Showing posts with label lighthouse. Show all posts
Showing posts with label lighthouse. Show all posts

Sunday, April 30, 2023

Another Green Box

Still on my Delta Green kick.

I honestly think green boxes are one of the best features in any ttrpg; they're an excuse to introduce fun toys, you can use them to deliver hooks, their contents can help solve problems and create new ones, you can fill them with clues and threads to investigate, you can turn them into miniature stories. They fit into basically any game system where "allied supply cache" would make sense, especially if the PCs are part of an organization / faction / community that can't rely on the support of a larger / official organization (militant unionists, revolutionaries, off-the-books operators, dungeon delvers, etc.) And most of all they embody my design ideal of "give players tools instead of numbers."


So yeah, green boxes are great. Here's the first one. Here's another one. 


Item 1

Katana and wakizashi in matching scabbards, 18th Century. Well-maintained.


Item 2

Pallet of 300 cans of Chef Boyardee ravioli.


Item 3

Half-painted Warhammer 40k army (kitbashed Thousand Daughters Chaos Sisters). Painting supplies. Model assembly tools. Notecard: "DO NOT TOUCH".


Item 4

Folding coffin tent x5


Item 5

Four kevlar vests, nametags read "Inky", "Pinky", "Blinkie" and "Fuckface."


Item 6

CRT television with VHS/DVD player. Shelf contains:

  • Blade 2 (DVD) - Disc is scratched.
  • "Lauren and Charlie Wedding 6/11/94" - Home movie of wedding ceremony. Groom drastically changes appearance five times during ceremony; no attendants, including bride, notice.
  • The Ring (VHS) - Cassette label has been removed.
  • "Navidson Tape.mov" (CD-R) - Fragment of student film adaptation of House of Leaves. 4 additional .mov files on disk, all corrupted.
  • Unlabeled Tape (VHS) - Amateur sex tape. Camera is knocked to the floor and remains pointed at opened closet throughout. Indistinct figure can be seen regularly shifting position in the darkness.
  • The Screaming Aboard the Alexis (DVD) - Shrinkwrapped, unopened.


Item 7

Complete Talmud (Schottenstein Aramaic/Hebrew-English edition)


Item 8

Tupperware contained filled with Lego minifigure heads. Red ∅ drawn on lid.

  • Opening the container will induce the intrusive thought "I should eat these", with dramatically lowered inhibition.

Item 9

6 autoinjectors filled with cloudy blue fluid. Note: "One per six hours. Use w/ white worms only no good w/ red. Hurts like a bitch but you'll thank me later."


Item 10

12-terabyte solid-state hard drive inside a duct-taped plastic bag. Drive holds .csv file containing anonymized data of all instances of masturbation to orgasm by human beings worldwide since June 10th 1841. All entries include date & time, region, and subject matter tags. Several columns containing additional data have been corrupted. A pivot table has already been made for easy sorting.


Item 11

Reconstruction of Toriyama Sekien's Gazu Hyakki Yagyo tetrology; scrapbook collage and enthusiastic amateur watercolors. Includes numerous beings not included in the original work.


Item 12

Photograph of peacock spider (Maratus volans) perched on garden statue of Athena. Spider is the size of a small dog. Statue is painted period-appropriate colors.


Item 13

Heavily-annotated copy of The Atûmaic Mysteries: Antiquity to Today.

  • Academic writing is clear and functional. Provides solid overview of the history, development, and major schools of Atûmaic thought. At multiple points in the book, the author states that certain topics should not be investigated or even explained for the safety of the reader.


Item 14

Federal tax returns for James D. W. Hudson-Golgorath of Schenectady, New York from 1958-1972.


Item 15

Hinged wooden box containing hand-knotted cord rosaries, an assortment of granola bars and fruit snacks, and eight prepared .357 speed-loaders. Note on interior lid: "Take what you need! - M.A."


Item 16

Bloodstained capirote robe with hood, blue. Pocket notebook, black. Notebook contains list of names, 19/25 crossed out. All names match with Klan rosters from western Kentucky and northern Alabama in 1971-1974.

  • Wearing the robe will trigger an epileptic seizure accompanied by beatific vision of a young woman in a blue dress, crushing a serpent underfoot. "Wake up mijo; there's still work to do." From then on the wearer has mantled the spirit of EL MARTILLO (terror of the wicked, hero of the downtrodden, friend to all children.)


Item 17

Unsigned letter in Esperanto, addressed to Piotr, dated September 12th, 1925. Regards "observational anomalies in the paths of orbiting bodies", including claims of planets appearing in the incorrect orbits, moving at incorrect speeds, and the appearance and disappearance of multiple new planets. Additional information, including the observational data, is promised in a following letter.


Item 18

Fishtank filled with coffee grounds, kitchen refuse, and bulbous blue-white fungus. Paper taped to side: "I eat plastic! Yum yum yum!" Half-consumed He-Man action figure visible inside.

 

Item 19

Draft screenplays for the thirteenth through fifteenth mainline Star Wars films, written in Georgian. Recovered from abandoned homeless encampment in Cleveland, Ohio, 2009.


Item 20

3-hole binder containing detailed handwritten planetological survey of the TRAPPIST-1 system.


Item 21

Doctoral dissertation analyzing the "Skipping Stone to Heaven" UFO sighting (June 1997, Montana) and the short-lived New Stars Holiness Church that formed afterwards.

  • New Stars Holiness Church - Pentecostal-derived new religious movement, 349 known members at highest count. Collapsed due to development of bitter rivalry between its founders, Mason Gore and Barry Heim. Gore suffered a psychotic break in 2002 and has repeatedly failed at resurrecting the church (current Facebook follower count: 6). Heim was last seen in 2019, recruiting door-to-door for a dietary tapeworm multi-level-markerting scheme, despite having been declared dead by opiate overdose in 2014.

Item 22

Annotated transcripts of episode 3 ("Welcome to Calamari") of actual-play podcast "Adventures in Aegaiana" stapled to printout of rambling conspiratorial blogpost and local news article about the arrest of member Jean Nichols for vandalism, public nudity, and aggravated assault.

  • Cited conspiracy centers on esoteric mathematic symbolism and how it is used by miniature humanoid creatures creatures called "muGen" to manipulate humanity and prevent discovery of true mathematics.

Item 23

Cardboard take-out container filled with adhesive googly eyes.


Item 24

Nonstandard tarot deck; contains uneven mix of Queen of Swords, Devil, Tower, 7 Cups and 4 Wands from different decks. Additionally contains "The Temple", "The Summit", "Page of Roots" and "6 of Threes".


Item 25

Water filtration kit. Iodine tablets. Charcoal filters. Mason jar containing four severed index fingers suspended in urine, labeled "EMERGENCY USE ONLY".

  • Fingers belong to pair of immortal protohuman sorcerer-priests. Snapping one in half will reduce all matter within 15 meters (dome) to radioactive ash, barring a three-meter exclusion zone at the point of detonation.


Item 26

2013 Toshiba laptop, operating system Linux Mint. Starts "Dogmeat Special" program on startup, which allows any computer program to be run on the machine regardless of age, origin or type to be run on the machine.

  • Programs run through Dogmeat Special are sluggish and prone to crashes due to the age of the hardware and instability of the program. They are not installed on the laptop, and must be run from an external drive. Dogmeat Special itself cannot be copied or moved to other computers.


Item 27

Handheld Geiger counter. Plastic casing has been pried open and repaired with hot glue and duct tape. Laminated index cards attached to handle with twine provide instructions on how to take readings of atmospheric doroganon. No explanation of doroganon is provided, but it is repeatedly stated that levels above 4.5 are unfit for long-term human habitation.


Item 28

Take-out menu for Last Chance Supreme Chinese Buffet. Certain items have been underlined and numbered. "They changed the General Tso's - no good" has been penciled in the margin.

  • Ordering marked items in specific orders for takeout will result in delivery of additional non-food items.


Item 29

Kuchisake-onna body pillow. Reverse side wears no mask.


Item 30

Nine composition notebooks containing grammars, lexicons, writing systems and teaching for five constructed languages (Olxheyu, Saram-Shuram, Jaji, Dhaatageiz, Balyang) All demonstrate noteworthy skill in their construction and presentation but are otherwise mundane.


Item 31

Contract of sale for immortal soul of reactionary conservative podcaster. Purchaser's signature is smudged and faded, and cannot be read.

  • Contract remains legally binding even when re-signed. Degradation of the document prevents exercise of full control over the subject, but significant influence can still be wielded. Advertisements on the Spotify music streaming platform cannot be reduced or canceled, as per Clause 5.

Item 32

Conversational Diné bizaad (Navajo) learning course on cassette.


Item 33

Shoebox of goodbye letters, photographs of pets; assorted coins, small stones, pressed flowers, blackout poetry.


Item 34

HAM radio set. Microphone cord has been cut. Actively transmitting looping message: heavily-distorted male voice reads out names of each M, K and G class star within 150 light years of Earth, with each name followed by sequence of SOS distress signals in assorted encodings.


Item 35

Wooden saint's icon of elephant, painted in classical Ethiopian Tewahedo orthodox style.

  • Intruders into a room where the icon is hung will be removed from the premises; injuries are consistent with being kicked, gored, or picked up and thrown by an elephant.

Tuesday, April 11, 2023

Pocket Mononoke Cipher

A rather silly thought that occurred to me, in the vein of Semiotic Unstandard: orchestrating secretive / clandestine missions against the weird and unknown through the smokescreen of a Pokémon role-playing forum. Handlers are gym leaders; agents are their teams of individual Pokémon. Leadership are the Elite 4 and Champion. Different regions or specific gym leaders might mean something, I didn't think that far ahead.

Threat information is encoded in 'incoming challenger' character profiles. The first Pokémon on the team (or the first type, if they are dual-typed) will indicate the primary nature of the threat, with subsequent types and clusters thereof acting as additional information. Additional variables are denoted by the trainer class

With the amount of material available, I'm certain you can get very, very granular and specific if you want to. Known threats would likely have their own three-pokemon combos that are read differently from the normal threat cipher (Cthulu as Tentacruel-Dragonite-Drowzee?) but this, I think, is a fine-enough sketch to start with.

Threat Information

  1. Normal - Placeholder; used to break up groups of traits
  2. Grass - Biological threat
  3. Fire - Active / ongoing threat
  4. Water - Biological threat (aquatic)
  5. Flying - Mobile & uncontained
  6. Electric - Phenomenological anomaly
  7. Fighting - Human threat
  8. Rock - Threat item
  9. Ground - Threat area
  10. Bug - High or increasing number / severity
  11. Poison - Pathogen or infection
  12. Psychic - Consciousness alteration / memetic threat
  13. Ghost - Non-material entity
  14. Ice - Threat is currently stable but liable to go hot
  15. Dark - Threat unknown, proceed with caution; other type markers are conjecture if paired
  16. Steel - Technological threat
  17. Fairy - Confusingly looks like something else; Fuck this in particular
  18. Dragon - Major threat; immediate action required
  19. Egg - No threat yet; observe to determine risk
  20. Glitch - FUCK


Additional Information

  1. Youngster / Lass - Baseline; no special circumstances
  2. Bug Catcher - Capture target if possible
  3. Ace Trainer - Agent already in field
  4. Twins - Double cell deployment
  5. Psychic - Enemy sorcerer
  6. Sailor - International travel
  7. Rocket Grunt - Undercover (organized crime)
  8. Hiker - Wilderness travel  
  9. Gentleman - Rich bastard alert
  10. Biker - Long distance, in-country travel
  11. Engineer - Urban environment
  12. Expert - High difficulty
  13. Pokemaniac - We actually have good intel this time.
  14. Hex Maniac - Cult Shit (TM)
  15. Ruin Maniac - Deep Time Mysteries (TM)
  16. Beauty - Person-of-Interest
  17. Dragon Tamer - One (1) bailout is available.
  18. Parasol Lady - Shitstorm forecasted.
  19. Blackbelt - Combat mission or raid.
  20. Officer - Police on the take.

Friday, August 19, 2022

All-Purpose Green Box

For the first time in ages, this post is about something I actually use in games. When running anything where "box full of incredibly weird shit" is appropriate, I tend to have a list of incredibly weird shit to put in boxes. Since (much, but not all) of this list is pulled from session notes many (but not all) of the items are ripped straight from something else, because stealing ideas reduces cognitive workload at the table, and can also trigger an "oh fuck no" reaction in players who understand the reference (they rarely ever do).


Item 1

Unloaded shotgun with a half-empty box of shells. The stock is covered in Love Live! stickers, over which someone has written SHIT TASTE in permanent marker.

Item 2

Silver canister (1' tall, 8" diameter), with a series of USB ports arranged in an inverted triangle on the side. Cold to the touch. Vibrates faintly.

  • The canister contains the preserved and still very-much-alive brain of a Yale professor last seen in September 1937. Long-term sensory deprivation has caused severe deterioration of mental state. Has the social attitudes one would expect, if he is mentally coherent enough to have them. Can interface with technology built by [XENOENTITY M-3] and possesses first-hand experience of interactions with [XENOENTITY M-3]. Interface with terragen computers, while possible, is both difficult and  not recommended.



Item 3

Enormous leatherbound codex. Black cover, with a red-orange circle in the center. Interior pages filled with dense, beautiful calligraphy in an unidentified script. Illuminated illustrations of fantastic locales and the inhabitants therein.

  • Propagandistic autobiographical narrative of far-future tyrant. Fragmentary, hand-written translation notes found within. Long-term exposure will open up possessor / reader to contact with [TRANSTEMPORAL ENTITIES].



Item 4

Glass fishbowl containing a sea slug (species Nembrotha kubaryana) and a small silver hand bell.

  • Slug is capable of mental communication, possesses persona of penny-dreadful Victorian explorer-gentleman. Seems unaware or only partially aware of surroundings and of its own status. Hand bell, when rung, will summon nondescript (though well-dressed) human male of middle age who will fulfill tasks requested of him, whatever they might be, so long as they are within the physical capabilities of an ordinary human being.

 

Item 5

There is no Item 5.

  • Object 5 self-deletes from the memory of any individual that comes into contact, direct, visual, or remote, with Object 5.


Item 6

Long knife made from a human thigh bone. Handle wrapped in red parachute cord.

  • If used to kill a willing individual, the next use will be instantaneously fatal regardless of the scope of the injury.



Item 7

Sheaf of yellowing paper (108 pages) held together with binding clip. Typewritten record. Redacted names accompanied by alphanumeric code.

  • Roster of known [HIGH ENTROPY ENTITIES], the powers they possess and offer, places of contact, and known contractees. Composed ~forty years ago by no-longer-extant government entity, entries may be inaccurate.



Item 8

Finger-length glass vial containing golden liquid. Labeled "analeptic".

  • When mixed with brain tissue, permits the eaters to inherit the memories and experiences of the recently deceased.



Item 9

VHS tape. Handwritten label reads "DO NOT VIEW". Underneath, "THE FAT LADY SINGS" is written in Mandarin.

  • Heavily-degraded footage of a room, dimly lit by a flickering fluorescent light. Cracked concrete wall covered in graffiti. A pile of corpses sits fills much of the frame. A cardboard sign sits on a wooden chair, displaying an RCA test pattern and the text PLEASE STAND BY. Occasional humming and heavy footsteps can be heard from offscreen. No apparent end to footage.


Item 10

Crayon drawing of a cow in a field. Three stick figures are laying in the field. The cow is covered in red.

  • Drawing an individual personally known to the artist in the field will cause individual to be trampled to death and subsequently eaten by a cow, regardless of their actual proximity to any bovines. Target must be drawn in crayon, may not overlap with another figure, and the artist must intend that they be trampled and eaten by a cow.


Item 11

Dented green ammo container. Label in Brazilian Portuguese. Interior is empty, but severely damaged by gouges and apparent claw-marks.

  • No anomalous properties.


Item 12

Nokia cell phone, black. Plastic casing has been exposed to high temperatures but otherwise intact. Battery has been removed.

  • Pressing call button will generate static and indistinct voices. Call ends after 10-15 seconds. Further anomalous properties unknown.


Item 13

Manilla envelope containing Binding of Isaac GameBoy Advance cartridge. FOR EVAN is written on the front.

  • Game functions as expected, is a non-anomalous piece of impossible media. Edges of envelope will flatten to monomolecular cutting edge when the envelope is empty (it will return to its ordinary state so long as there is an object inside, regardless of the object).


Item 14

Thumb-sized fetus (blue, horned) suspending in red-purple-black organic slurry.

  • Drinking the mixture (do not chew) will generate an instance of [HIGH ENTROPY ENTITY B-2] upon death. Generated [HIGH ENTROPY ENTITY] will possess partial continuity of consciousness, inheriting some memories and personality traits. Manner of death is irrelevant.  


Item 15

Skull of adult human male. The word DENNIS has been carved into the forehead.

  • Putting a coin in the skull's mouth will generate a bullet of random commercially-available caliber in the user's pocket, with a 5% chance of being accompanied by a functional hand grenade.


Item 16

Kindle e-reader pre-loaded with an Updated English Translation copy of the Kitab al-Layl. Screen is cracked but device is otherwise fully operational.

  • Possesses no supernatural traits on its own, but is the most widely-read book of occultism in the world and thus provides a certain amount of shared conceptual language.


Item 17

Oil painting: "Still Life of Meat". (framed)

  • Anomalous properties unknown.


Item 18

Severed human hand (right). Skin is cracked, bright red, and flakes off when disturbed.

  • Fingers catch fire when held by a liar, a cheat, a thief, or a coward. Invisible entities within its light are revealed, while the wielder is rendered invisible (the light will remain visible). The fingers will occasionally be seen to grip at things that are not there.


Item 19

Engraved lead tube wrapped in copper wire and affixed to wooden rifle stock. Generates a hum, heat, and vibrates when trigger is pulled.

  • Any targeted living matter will spontaneously begin developing tumors, which will grow in size and severity the longer the target remains within the beam. Extended use will cause barrel to grow increasingly hot, eventually deforming it into uselessness.


Item 20

Series of 6 mason jars containing cuttlefish preserved in formaldehyde. Will turn to face observers. Regularly shift tentacle positions.

  • Tentacle positions can be decoded into an English cipher. Default state is a repeating hymn to Tulu, of whom they are a collective priest. They will respond to humans who attempt to communicate through the cipher.

Thursday, July 7, 2022

Lighthouse: 6 Reasons Why The Tanks Have Not Yet Rolled In

Development of Lighthouse has been slow-to-none over the last couple years. Part of that is just the muses turning their backs on me, the other and larger part is trying to write a game of Lighthouse's particular political nature in Current Year(s).

To whit, the question for the last two years has been "in this game's setting, why hasn't the government just killed everyone yet?"

I don't know if it will kick me out of my creative inertia, but I do have some answers to it. 

 

1. They Already Have


The Ecumene was destroyed over forty years ago by concerted effort of the military, the police, and the intelligence apparatus. The leaders were gunned down by agents of the Alphabet Soup or fled to the Underworld. Members were jailed, relocated, forced to recant, or threatened back into secrecy. The months-long siege was so brutal, and the decades of crackdowns to follow similarly so, that the anomalous underground is effectively dead in both the public and governmental consciousness. The battle has already been fought, and decided so completely, that there is little expectation that another Ecumene might form. We have been rendered toothless, obsolete, scattered and disorganized. Organizations like Lighthouse are permitted to exist because they are not judged a threat.

 

2. The Agency Doesn't Have Unlimited Budget


Unlike our friends over at the SCP Foundation, the Agency does not have a magic box that prints money. A government black-budget might be practically equivalent to that, especially in a narrative sense, but they cannot deal with everything everywhere all at once. There are so many little paranormal instances occurring every day that it's impossible to investigate all of them. They need to prioritize. If it is not a threat, someone in an office can mark the file as "No Follow-up Needed" and get on with their coffee break. All the little things, it's just background radiation.

 

3. The Agency Is Not On Good Terms With Police


Self explanatory. There's no love lost between the two forces - the Agency considers the police a bunch of trigger-happy bootcamp washouts who parade their ignorance like a pride flag, the police consider the Agency to be a bunch of deep-state spooks with no knowledge of anything on the ground who come barreling into their turf only to make everything worse. Neither party is happy at being forced to cooperate, and will often do only the bare minimum in terms of an operation.

 

4. The Government Is Focused Elsewhere


Politicians get better results in the polls from attacking climate refugees, abortion rights, and trans folk. Those in the Know are still a useful target, but the days when they were the great enemy to rally against are long over; Paranaturalists have been bundled into the great manila folder of acceptable targets.

 

5. Those In The Know Have Gone To Ground


While everyone is more or less aware of the anomalous, those who are active within it have, by necessity, grown good at hiding their involvement. In the times when that's not enough, there's a greater ability-willingness-necessity for escaping to the Underworld - a solution filled with its own dangers and hardships, even if it's only a temporary stay. It's entirely possible, and common enough, that those who go into the Underworld are so changed by it that they can never return to the Surface. But that's a risk people are willing to take, as the Agency lacks a solid foothold in the Underworld (save the attempts of TOWER division), and the government has no presence at all.

 

6. The Unknown Unknowns


This point is hearsay and speculation, but it is thought by many In The Know that the Agency is tied up in something that's drawing resources away from The City and other hotspots of activity. There's no telling what it is, and the only evidence is the absence of Agency operations where it's believed that there should be, and folks are split on whether this is a good thing. For the time being, at least, it allows for some expanded ability to move and act on the Surface, so long as the boat isn't rocked.

Thursday, January 6, 2022

30 Regions of the Underworld

 

@urbex_34

There's no true mapping the Underworld. It is a place unstuck in spatial flux, endless in its depths and its variety.

  1. Delvers' - The last homely house, the last call before hell.
  2. Access Tunnels - Bare concrete, dim flickering lights, exit signs in the distance, stairs leading down. The creak of old pipes, the scurrying of rats, a dark shape turning a corner in the distance.
  3. Sightless Passage - A steep, blind meander. Stones engraved with thousands of eyes that cannot see. Tokens left in piles in crooks in the walls; offerings. You must find the path with your fingers alone.
  4. Filth Nest - Pools of refuse, corroding pipes, streams of shit trickling down and down. Mold, mushrooms, hot air. Beware open flames. The stink lingers on your clothes.
  5. Devil's Knot - The stone is dark red, veined with oilsmear-black. Coiling passages loop back on themselves like fractal intestines. Something is down here, watching in the darkness over your shoulder.
  6. The Gates - The first barrier. Great doors of celestial bronze, egraved with the names and deeds of angels.
  7. Forest of Flowers - Pale blue-white blossoms glow in the ghostlight. Olms long as your arm sit placidly in their pools. Off in the distance you can hear birds like tinny woodwinds.
  8. Boneway - Skeletons crushed down to yellowing grit beneath long kiloyears of travellers. A shallow descent, easy on the knees. Cracks in the walls lead out, elsewhere.
  9. Eel Hollow - Narrow, slippery ledges curl around the rims of deep blue pools, filled with the pale writhing swarms of blind lampreys.
  10. Scab-downs - Slopes and scree of gravel and cracked stone, rough and jagged, skin-tearing. Bottomless blue pools, perfectly circular and ice cold at the nadirs between these hills.
  11. God-King's Road - Red stone, vast paving blocks, toppled statues. Knotted vines and white flowers push up through cracks in the work, slowly reclaiming it for the underworld.
  12. Dreaming City - A cthonic leviathan rests here and a city was built in its dreams. It will wake eventually, but not for an age or two.
  13. Lower Passage - Slower, but safer.
  14. Goblin Market - There are no goblins here, not of the kind you'd imagine. But anyone can be a goblin if they're off just enough, and plenty folk are more than a little off down here. They meet at the market, wherever the market may meet,
  15. Inverted Garden - High above, you can see the carefully tended groves and ponds at the feet of the ziggurats. Creatures you can't make out swing through the branches in reverse, brachiating over the abyss that eventually leads to you.
  16. Narrow Gap - There is no room to breathe.
  17. Empty Throne - Names carved in its base in unrecognized letters. Great galleries caked in dust, cracked and faded murals of bulls and serpents.
  18. Cinder Path - Dry heat, like a blast furnace. Charcoal and ash fill the air with each plodding step.
  19. City of Devils - You look to be struggling down here. Care to sign a contract?
  20. The Pit - A smooth-sided borehole, wide enough that you can barely make out the other side and deep enough that you swear there's no bottom at all.
  21. Sea of Towers - Stone-blue waves crash against the stone. Pillars lean under the blows of ages, many have collapsed into rubble.
  22. Queen's Descent - Broad, flat steps, fit for a sedan chair
  23. Deep Cathedral - Best not stay long here. Who knows what gods were praised in this church of the living stone.
  24. The Slough - Stagnant black water up to your knees, crippled trees stretching for the light of false suns. The runoff of some distant hell you've yet to breach.
  25. House of Hungry Doors - "In my father's house there are many doors, leading ever inward."
  26. The Spiral - You already know how this goes.
  27. The Black Needle - The metal obstruction must be miles long, and its torn through the caverns like a bullet. Perhaps it is. And if it is, what brought it all the way down here?
  28. The Great Machine - clic tic tic clic tic tic clic tic tic clic tic tic
  29. The Throat - Nearly there. One more pass.
  30. The Shore of the Abyss - Black sand, black water, grey mist, off into forever.
  31. The Heart in the Dark - I hear it beating, beating, just out of sight.

Sunday, November 21, 2021

Excerpts from the Lighthouse Field Guide, Part 4

 

Mon

City street. Daylight filtered through smoke. A woman in an oversized sweatshirt sits atop a throne of corpses underneath the shade of a yellow umbrella. Bright red butterflies sit sunning their wings. Indistinct shouts and chaotic sounds fill background. She is eating a charred shank of meat with a human foot attached. With mouth full, she looks to the viewer and says:

[Mandarin] "The principle act of power is to devour that which cannot defend itself from power."

At ten minutes: [Mandarin] "Are you enjoying this? I'm enjoying this."

At half an hour: [Mandarin] "It's not going to stop, you know."

The video does not have any apparent end point. She just keeps eating, occasionally speaking to the viewer, and the corpse pile grows higher. Longest view time is 10 hours 12 minutes.

** 

Part 1

Part 2

Part 3

As always, there is no canon but what we make, and I am full of lies.

**


Stigmata of Usûn

The markings are burn-black and about the size of a thumb print. Irregularly shaped, with patches of glossy white tissue at the center. Appear most commonly on the wrists, chest, legs, neck and back, maintaining symetrical distribution. Form after close contact with certain entities (listed seperatedly) inhabiting the Middle-Deep layers of the Underworld. The Open-Eye and Closed-Eye Cults both hold the markings to be a blessing of higher powers that might be manifested into a Baroque Art through meditation and spiritual training.

The Lincoln Basilisk

Eight lithifications during the night of April 15-16, 1986, Lincoln OH. One eyewitness reports seeing "a big red snake with legs" crawl over fence into backyard, but this account was collected after local news had begun referring to the inciting incident as "the basilisk" and so the validity is disputed. Case remains open.

Small Clay Men Filled With Birds

No taller than two and a half feet, always seen in pods of 2-6. Squat, tubby, mostly featureless save the divots of their eyes. Three wide fingers, no toes, no mouths. Non-communicative, but curious and non-hostile. Irregularities in the molding make for easy identification between them. There are gaps in their outer bodies, through which one can see the fiasco of bright feathers, shining eyes, and sharp beaks. Perhaps it is only the impression of many birds, the idea of birds.

"Wild Dog Opera"

A popular delver code-pidgin, originating in the delver communities of the Navajo and Cherokee nations and since spreading through the underworld across north and central America. New words from additional languages have been incorporated since inception (limited to languages indigenous to the Americas) with significant early lexical additions from Nahuatl, Cree, and Inuktitut. As with most delver codes it is filled with regional dialects, double meanings, self-referentials, slang, metaphors, memetics, shibboleths and puns, and these security measures are aided further by the relative complexity and low speakership of its root languages.

The Vas Animae

A fleshy nodule with a marbled red/white/black/yellow surface, approx 2.5 cm in diameter, located on the surface of the lung. Stores a complete copy of the individual's personality and memories, even in the case of brain death. Attempts at surgical transplantation have been made to mixed success.

GPTRS (Generalized Paracausal Threat and Response System)

The only surviving public-facing government program dealing with the paranormal. While getting on in years, its color-coded warning system and spokesperson Dr. Anne "Anomaly Annie" Raury, have been a standard in classrooms and workplaces for over 50 years. Dr. Raury was an outspoken supporter of science education and civil rights causes, and appeared on Sesame Street a total of eight times before her death in 2000. She was succeeded by Dr. Juniper Douglas, longtime friend and co-scholar, though Dr. Douglas stepped back from public life in 2013 due to health issues. Since then the position has been filled by Dr. Zehra Kazmi, who currently hosts the PBS Paratopic Youtube channel.

Surrogate & Stork

A woman in a long pale green summer dress, holding an infant that looks nothing like her. The bird is slender and grey-feathered, with a blood-stained beak that flashes in the light. You see them in the distance, but the sun is in your eyes; by the time your hand goes up to your brow to provide shade, they are gone.

The Words of Heaven

Vocalized anomaly, manifesting as golden symbols around the speaker. Capable of manipulating matter into new shapes and forms, though now with more limited capacity after the lobotimization of the Demiurge. Regarded as one of the easiest of paralexical traditions despite its decaying power base.

Great Googly Moogly's

A fast food joint with three positive qualities: it is cheap, it is open very late, and the food is mostly edible. You can get a full plate for a couple of dollars and some spare change. The night owls might leave and the lights might go out, but if you knock on the door someone will always be there to let you in. Whatever you order will be greasy, slightly burnt, and almost but not entirely visually unidentifiable. It has a mascot named the Great Googly Moogly MacDougal, which looks like a fat, technicolor sasquatch on a variety of hard drugs. Rumors spiral around GGM like flies around a cow pie: it's operated by a cult. There's something in the freezer they carve the meat off of. There's a trap door and a network of secret tunnels. It's a front for drug running. It's a front for human trafficking. It's a front for people fleeing the government. It's a front for wizards. The MacDougal is real and he lives above the drop ceiling, crawling down at night to clean the grease traps with a long, pink tongue. GGM regulars lead the world in obesity-related health issues. No one who works at GGM actually exists. GGM is completely mundane, just odd.

The Help Line

You hear an old woman with a whiskeysmoke voice on the other end. Accent you can't place exactly. Eastern European? There's a typewriter going the back the entire time. Call during a crisis. They'll send help. They're flooded with requests so you only get one slot. Use is wisely. Look out for the red van.

5 Dead on Degandushra Reef

A series of polaroid photographs, undated, depicting the crucifixion of five individuals. Crosses constructed out of coral instead of wood. Victims have been tied to die of exposure. Features of the victims are indistinct, save that they are all adults and unclothed. Photographer is presumed to be standing on the shore. On the back of one photograph, the words "tuoar mzengata" have been written in permanent marker.

ao73FcddyTrn7arC_883fjnwLplns.jpg

An image file that has, despite its negligible filesize and speed of the relevant internet connection, been loading since 1996. The currently visible section, an estimated 2% of the entire image, is grey and indistinct. The most popular theories are either that it is of an overcast sky, or concrete, though neither can be confirmed at this time. The apparent originator of the file, a professor of philosophy at the University of North Carolina was found dead in his home from gunshot to the head 41 hours after sending the email containing a copy of the file to its current possessors.

Milksburg Hoppers

Sightings of pallid bipedal creatures in the area of Milksburg, MI have circulated since the late 70s, long written off as a tourism ploy. Photographic evidence emerged on the Internet in 2003, kicking off renewed interest and a dedicated population of "hopper-hunters". One corpse was produced in 2008, and clear video footage of a pair of hoppers carrying an apparently-unconscious unidentified human in 2009. Last confirmed sighting 2011.

Eyes Elsewhere / The Known Unknown / Things are Getting Bad Out there / Horizon Effect

The belief that there is a large, heretofore unknown threat that is diverting the attention and resources of governmental agencies away from more commonplace manifestations of the paranatural, and that there has been an increasing intensity in the isolating liminal effects between high-paranormal areas and the wider world. While this has been a boon to delver communities in the short term, it is no guarantee of safety. People are getting worried. Some folks are going out there, looking for answers. The ones that come back, do so empty-handed.

The Inverted Towers

More of them keep getting discovered, two or three a year. They're growing, too, all of them growing down. More variable rate there. Some only grow a single floor in five years, others are the reverse. Each floor has near-identical layout, with only one change - a new wall or doorway - setting it apart from the floor above. After a while, it is unrecognizable. The images on the walls are abstract, and they too change in shape and size and color and form with each floor, more radically than the floorplan. Otherwise, they are empty rooms, going down, down, down.

Calamity Tony

An omen of disaster; not its cause, but its herald. Common knowledge says that the first people to buy him a pizza and a beer will be safe from whatever shitshow is about to happen (this protection extends to everyone who provides money used in the purchase, or so it is said). Everyone else who sees him has about 45 minutes to get as far away as they can.

The Rosebud Commune

The raiding federal agents expected drugs, not guns, and certainly not guns filled with human teeth. They didn't expect the carnivorous plants either, or the psychotropic pollens, or the thing in the old barn. No one expected the thing in the old barn. The survivors burned the place to the ground as they fled. Three were captured within days, two more by the end of the month, and then nothing until thirty-seven years later, when one of them was found dead of lung cancer. There are still more of them out there, underground, never coming in from the cold. You'll know 'em when you see 'em. Very distinctive calling card. Don't ask about the barn.

Drudge Gutter

Shantytown in a stormwater discharge channel. Huts built on rafts so that they'll float when the waters come. Beggar-priests, backs bent under huge tanks filled with writhing eels. Protection racketeers, mouths stitched shut. Murmurs from the drains.

Exorcism Acupuncture

Golden needles tied with silver thread are pricked in two rows down the spine. A tarlike substance with the scent of petrichor, drawn by some equivalent to surface tension, curls up the needles and along with threads in droplets, until they are collected in a white jade flask. Stopper it up, seal it with wax and paper charms, and let it ferment until you have a demon.

"My Life With the Ghosts"

A 6 volume doujinshi manga by pseudonymous author "SYZYGY". Possession of a full print run will cause one of the primary ghosts, the terrifying but ultimately harmless Aiko, to manifest in the possessor's house during the night. The odds of this occurring are equal to the number of full sets owned compared to the total number of sets in existence. At least one collector has stated intent to acquire all full runs of the comic, monopolize apparitions of Aiko, and then marry her. This is widely regarded as commendable dedication to an idiot goal that will not work out nearly as well as hoped.

The Triton Colony

Weak, irregular radio signals from Neptune's major moon, consisting of news bulletins for "Colony Three". Broadcasts are made in variant Mandarin dialect, and contain public service announcements, maintenance notices, emergency drills, horoscope readings, birth and death announcements, facts of the day, and religious services for the King of the Gaseous Depths. No messages sent towards Triton have ever received a response.

Anomalous HALO Jumper Incident

The paratrooper, who landed in downtown Budapest shortly after 7 PM local time, was reported as wearing black lacquered armor, a face mask shaped like a wolf's muzzle, and holding thin red tube (presumed to be a weapon). Subject accosted onlookers while becoming increasingly panicked, but made no direct hostile actions and refused to touch or be touched by others. Language used remains untranslated. The incident lasted approximately twelve minutes before the subject dove into the Danube and was not seen to resurface. The parachute was stolen before it could be studied.

The Old Ankylosaur of the Lakota

The journals would be of minimal historical interest were it not for a passage that accurately describes an ankylosaur in a nearby Lakota settlement, three decades before the species was first named. Due to the length of visitation and difficulty in interpretation, there are few details beyond its physical description, that it has been with the band for three generations at least, and that it spends most of its time sleeping in the sun and letting the village children climb all over it.

Neosark Warbodies

Symbiotic suits of cultivated godflesh. Neural link to the wearer, unknown long-term psychological effects.

The Painted Sky

A migratory, bowl-like structure approximately 14 km in diameter and 1.5 km deep that floats 4-6 km above the surface of the earth. The underside of the structure has been painted to resemble a partially cloudy sky, while the upper surface is reflective silver. Attempts to breach the outer shell have been delayed over safety concerns.

In the Halls of Gulgorath Skull-Fucker

An 8 disk, 73-song Finnish death metal narrative concept album, recounting an unnamed protagonist waking up in a future dystopia ruled by the titular dark lord Gulgorath. The narrator's explorations become increasingly horrific and esoteric, culminating in a desperate attempt at escape and an uncertain outcome. The album is infamous mostly for being the only published music ever made by Kalsarikänni & An Abortion, having only 36 copies ever produced (5 destroyed, 8 unaccounted for), the consensual funerary cannibalism of the band's drummer after his death by cocaine overdose, and for the degredation of all copies or second hand recordings of the music.

Universal Kill Field

"Anyone who walks past that line on the floor, catastrophic stroke. Clots up like cement. Think the longest anyone's survived after being pulled out, rope around the waist y'know, is just to the base of the stairs over there. No idea what's down the hallway, no one even wants to send a drone."

The Blunt Bronze Sword

Recovered from site in southern Anatolia, dated to 12th century BCE / 8800s HC, exact cultural provenance unknown. Corroded but still intact. A blow from the sword carries approximately 1 meganewton of force. Wielder is subject to equivalent reaction; sword is not.

14 Holy Heretics

Collection of Christian folk saints invoked for aid against disease, supernatural evils, and general oppressive forces. All members were (supposedly) excommunicated within their lifetimes and have been repeatedly disowned by major churches both for not existing in the first place, and for the heterodox interpretations of Christian belief.

The Whelm

Brightly colored semi-aquatic gastropod the size of a shipping container. Organisms in its presence are subject to rapid drops in anxiety levels, though overexposure typically ends in death by starvation as the effected organism loses the drive to keep itself fed. They are then eaten by the whelm.

Paradox Wrestling Confederation

You can catch a show only rarely, on some random channel in the dead of night. Never on a premium cable package. The quality is grainy and the sound is poor, but it is glorious. Men and women in ridiculous costumes strutting around through absurd plotlines and despite your better judgement you are certain that it's real. Wrestling is real. El Gato Gordo just threw ConMan off a cliff only to discover that it was his half-brother Stefano who had been brainwashed and the real ConMan was actually...it's real! Wrestling is fucking real!


Friday, June 4, 2021

Playing around with Kult's Tarot Rules

I've never played Kult, but someone on Discord (I cannot remember whom) linked to their document about using tarot to build scenarios.

So I did that. Imagine it's for Esoteric Enterprises. It uses Kult's custom tarot deck but with a bit of finagling I was able to make a normal deck of cards work (man i really need to get a good tarot deck)

A forewarning - this got real fuckin' dark when I did it, so I expect others will have similar experiences if they try it out. 

(Wow this one has been delayed)

Individual

  1. Characteristic - Forgetfullness; they are elderly, and their memory is beginning to fail them.
  2. Past - Love; they were a devoted spouse for over forty years.
  3. Ambition - Lust; they have built an idealized image of their beloved in their head, and grief plus the loss of memory has created something new and not altogether healthy.
  4. Weakness - They are violently opposed by the cult.
  5. Strength - They are unflappable, calm, charismatic.

Location

  1. Type - An abandoned orphanage, aligned with dread powers.
  2. Past - Repetition; the drudgery and everyday horror of those who lived here.
  3. Trait - A stairway down, down, down...
  4. Weakness - Old TVs are everywhere; corroded VHS tapes contain mind-numbing subliminals, with overexposure slowly blocking off higher brain functions.
  5. Exceptional Aspect - Gangs of orphans would fight each other for the favor of the staff.

Cult

  1. Power / Ambition - A return to untamed wilderness. Not even that technological civilization is to dismantled, but that higher thought itself must be eliminated.
  2. History - They started as backwoods pilgrims; cast-offs from the meatgrinder of city life and the modern age, looking for some way to escape.
  3. Goal - Pure, thoughtless philosophy; the enlightenment of the zoanthropic man.
  4. Weakness - They have their own enemies in the hall of civic power. No friends of yours, but they have gotten on the scent all the same.
  5. Resource - Cruelty; the orphanage was sponsored by the cult's wealthier members, a testing ground of sorts.

Plot

  1. Power - Scandal; a cult member of some public prominence is revealed, accused of abuses at the orphanage.
  2. Cause - Croudfunding campaign to pay for the victim's legal fees.
  3. Next Move - Wait & see; both the cult and the victim's supporters are waiting for the trial and its verdict before acting. This might still be swept under the rug, or it might still boil over.
  4. Opposition - Those who want to hide the cult's abuses and normalize its existence publicly.
  5. Support - An online community has sprung up to find and support more abuse victims.

Creature

  1. Origin - Torment; formed from the compressed suffering of the orphanage, crawling up out of the darkness of those interminable stairs.
  2. Who Knows? - The first leaks began in the local punk scene - rumors spread by one of the bands, whose lead knows a victim who has not yet come forward. Curious (and often intoxicated) minds have gone out exploring, come back with more rumors.
  3. Drive - To fulfill and spread its purpose; to put the fear of God in people, to perpetuate the cycle that created it.
  4. Weakness - It is hunted, on the run, ragged, desperate. We know not what chases it.
  5. Strength - It changes the environment and people around it, gradually shifting them more and more like the place it called home and the victims it first preyed upon.

Artifact 

  1. Origin - An ancient cipher.
  2. Who looks for it? - A hacker trying to break it.
  3. Danger of use - Susceptibility to law - authorities are aware of this document. There is a watchlist, they will hunt people down.
  4. Primary Power - Fragments, remnants, leftovers; the detrital wisdom of its composer.
  5. Secondary Power - Allure; it drives people to try and solve it.

Compiling The Pieces

The NPC was the founder of the Cult in its early years, but after creating the Cipher (which accelerated the memory loss they would have experienced normally) they fell away from it into obscurity. 

The Cult, as it develops its dogma and spreads its influence, comes into ownership of the Orphanage, which is uses as a testing bed for its experiments into zoanthropy. The abuses by the Cult give rise to the Creature, which escapes into the wild after the Orphanage is abandoned by the Cult.

Some time later, victims of the Orphanage start accusing members of the Cult. The lead-up to the first major trial is currently ongoing. The Creature has been spotted outside of town, wounded (It has been hunted by the NPC, though they do not know precisely why they are so obsessed with killing it). The Cipher has fallen into hands outside the cult and someone you know is working on breaking it, hopefully before the authorities swoop in and make the whole thing disappear.

Well, I think this worked out pretty well.

Thursday, June 3, 2021

Delvers'

 

Othman Sahbi

There's a password you have to learn, a taboo that lives in your brain. It slips out of your head and off your tongue like a ball of static. The door at the bottom of the stairwell opens, welcoming you in. You're known by Delver's now, try to make a good first impression.

 

First Impression

The grotty beating heart of the City's occult underworld. The last call before hell, the last homely house, a nest of exposed pipes and graffiti-caked concrete, filled with the haze of demon liquor smoke. It's formed of three tiers, like an inverted ziggurat or a miniature Alighierian hell. The concrete walls are covered in mismatched doors and layers of graffiti. The bar's down at the center of the bottom level, as are the tables. You emerge on the upper ring.

 

These Facts Are Always True:

  • Delvers is (mostly) neutral territory. No feds, no fascists. The Musketeers will handle any disputes that come up.
  • The mismatched doors in the walls and floor of the bottom level lead deeper into the Underworld.
  • Anyone coming up from a successful delve gets first round on the house.
  • Private rooms, item storage, and long-term coffin apartments are available for rent.
  • Basic goods are always available for purchase.
  • Management has the final word. No exceptions.

There are other entries to the Underworld that you know of, but Delvers' is the largest and most stable within reasonable distance - this means that it is very well traveled, so you will be trading secrecy for safety and will lose direct access to more obscure Underworld locales.

Delvers' uses the die drop system by Hex Culture's "Home Again, Home Again". Every time the players visit Delvers', roll  4-6-6-8-10-10-12. If you roll a number higher than the NPCs listed, no one in that category shows up during that visit.

 

When You Arrive, the Place Is... (d10)

  1. Dead empty
  2. A few people
  3. A few people
  4. Ordinary crowd
  5. Ordinary crowd (special event)
  6. Ordinary crowd
  7. Packed
  8. Packed (special event)
  9. Standing room only

 

The Management

The Door is always present. Roll d6 every visit: 1: Baba + Door | 2: Mabel + Door | 3: Baba + Mabel + Door | 4-6: Door only.

  • "Baba Ghanoush" - An older gentleman in a finely-fitted grey suit. Speaks with the sort of quiet, polite directness reserved for mob bosses and the sorts of bishops who have connections on the outside. He is genuinely entertained by the nickname.
  • Mabel - 85 years old and sharp as a freshly-whet knife. Nothing gets past her.
  • The Sealed Door - Dandelion yellow bands of "POLICE LINE: DO NOT CROSS" cover rusting metal. A hand-painted sign is taped below the painted-over glass: "MNGMT."

 

The Three Musketeers

They are not actually musketeers. They have an arrangement, details unknown, with the Management. They keep the order in Delvers'.

  • Athos - You almost don't notice the statue. It's something like a man, heavily stylized, out of proportion. An enormous tafl piece. A heavy brow, prominent nose, big angular beard and mustache. The details, the links in its chain shirt and the calluses on its palms are nearly smoothed away with age. In those rare moments when it moves, it does so in a terrifying blur, crawling on all fours like an infant.
  • Porthos - You can hear a slithering sound under your feet, like someone dragging something heavy and wet against the concrete. A door opens up and a long red arm, the knobbled fingers forming a sock-puppet's mouth, rises like a periscope. Someone, at some point, affixed a pair of googly eyes to this extremity. The other limbs, encased in similar spiny exoskeletal plates, do not bear such amusing adornment.
  • Aramis - A woman in a wheelchair, old enough to have a bit of grey at the temples and a face weathered by time. A colorful blanket covers her legs, and a ball python lies draped over her shoulders. An ancient level-action rifle rests in her lap. She's easy to talk to, will remember your name, always willing to chat about her activism (environmental causes and native land rights) or her three children (all grown, now). There's a red ring on her finger, she turns it with her thumb while talking.

Behind the Bar

Roll 2d6 every time you enter to see who's working. Doubles mean someone called off and there's only the one.

  1. Mjoll - Doesn't talk much. Dark skin. Eyes like honey. Left arm is prosthetic up to the shoulder, left leg up to the knee. Combat veteran. Quick on the draw.
  2. Herschel - A charming man with heavy burn scars, will always have time to chat about his husband and kids.
  3. Lucy - A broad, brawny, friendly woman who has gone a bit soft around the middle. If you didn't know better (and honestly, you probably don't), you would swear most of her family tree are neanderthals.
  4. Duncan - Always has a sort of deer-in-headlights look about him, especially around the stranger guests. Fell into this all by mistake and can't really find a way out.
  5. Red-Hed - Stocky. Wears a big spherical red helmet. Voice modulator.
  6. "Barkeep" - A fat tabby tomcat.


Merchants (d4)

  1. Hoshino - Cheery fellow, always has sunglasses and a cigarette. Burn scars on his hands. Always shows up with his overhauled vending machines ready to dispense anything from tampons to bullets. Sells ammunition and basic supplies at a discount, as well as specialist goods (ie, non-weapons tagged "expensive")
  2. Papa Clink - Wide-waisted, barrel-chested, booming of voice. Bullet casings braided into a bushy black beard that obscures most of his face. Sells weapons at a discount
  3. Bri, Cartographer - They always seems to be wearing too much clothing for the weather. Eyes alone can be seen between hat and scarf. Sells maps of underworld nodes. Buys survey data of new areas.
  4. Pillbox - Naturally jittery and scatterbrained. Been sober for 15 years now. Has a sort of neon-goth thing going on, but it's mostly for advertisement. Sells 1d6 different drugs every time they visit. Buys any drugs they're not selling.


Specialists 1 (d6)

  1. Pen & Tam - Friendly couple from the surface who pop down every so often for a drink. Don't have any special powers, but Pen knows all about rare and magical books and how to get in touch with Book Club, and Tam can identify magical items.
  2. Julian Tull, cryptozoologist - Has a sort of Steve Irwin energy, if Steve Irwin was significantly worse at his job and was on social media too much. Pays for tips, more for photos and video, and even more for live specimens.
  3. The Apostate - A renegade from the Pure World Armory. Clean-shaven, tall, muscular, like a marble statue or propaganda poster come to life. Has devoted himself to the Gun Gods of An-Hehm. Deliberate and slow in his speech to make up for his uncertainty in social situations. Has access to special Armory weapons and armor as well as specialist ammunition.
  4. Mamadou the Mask Salesman - He always puts you in mind of a spider, and you can't shake the idea. Sells magical masks. Will offer 4-6 different masks every time he visits.

 

Specialists 2 (d6)

  1. Fisk - A "procurement specialist" for "human resources". Wears smoked glasses. Constantly eating sunflower seeds, spitting the shells into a mason jar he keeps at his table. The pacing of his speech is off; syllables are drawn out or cut short with no pattern or reason.
  2. Karina - Fruit merchant. Lazy eye, heterochromatic, intensely focused on something else beyond the walls of the room. Sells alien wares from far down below.
  3. Thimble Slim - A small, thin, pimply man with a tattered graphic tee ten years out of relevance and a terrible comb-over. No one likes him, and no one can seem to get rid of him. A fence for stolen goods and drugs.  
  4. Satchel Buck - A short, portly man who wears bright, poorly matched clothing. Proprietor of an Underworld speed dating service called the Lonely Souls Club, whose virtues he will detail at length to anyone showing even slight curiosity.

 

Doctors (d8)

  1. Tokamak - A bald man with an enormous white walrus mustache. His tweed coat is frayed at the collar and wrists. He has a pet, something he calls a "dream-eater". Something akin to a cross between a hyena and a small bear. It too is bald, though it does not have a mustache. A man of science, strange as those sciences may be, and very well educated in them. Not actually a doctor
  2. Melliferous Synapse, Fleshcrafter Novice - Offers grafting services. Human parts, animal parts, monster parts, so long as it's mostly fresh. They look radically different every time they appear, and are more easily identified
  3. Stitches - A pale, lanky teenage girl, limp cigarette dangling from her lip. Apathetic and emotionally inscrutable. Immensely skilled, but doesn't care much for aesthetics - you'll live, but you won't be winning any pageants.
  4. Nanoa - An elderly sage of the cult of Lu. Skin painted with delicate whorls of white, blue, green, gold. Knows of cult safehouses within the Underground, and may induct new members.

 

Occultists (d10)

  1. Anbara, Book Club Witch - Cultist of Aza-Thoth and professional pornographer. Will offer to trade a grimoire from her collection for one of yours, or maybe even gift you a new book. Knows the way to the Stygian Library.
  2. Mr. Deveroux - A pallid man in a yellowing and sweat-stained seersucker suit. Flies, cicadas, cockroaches all seem attracted to him. His face doesn't work right - all his expressions seem to be on a delay from what he's actually saying. Will teach you the infernal arts, given the right payment in souls.
  3. Amelia, Necromancer - Five feet tall on the dot, enormous glasses, enormous smile, and a propensity for dissection knives. She is a proper priestess of the dead, though she only breaks out her schema habit for special occasions. Offers Speak With Dead, funeral services, minor exorcisms, and the occasional zombification.
  4. The Blackthorns - A trio of witches - grandmother, mother, daughter. The latter two are dead, the first jumps her soul between their bodies. Folks don't like talking about it. She's a good person, though, worse people to go to for help than Maggie Blackthorn. Offers minor enchantments, spell identification, potions and tinctures, and advice.

 

Strangers (d12)

Strangers will not appear in Delvers' without first being encountered in the Underworld. Some of them can serve as replacement PCs.

  1. Ayo - Enormous red-skinned woman with black hair and horns. Loves eating, boozing, fighting and fucking.Always has some demon liqour on hand, always looking for something new to eat or fight.
  2. Cruel Tai - A positively mummified-looking man, hooked up to life support. The kind of person that everyone wants to hurry up and die, but who outright refuses to go. He has a chest with seven locks on it, each of a different material. The keys are long lost, down below. Each one will unlock a different gift. Bring him a key and an offering, and he will let you open a lock.
  3. "Alice" - A young woman with white hair and dark circles around pale grey eyes that always seem to be looking through and past you. Wears a dark blue shawl stitched with silver sigils. There is a thick, knotted scar in a ring around her neck. She smells strongly of potent magics
  4. FRIEND Terminal - A converted arcade cabinet. The old branding has been painted over with "FRIENDs in High PlaceS". Stick a quarter in and a smiley face will blip on the screen, and maybe offer you a job.
  5. Mr. Tamam - A weathered man in a long duster jacket. Enormous brown sideburns, arms tattooed with gemmatria. Postmaster of the underground. His services are reliable and affordable. He may call upon you to make a delivery.
  6. Dogmeat - Lanky woman wearing a rubber rottweiler mask. Long, tangled, dirty blonde hair. Torn jeans. Black t-shirt with the save point symbol from Silent Hill 3. Blood-stained baseball bat always within reach. Connections with Lighthouse.
  7. Doubtless-You-See-the-Connections - A der0 that can manage to interact with the greater world with a reasonable chance of success. Looks like an emaciated suffocation-blue macrocephalic infant. Encyclopedic knowledge of thousands of conspiracies, real and imagined, and a mostly reliable guide in the Underworld. 
  8. Jon Tatterdemalion - A handsome man in a beautiful, travel-worm cloak. If given a magical item, he will exchange it for another or teach the giver a spell. He is guileful, haughty, gossipy, terribly intelligent, easy to flatter and difficult to fool. He seeks to find Irem the City of Pillars deep in the Underworld, and to avoid his ex-wife.
  9. The Lamplighter - A militant cultist of Lantern Boy, utterly devoted to destroying the Lamplighters' enemies and tracking down their missing messiah. Scarily single-minded.
  10. The Titan - A huge glass tank filled with murky yellow clouds. Two attendants in spacesuits, visors down, are present at all times, and will speak on its behalf. It is content to observe, but if you were to gain its interested attention it might teach you secrets of
  11. Apotheamniot - A creature like long-lost austrolopithicus; its head replaced with a bubble of amniotic fluid and the embryo of a failed apotheosis.
  12. The Man in the Hot, Dark Room - A new door has appeared. Your presence has been specifically requested.


Wednesday, December 23, 2020

Insightful Experience

First off, I am terribly sorry to everyone who is excited for Lighthouse for my lack of work on it: as it turned out, 2020 has been a terrible year to write things that involve activist leftists barely surviving against the tides of the grand fascist deathcult. Wee too close to home, there.

But this post has also been sitting 3/4 done for months so it's high time I actually did something with it.

This idea first cropped up in a post I did a long while ago: this is an expanded version that will serve as the base for how XP will work in Lighthouse.

Design Goals

  • Encourage players to seek out new experiences in the game.
  • Serve as a form of lateral progression
  • Encourage players to roleplay differently according to how deep they are in.
  • Make it easy for veteran/newbie mixed parties and carrying characters between games.
  • Make it easy for referees to just make up shit.

Madman's Knowledge

    Insight is what serves as experience in Lighthouse, representing a character's accumulated interactions with the weird. It's gained whenever encountering a new manifestation of the paranormal - entity, phenomenon, location, etc - for the first time.

    Insight gain will typically default to 1 per encounter. 3 would be suitable for a particularly potent encounter, or for a string of minor encounters in short succession. 5 Insight for a single encounter should be reserved for only the most terrible and wonderful revelations and might not ever come up in a series of sessions.

    Things that can grant Insight often, but not always, will be grounds for a roll to Keep Your Shit Together. That, as always remains up to the player and the circumstance. 

    Once you've gained Insight, you can spend it on Insights. This is not an ideal naming situation but I could not, for the life of me, think of a less confusing alternative. Work in progress, we'll cross that bridge when we get there. (edit: someone in discord recommended "revelations" - that is a good place to start)

    Each character will have a certain number of Insight Slots. These are where your purchased Insights go, as the name would suggest, and there will be 16 of them. Maybe 12, but probably 16. 

    Purchased Insights can include:

    • Special abilities
    • Skills
    • Items
    • Access to new areas, services, etc.

    And will fall within a small set of potential ways they can be used

    • Always works, no roll required (no stat value, obviously)
    • Always works, roll stat to determine if complication occurs
    • Roll stat to determine success / failure
    • Burn point > get effect, no roll required.
    • Burn point > get effect, roll stat to determine if complication occurs

    Purchased Insights will have two of four tags

    • Individual - Insight applies only to the purchaser.
    • Group - Insight applies to all players. Can be purchased by pooling points together.
    • Slot - Insight takes up a slot.
    • Free - Insight does not take up a slot.

    Standard notation for Insights would be the two relevant tags followed by cost ex: G-F-1 (Group, Free, 1) or I-S-5 (Individual, Slot, 5 cost)

    Insights can be cycled out and replaced by paying an additional 2 Insight.

    Insight can also be spent to increase a character's stats.

    • Roll d20 for each stat. If you roll over, increase the stat by 1.
    • This costs 2+X Insight (X = the number of times you have rolled for stat increases)

      Insight Thresholds

      As a character fills up their Insight Slots and becomes more and more in-tune with the Underworld, they will drift away from mundane surface life. This is not an insanity mechanic - more of a "reconsidering your priorities" mechanic. 

      When you fill up 25% and 75% of your available slots, take -1 to your surface Contacts and gain +1 to your underworld Contacts

      When you fill up 50% and 100% of your available slots, treat your Spirit score as -1 for all interactions with people on the surface, and + 1 for all interactions with people in the underworld.

      It should be noted here that "surface" and "underworld" should be read as "ignorant" and "in the know" rather than a strict reference to physical location.

        The Cost Reference Table

        I want the relative power of basic Insights to have a stable relationship with cost, for ease of making up ones off the cuff during play. So an Insight with value X will cost Y. I don't have it set up in a way I like, and if it doesn't work out I can always go back to very rough guidelines similar to Insight gain.

        Right now, it's set up as follows.

        • 1-cost Insights are very basic, and will generally not have a value associated to them.
        • Paying 3 would get you an Insight of value 10. 5 would get you 12, 7 would get you 14, 9 would get you 16, and 11 would get you 18. There might be tiers for 13 and 15 cost Insights as well.

        Like I said, very rough and irregular at the moment. But it's something, at least. best can be hoped for for the lid of this dumpster fire year.