy kills for him by snuffing people with a pillow or something while he breathes from his oxygen tank. He is legitimately really good at managing Katerina though.
Stand: 「99 Luftballons」
Gabriela is actually a freelance assassin. She has currently been hired by a representative of the Soviets known as "Ivan" in order to kill the party and retrieve YoYo. It's nothing personal, she just needs the money you see.
She usually operates covertly in public as a balloon seller, and by covertly pricking people with her poison-tipped umbrella in crowds. Unless the victim ingests an ampoule of the antidote within an hour, they'll die of a heart attack. (Luckily though, she carries six ampoules on her person at all times in case she accidentally pricks herself).
Stand: 「Games Without Frontiers」
Piotr is, seemingly, just a normal Polish citizen. In fact he doesn’t even care for the Soviets, and is even willing to cooperate with the party. However, after hearing a code word by phone from "Ivan", he immediately “activates” Manchurian-candidate style and is ready to act.
His M.O. is asking people about their “plans” while normal, getting activated by his handler, then initiating the plan. In this state, he's obsessive about people doing what they’ll say, to the point where he’ll puppet their corpses to do what they said they would do.
Stand: 「Heroes」
Major Foma was born a common man, and he will insist that's all he is. But to his peers he's known as the Hammer of the People, and a true Hero of Communism. He looks like he walked right out of a propaganda poster, but he's a genuinely noble and good person. He is a true believer in the cause, and spits a constant stream of propaganda as he labours for his comrades.
He actually intends to defeat the party, and return YoYo to whatever distant relations of hers he can track down in Poland. This is a doomed and foolish plan, as there's nothing stopping her from being put right back where she started beyond firm insistence.
Stand: 「Burning Hearts」
Yakov is rocking a blonde skullet, leather racing suit, and the worst moustache you've ever seen in your goddamn life. He also probably drove up in his bitching custom Bizzarrini 5300 GT, which he will use to race you if you have a car. If you don't, he's willing to race you on foot.
| I'm not a car-guy but hopefully this is the right Bizzarrini |
If somehow everyone reaches the centre alive, Yakov will peacefully part and leave the party and YoYo alone.
Stand: 「Land of Confusion」
Phillip is your typical pale, shut in, creep who watches people through cameras. He watches everything, and reports his neighbours constantly.
Phillip is the lowest of the low, and he'll try every dirty trick in the book to bait people into traps or deal with a hostage situation or whatever means he can to kill people off. Really the only way to deal with him is to locate wherever he's hiding, and stop him.
What is a final battle without a big set piece? And where else for this but the Berlin Wall.
Amidst the recently erected concrete slabs and watch towers and guard patrols, one final Stand User stands between the party and escaping with YoYo.
------
Ivan Lenin
Stand: 「Back to the USSR」
Ivan Lenin is the head of the Soviet program researching the supernatural. He is a veteran who picked apart the cyborgs at Stalingrad, witnessed the vampires retreating to Sicily, dissected the Hamon masters captured by the CCP, and is currently embroiled in studying the potential of Stand Users.
He does all this, not for Communism or for the dialectic or for winning the Cold War. He does this for 「Balance」 on a cosmic scale. The world, in his eyes, has been shifting out of alignment for centuries. Mechanisation, information, the ever shifting nature of technology is upsetting the sense of order which must be maintained between all things in the world. He believes YoYo can help restore this「Balance」, for the greater good, by controlling the dreams and hearts of people and guiding them to a more perfect future.
The party's CIA handler, Michael Snow, extracts them from West Berlin and flies them covertly to a secure facility located somewhere offsite in Langley, Virginia.
Here, they are to turn over YoYo to the custody of the US government's new supernatural research division up north; where Michael assures you that YoYo will be treated well.
If this ultimatum is rejected, Mr. Snow will "store" YoYo and personally take out the party along with his CIA security retinue.
If the party somehow survives, they'll receive an outreach from the Speedwagon Foundation with some more potential options.
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Michael Snow
Stand: 「Pull My Trigger」
Michael Snow is dressed in a bespoke suit, with a lot of triangle designs. He also only possesses one natural right hand, and one cybernetic prosthetic left arm designed by a Nazi scientist as part of Operation Paperclip. His weapon of choice is actually a humble baseball bat, which he uses with his prosthetic arm to frightening effect.
His power lends itself to all sorts of traps and tricks, or even just storing an explosion inside of a rock and batting it at people. He oscillates between guile and brutality very easily. Not to mention he will utilise his fellow CIA agents however is needed to achieve his aims.
Unlike your Soviet enemies, Michael has no dreams of patriotism or delusional aspirations. "It's all about whoever can walk up with the biggest stick, you see. Always has been, always will be." He only pursues money and power for his own personal ends.
People constantly shape the world around themselves, and this is most true within their home. The way you might leave a drawer full of things, or where you put that book you were reading, or the smell in the air after you make a nice cup of tea just the way you like it. It all shapes the place with your intentions.
This is true too for truly puissant or masterful individuals. Deliberate work done over the course of decades shapes the workshop by the work, carving the grooves and patterns of mastery into a Locus to help any who would follow the same path. Some philosophical types even pose the concept of an "Ideal" Locus, a place achieved through perfect intention and perfect work in which anything is possible.
Monsters also have Domains if they settle in one place. This slowly twists the world into extensions of their own intentions and compulsions, creating what are colloquially known Dungeons.
Geometrists are wizards, but they do not work spells in the conventional sense.
The Geometrist works with borders, pens, and politics. They toil to shape boundaries, to carve up the world with roads, and borders, and networks, and civilisation.
But not for the sake of their own Domain, at least not entirely.
Geometrists can see the innate "flow" of cause and effect. Whether you'd call it prophecy or fortune or destiny, they may ask a simple question about their Domain and intuitively know an exact- if abstract- path to "achieve" it.
For example: let's say you asked "How could I get everyone in this town to live a really, really long time?"
A normal, conventional thinker would think of normal conventional advice. A clean environment, plentiful resources, etc etc. All of this should reasonably help most residents of the town live longer and better lives.
A Geometrist would have the esoteric insight that the best way to achieve this would be to reconstruct every building to face the south. A road should then be constructed alongside the river to connect it to the town over. The forests to the north should be burned down completely, and not allowed to regrow. And, once this is all finished, any child who cannot yet walk on their own should be killed immediately.
The path as seen by a Geometrist is but one path forward, and more conventional means can arrive at comparable ends, sure. But the path charted by a Geometrist is a GUARANTEED one. As long as the vision is followed, then success is certain.
Only... the bigger the goal, the more grand and complicated the requirements.
Besides the limitations of time and resources, there's also all the damned wandering egos you need to contend with. Sometimes a single person stepping out of place can upset countless years of effort or require even more time to correct things, so reigning in dissidents in advance is key.
And all this goes without mentioning rival Geometrists, with their own paths and their own visions and their own requirements which almost always stand in direct conflict with yours.
Suffice it to say, the guaranteed path is not always the easiest one.
Whether Geometristics is even "real" is a matter of debate.
There is some truth to be found there. After all: the dedicated work and intentions of hundreds if not thousands of people surely may shape their greater Domain in some way. And history does have many accounts of inexplicable happenings, seemingly achieved through Geometristics.
However: countless mad lords have committed terrible deeds in the name of supposedly being a Geometrist and fulfilling a glorious vision. Whether they really were and merely stumbled in the process, or were deluded from the start, whose to say?
But even if Geometristics is completely real, it is by nature flawed. It relies on the conceptualisation and asking of a single question by a single fallible being.
Let's say I wanted to create a shining city. One that will surely reign for a thousand years. If the cost of founding that city was feuding and eradicating and destroying countless others, is that a fair path? Is that a fair question?
So I say: what if the Geometrist is asking the wrong question?
Before you run this with anybody, it's very important that you have them MAKE some artistic creations. Preferably a handful of different things, the more the better. It doesn't really matter what medium they are in, but everyone making a variety of things is also good.
Don't worry about the quality, just use whatever time and skills you have. Using things you've made for a purpose other than this game is in bad taste. What matters is that it's creative, and that you made it yourself. Oh: and that the creator gives each piece it's own title.
Beyond this: only tell players that this is for a game you're running. The less information or knowledge they have beforehand, the better.
If possible: providing the art supplies & the structured time to do all this before the game is ideal.
Now give everybody a chance to share and discuss their work :)
Okay, all set for real now?
Each piece of art that the players have created is not only one of the many pieces in the art exhibition that the game takes place in, but it will also be one of the player characters they may control for this game.
Each player may select one Piece created by themselves or another player to be their character. If this Piece were to be destroyed or otherwise defeated during the course of play, they may simply select another one of the unchosen pieces to roll up as their next character.
Each Piece has four characteristics for the sake of play:
It's Title, which acts as your name of course.
It's Appearance, which is what you generally look like. Feel free to anthropomorphise Pieces however you wish, such that they generally have the capabilities of your average person.
It's Medium, which one of your abilities is based on from the list below. In the case of mixed media, pick whichever feels the most appropriate.
If this Piece is a sculpture, crafted piece, or another form of tangible object: your presence is more solid and tactile compared to many other Pieces. As such: only another Piece which shares this Medium may directly harm you through physical violence. Other Mediums may still harm you indirectly through the use of traps, hazards, gravity, etc. There's also nothing stopping them from doing other things like imprisoning you, cursing you, etc.
If this Piece is a painting, photograph, or another form of 2D art: then any optical illusion that you arrange may be treated as real and interacted with, as long as all observers immediately present are viewing it with an angle and lighting that would make the illusion seem real. For example: a black smudge painted on a wall may be a real hole when viewed directly from the front, or you may lift an entire building in one hand if the perspective makes it look tiny. All it takes is one observer stepping out of line to prevent this though.
If this Piece is a film or another piece of "moving" content: you have a Runtime of about 100 Minutes, give or take an additional 3d6 Minutes. This is a timer, that ticks down for every real-life minute that passes once play starts. Once it hits 0, you rag-doll and drop dead on the spot. You may also spend your Minutes to manipulate time using any of the options below:
If this Piece is a poem, song, or other written work: you can speak any of the words or phrases that make you up in order to force a target to experience a specific sensation, emotion, or question they must seriously consider. You may use your words as written, or you can feel free to remix them on the spot.
It's Message, which your main ability is based on. Write this out Cottonmouth-style with your play group, as a single simply phrased Law of reality which is uniquely True for your character. You can base this purely on the content of a piece, but feel free to also go for as deep an interpretation as desired.
Regardless of what they are made of or how they are shaped, every Piece is assumed somehow capable of doing anything a typical climbing, swimming, rope-swinging adventuring type is capable of unless specifically stated otherwise.
Similarly: the constructions of their bodies offer them no special properties compared to an average human, unless stated otherwise by their Medium or Message.
Characters don't have Inventories per se; just what they can immediately carry on their person or drag around.
How do humans interact with sentient Pieces of art? They won't, don't think so hard about it. Focus on the mood and feeling of it, don't make a YouTube Video Essay about how this is actually all a dream happening in the mind of a dying artist.
Don't worry about Food, Sleep, etc. The game takes place in one dream-like night. Also you are pieces of art.
A Piece may only harm another if:
if all of these are true, then a Piece may declare whatever damages or injuries are inflicted on their victim as they wish.
If Initiative were to be required, the party all goes first on a single turn; followed by any NPCs present all acting on a single turn; and so on.
Whenever your party does something attention-grabbing or enters an unexplored room/keyed area, add 1d6 to a central pot and then roll all dice currently in the pot. On 20+, an Encounter occurs and the pot empties.
When in doubt, the GM shall provide any other necessary rulings.
You are all Pieces of art within an exhibition that's been touring for a couple years. In that time, countless thousands of faces have sneered at you like a sea of stippling dots before shuffling and shifting on.
The droning docents with their sharp uniforms and polished buttons must have delivered the same speeches about you to every half-asleep school child in the country. All of the little yellowed notecards read the same:
The same circus prancing in front of your cages, day in and day out.
Only... today is different. Instead of being packaged up in neat little boxes with bubble wrap and packing peanuts to be moved on, some pieces were left on display as normal. Others were taken and just heaped up in great piles in the backrooms. Many were taken and just tossed about the place as part of a game, with a few even being destroyed beyond repair.
As the staff laughed and played, they talked of a great speech which will happen in the morning. A speech, which will be followed by a great conflagration.
But that is then, and for now it is still the night before.
And by whatever mercy can be found in this world, you and your fellows all have found will enough to try and escape however you can.
| This little game will be set in contemporary time and place, but I hope the inspiration for it is very clear. |