Sunday, December 30, 2018

Post-Apocalyptic Nuns on the Run, Having Fun, Insert Pun

Josan Gonzalez

Skerples' escape nuns post has always been one of my favorites, and my recent dalliance with Ruinations means that I can take those runaway nuns and apply the apocalypse which means it's time for A Canticle for Leibowitz, and I shall never give up that opportunity.

d4: Why are you adventuring?

  1. Exiled.
  2. Fleeing danger.
  3. Need to find something or someone.
  4. On a mission from God.

d6: What happened to the world?

  1. Climate catastrophe.
  2. Nuclear war.
  3. Plague.
  4. Supervolcano.
  5. Meteor impact.
  6. AI disaster.

d8: Your convent is...

  1. Overcrowded.
  2. Corrupt.
  3. Collapsing.
  4. A den of vice.
  5. Ultraconservative.
  6. Barely surviving.
  7. Under insquisition.
  8. Just starting out.

d10: Local environs

  1. Jungle or rainforest.
  2. Frozen wasteland.
  3. Coral atoll.
  4. Desert badlands.
  5. Fertile hill country.
  6. Deciduous forest.
  7. Death-zone margin.
  8. City ruins.
  9. Up in the mountains.
  10. Wide open prairie.

d%: Local threats

  1. Toxic groundwater.
  2. Encroaching totalitarians.
  3. Swarms of feral boars.
  4. Swiftly changing outside culture.
  5. Dangerous new mutant strain.
  6. Destabilizing old-world tech.
  7. Famine + mass migration.
  8. Rogue warbots.
  9. Some jackass just found a fresh nuke.
  10. There's something out there in the night.

d12: Strange vows

  1. Always honor dogs.
  2. Wear smoked glasses between dawn and dusk.
  3. Prayer tattoos. You get your first at the age of 3.
  4. Drink fresh pig's blood at dinner.
  5. Listen first, speak second. Always.
  6. Save anything with writing on it.
  7. Confession via duel. Own up or go a round. 
  8. Personalized hymnbooks containing songs of the Old Ones.
  9. Lock a door when entering a home, mark it with chalk, unlock it.
  10. Secret convent language of Old World terms.
  11. Yearly scapegoat festival. Animal varies.
  12. Mock human sacrifices + fake orgies.

d20: Patron

  1. The Great God Ohn, patron of Machines.
  2. Man was God, but committed suicide.
  3. The Giant Eagle, Star-Spangled.
  4. Saints Armstrong and Aldrin.
  5. The Old Ones in the Bunkers Below.
  6. Leviathan of the Great Lakes.
  7. The Black Glass Gods; the Multitudes.
  8. The Mangled God, tortured and murdered.
  9. Elephant and Ass, petty dualists.
  10. Igna Atomica, the Purifier.
  11. The ghosts and petty death gods of the Anthropocene Extinction.
  12. Old-World Simulationist Congregation.
  13. Nara, God of the Guns
  14. Melek Taus, the Peacock Angel.
  15. Our Lady of Fallout.
  16. Aresian Escapists (Muskovite Branch).
  17. The Holy Cosmic Sciences.
  18. Good Neighbor Rogers.
  19. Capricious Meem, the chaos-trickster.
  20. Random Number God.

Friday, December 28, 2018

Games in My Folders

George Weidman, noted seller of socks and talker-about-of-video-games, has an occasional series called "Games From My Inbox" where he talks about games that he has heard of solely through press releases in his inbox.

I don't have an inbox full of press releases for obscure indie video games, but I do have a "right click, save as" compulsion. Same difference. So here's a bunch of strange little pdfs I've got sitting in my RPG folders.  The only criteria I'm using here are 1) it formed an opinion in me 2) I hear no one or next to no one talking about it 3) it is freely available.

100 Rare Wonders

Telecanter
Grotty bizarre overcrowded magical metropoli hold a special place in my heart, and this list is all the spice you could want. They're bizarre, they're evocative, you can spin them out for hooks, it's great.  

(Link)

40k Conversion for Stars Without Number

John B.
I've always wanted to run a 40k game, but none of the rulesets really . There are a couple other hacks out there (Future Heresy for Barbarians of Lemuria and Warband! for general OSR usage) but I settled on this one because SWN has psychics and world generation tables baked in, and is geared more towards the lower-power-level parts of 40k that I like (give me rogue traders and guardsmen over space marines any day.) Plus I just want to run SWN at some point.

(Link) - (PDF here)

Halo Mythic

Brandon "Vorked" Miller
A commendable effort in converting everything that's seen screen time in the Halo setting (spinoff games and that miniseries included) but crunchier than a mouthful of gravel. Bit of a Dark Heresy undercurrent (percentile attributes, purchasing upgrades with XP, having melee and ranged weapons as stats). Hits the predictable limiting wall that comes with being based on military sci-fi, in that there is next to no material supporting anything outside of shooting aliens with guns and entirely too much specificity within that genre. No expansion upon the setting of any kind. The kind of game for people who like having three different kinds of every weapon with maybe two different numbers.

(Link)

Dungeons the Dragoning: 7th Edition

LawfulNice
The joke that lived. As outrageous and obtuse a knot of mechanics and settings as one could possibly make and still come out with a technically-playable system. And the crazy thing is that if you stare at it long enough it starts making sense. Sure, it's got feats, buy-upgrades-with-XP, and those class-tree things (again with the Dark Heresy)...but I feel less inclined to toss it out than I would normally. Maybe it's because it's a joke. Maybe it's because I can be a demontouched tau minstrel who can do gun katas without even touching the homebrew and that statement appeals to me on some primal level of silliness.

(Link)

Journey

Neldelx
A solo game that uses a deck of cards to determine events that happen to you on your journey. Players can select one of four archetypes, which determines the rarity of different event types. I've not yet been able to try it out myself, but it seems like it would make for a fun creative writing exercise. Especially if you break out wilderness / travel encounter tables to go along with it.

(Link)

Phonomicon ex Cultis

Duncan Young
A system-agnostic collection of 100 minor cult patrons and the powers they grant to their believers. Each one is accompanied by a syllable (to be used in making their name), their typical worshipers, portfolio, a symbol and a short description. Not as in-depth as Petty Gods, but provides just what you need when handling petty gods. Could even make a class out of it, a cleric of small gods or the like.

(Link)

The Lorian Gendarme Guidebook

MK Reed and Jonathan Hill
A book within a book, the LGG is a sort of encyclopedia volume for a fictional fantasy series within the creators' comic Americus. It's a proper setting book in less than 40 pages, bestiary and grimoire included. It's pitch perfect for a YA-series that could have been, a mix of the familiar and the out-there. Excellent, excellent monsters.

(Link)

One Hundred Wilderness Hexes

Ktrey Parker
This one's a real treat. Twenty hexes for each of five environment types (Forest, Mountains, Desert, Swamp, Ocean), and each hex has three subtables to determine the details within. Drop these around a bigger map and you have everything you may need - many are linked to other hexes, sometimes multiple! Everything's got a very classic feel to it, where the weird is waiting to be stumbled upon. Would be very much in line with the baseline DCC motif.

(Link)

So there we have it; eight little things you may or may not have previously seen. If you've got obscure stuff you've collected (and if you're reading this blog, you probably do), give it a dig and see what's worth sharing.

Thursday, December 27, 2018

RED and BLU Enterprises

You tell 'em, Saxton.

You know it, I know it, we all know it: these jolly bastards are OSR as hell. Go rewatch the Meet the Team videos for the proof, or just because it's probably been years since you last saw them and they're still hilarious.

For Esoteric Enterprises, naturally.

Scout

"If you were from where I was from, you'd be fuckin' dead!"
Explorer 
  • Scattergun (d10, short range)
  • Pistol (d6)
  • BONK! Atomic Punch (Speed x2, AC +4 for 1 turn)
  • Bat (d6)
When you need to get somewhere fast, get something done fast, or generally just harass the living daylights out of someone, Scout's ya boy.

Soldier

"Sun Tzu said that!"
Mercenary
  • Rocket Launcher (d12, area damage, 4 shots)
  • Shotgun (d12)
  • Buff Banner (All allies get +1 to hit for 1 turn. Refresh 5)
  • Shovel (d10)
  • Rocket Jump - Spend 1 rocket, take 1/4 Flesh damage, get launched in the air.
Has taken a few too many blows to the head. Entirely too many.

Pyro

"Hudda hudda huh!"
Spook
  • Flamethrower (d10, save vs hazards or set alight, depletes on 1-2)
  • Shotgun (d12)
  • Flare Gun (d8 save vs hazards or set alight)
  • Fire Axe (d10)
  • Spook Powers - Immune to Fire, Flame, Extinguish, Painless, Mad Insight
Who is behind the mask? What horrors lie beneath that asbestos-lined suit? None who still live know.

Demoman

"If I were a bad demoman, I wouldn't be sittin' here discussin' it wit ya!"
Mercenary
  • Grenade Launcher (d12, 4 shots)
  • Stickybomb Launcher (d12, remote detonation, 4 shots)
  • Chargin' Targe (+1 AC, can be used with Eyelander)
  • Eyelander (d12, two-handed)
  • Boozer (+1d6 temporary Grit if drunk)
Is constant drinking really that good of a coping mechanism? Our sources say "possibly."

Heavy

"CRY SOME MORE!"
Bodyguard

  • Minigun (d12, suppressing fire, depletes on 1-3)
  • Shotgun (d12)
  • Sandvich (Restores 1 Flesh)
  • Boxing Gloves (d8)
A big Russian man with a big Russian gun.

Engineer

"And if that don't work? Use more gun"
Bodyguard
  • Shotgun (d12)
  • Pistol (d8)
  • Wrench (d8)
  • Construction PDA (choose 1 of the below)
    • Sentry Turret - (d10, attacks nearest enemy, depletes 1-3)
    • Dispenser - Contains 5 additional ammunition.
    • Teleporter - Consists of entrance and exit modules. 6 changes
Southern homestyle problem-solving through technical prowess and excessive violence.

Medic

"Anyway, zat's how I lost my medical license."
Doctor
  • Syringe Gun (d8)
  • Medigun (Heals Flesh wounds.)
  • Bonesaw (d10)
  • Archimedes (Pet dove)
  • Ubercharge (Burn all healing points to make target invulnerable for LVL turns)
Owns a fridge full of organs. Not all of them are human. Sees nothing strange about it.

Sniper

"I'm not a crazed gunman, Dad, I'm an assassin."
Mercenary

  • Sniper Rifle (d12)
  • Submachine Gun (d8, covering fire, depletes on 1 or 2)
  • Jarate (Crit range on soaked enemies increases by 1)
  • Kukri (d10)
Calm, collected, professional. Lives in a van and pisses in jars.

Spy

"He could me you! He could be me! He could even be [gunshot]"
Criminal
  • Revolver (d8)
  • Knife (d6)
  • Disguise Kit
  • Sapper (Destroys mechanical device)
  • Invis Watch (1/day, remain invisible when standing still)
International man of mystery. Fucked your mother.

Monday, December 24, 2018

Secret Santicorn: Animal Mutation Table

HO HO HO

IT IS TIME FOR SANTICORN

JOJIRO OF THE DISCORD/THIS BLOG RIGHT HERE REQUESTED THE FOLLOWING:

"Mutation table, large as you can make it, but mutations limited to features of real-life-organisms only. Each table entry should reference the real organism used."
Peter Gene

d50 Animal Mutations

  1. Poisonous foot-spur (Platypus)
  2. Bite that makes target allergic to meat (Lone-Star tick)
  3. Gigantic purple nose-cleaning tongue (Giraffe)
  4. Can spray blood out of eyes (Thorny devil)
  5. Will starve to death in front of food if it's not how you like it (Koala)
  6. Head swells with fragrant ambergris (Sperm whale) 
  7. Dozens of eggs embedded in skin of back (Surinam toad)
  8. Corkscrew horns and beard of chaos (Markhor)
  9. Ears turn into huge heat-radiators (Fennec)
  10. Gain appearance similar to terribly venomous creature (King snake)
  11. Hump filled with fatty nutrient supply (Camel)
  12. Necrotic bacterial spit (Komodo dragon)
  13. Crown of stinging tendrils (Sea anemone)
  14. Overlapping armored scales (Pangolin)
  15. Freakishly extended tapping finger (Aye-Aye)
  16. Loose skin flaps between wrists and ankles (Sugar glider)
  17. Abdominal pouch (Kangaroo)
  18. Skin is striped black and white (Zebra)
  19. Incredible head rotation (Owl)
  20. Parasitic tongue-louse (C. exigua)
  21. Rows of sharp, replaceable teeth (Great white shark)
  22. Adorable pink fan gills (Axolotl)
  23. Can sense when someone is about to die (House cat)
  24. Shaggy fur and prehensile trunk (Mammoth)
  25. Musical bone crest (Parasaurolophus)
  26. Immune to pain from acid and capsasin (Naked mole rat)
  27. Horrifyingly distendable stomach (Gulper eel)
  28. Grow a buoyant, curling shell (Nautilus)
  29. Create sticky, microfibrous slime (Hagfish)
  30. Friendly with tooth-cleaning birds (Crocodile)
  31. Become friend-shaped (Capybara) 
  32. Loud musical penis (Water boatman)
  33. Cavitation claws (Pistol shrimp)
  34. Shoves ribs through skin to defend against attack (Spanish ribbed newt)
  35. Inflatable nasal sac (Hooded seal)
  36. Webbed feet, can run on water (Basilisk lizard)
  37. Reverts to embryo after adulthood, biologically immortal (T. dohrnii)
  38. Extended rostrum with transverse teeth (Carpenter shark)
  39. Smells like fresh popcorn (Binturong)
  40. Vomit up digestive tract in defense (Sea cucumber)
  41. Face full of tentacles (Cuttlefish)
  42. Slick transparent skin (Glass frog)
  43. Huge feet, subsonic communication (Elephant)
  44. Milk-producing udder (Cow)
  45. Suction-cup head (Remora)
  46. Brilliant plumage (Bird of paradise)
  47. Can sleep with only half of the brain (Various cetaceans and birds)
  48. Hideous facial tumors (Tasmanian devil)
  49. Bright blue feet (Blue-footed booby)
  50. Suddenly tapir-like because fuck you, tapirs. (Tapir)

Wednesday, December 19, 2018

Degenesis and Ruinations

Marko Djurdjevic


A while back I tried hacking Degenesis into Shadow of the Demon Lord. I got a little ways and then never any further. Lo and behold I realize now that I was making entirely too much work for myself and the thing I actually needed was in my hands the entire time.

Brent Ault's Ruinations shall serve as the base here. Everything needed for badlands survival, combat, equipment, trade, etc is in there and intact. No need to change what works. The meat of this hack shall be character creation. but, before we get to that, a primer:

What You Need to Know

  1. It’s 2595, and the world is fucked. You’re in Europe, which is survivable levels of fucked.
  2. There was a huge meteor that broke apart and crashed and had alien fungus on it.
  3. This is called the Eschaton. It happened in 2073 and everything was fucked.
  4. The fungus is called Primer, there’s a sort of spiritual aspect to it, it infects everything.
  5. There are monsters and spore mutants fucking everywhere. This is Sepsis.
  6. Civilization is founded on 13 cults. Everyone else is either a mutant or a small clan.
  7. The old world had singularity tech. Some of it is still around. There are bunkers out there.
  8. Did I mention the world is fucked? Shit’s fucked. God damn. So fucked.

For character creation, select a class, culture concept, and cult.

Class

The following options are available.

    ClassDescriptionSource
    WastelanderFighters and survivors.Ruinations
    Hunter (I)Tribal warriors.Wolfpacks & Winter Snow
    AdeptSkilled specialists.Ruinations
    Expert (I)Tribal specialists.Wolfpacks & Winter Snow
    Sullied (II)The common mutant.Ruinations
    AberrantDegenerating and savage.Wolfpacks & Winter Snow
    ExplorerScouts and lookouts.Esoteric Enterprises
    BerserkerFrothing blood-rage.LotFP666
    Ranger Hunters and trackers.LotFP666
    MarksmanDead-eye with a gun.LotFP666
    Rat-CatcherKeeper of vermin.LotFP666
    Neanderthal (III)Sturdy as stone.Wolfpacks & Winter Snow
    OrphanAbandoned, feral.Wolfpacks & Winter Snow

    Class skills are adapted at a rate of 15% per point.
    (I) - Tribal characters only.
    (II) - Ignore mutation tables.
    (III) - Not actually neanderthals, but close enough.

    Culture

    Where you're from. Reroll a stat and take the higher number.


    RegionDescriptionReroll
    1) BorcaDusty wastelands, bordered by mountains to the south and glaciers to the north. DEX or CON
    2) FrankaMiserable bug-infested swamplands, dominated by the Pheromancers. CHA or DEX
    3) PollenScarlands overrun with Fractal Forests, home only to migratory tribes. CON or STR
    4) BalkhanClan holds and city states dot an untamed and fractured wilderness. CON or WIS
    5) HybrispaniaWet jungles and high deserts, embroiled in constant conflict. INT or DEX
    6) PurgareToxic volcanic wasteland in the west, fertile plains and hills to the east. CHA or WIS
    7) AfricaThere was a great migration northward into the newly-green Sahara. INT or STR
    8) From BeyondIs it possible to cross the Atlantic? Have the Chinese held out?Choose

    Concept

    What defines you. Once per session, you may gain d6 points to add to a roll OR reroll a skill check if you act according to your concept.


    ConceptAspect
    1) AdventurerGo out there and find some excitement.
    2) CreatorWorking, building, making.
    3) MentorTeacher and keeper of knowledge.
    4) MartyrSelf-sacrifice for others' sake.
    5) RulerControl and command
    6) SeekerLooking for answers.
    7) HealerFights against the world's decay.
    8) TraditionalistUpholds the old ways.
    9) MediatorThe point between two parties.
    10) HermitIsolation, solitude, wisdom.
    11) HereticUpends faith, casts doubt.
    12) ConquerorGlorious victory at all costs.
    13) AbominationSomething's broken inside.
    14) DestroyerLet nothing remain standing.
    15) ChosenHailed as the doer of a great task.
    16) DefilerBlame and undermine all others.
    17) ProtectorProtect and preserve what is precious.
    18) VisionaryBig-picture ideas of a better tomorrow.
    19) ZealotOf absolute faith and conviction.
    20) DiscipleFollower of teachers old and new.
    21) RighteousUnshakable confidence in their path.
    22) TravelerThe open road still softly calls.

    Cults & Clans

    Each comes with a perk and starting equipment. Special equipment can be acquired later. Clans are limited to specific regions, while cults may be found throughout the remains of the world.


    Cult
    AnabaptistsSwords against the rot of the Demiurge, swords in the name of Gnosis.
    Perk: Tattoo and nose ring - Advantage on mental saves.
    Starting Equipment: Bidenhander (d10), blessed seeds, Elysian Oil
    AnubiansMystery priests of distant, jungled Cairo. Know more than they let on.
    Perk: Welcomed and sheltered anywhere in Africa.
    Starting Equipment: Anubis mask, soul stones, healing herbs, khopesh (d8)
    ApocalypticsHedonist flocks offering any imaginable vice.
    Perk: 1000 ways to the sweet spot - Human enemies have -1 AC
    Starting Equipment: Blade bracelet (d6), compact pistol (d6), tarot deck
    ChroniclersSecretive techno-fetishists. Wish to resurrect the bygone Stream.
    Perk: Barcode tattoo - Grants access to any Cluster
    Starting Equipment: Hooded robe, vocoder mask, Chronicler's suit (AC 12), dazer pistol (Save vs impairment, 1d4 rounds stunned on fail)
    ClannersThe bulk of humanity; tribes big and small, savage and civil.
    Perk: Detailed regional knowledge
    Starting Equipment: light armor, weapon (blackpowder available > TL 2, other guns > TL3), trade tools
    HellveticsGuardsmen and tollkeepers of the Alpine fortresses. For hire.
    Perk: +10 bullets / month
    Starting Equipment: Trailblazer rifle (d8 + 1 mod), harness + helmet (AC 16)
    JehammedansA religion of shepherds and patriarchs; rivals of the Anabaptists.
    Perk: Rally allies with +1 AC and saves during combat, 3/day.
    Starting Equipment: Scimitar or rider's hoe (d8), light armor (AC 12)
    JudgesBringing law and civilization to the wasteland clans.
    Perk: Informants (+2 Network for typical cases)
    Starting Equipment: Hat and jacket (AC 12), Codex, warhammer (d10), blackpowder pistol (d8)
    NeolibyansThe capitalists of Tripoli, the masters of the Mediterranean.
    Perk: Start with d6 x 1000 scrap worth of Dinars.
    Starting Equipment: Balance book, heirloom rifle (d10), seal of the Libyan
    PalersInbred descendants of Bygone vault-dwellers.
    Perk: Dark-vision
    Starting Equipment: Submachine gun (d6), sun talisman, key to a distant bunker
    ScourgersThe Neolibyan's muscle.
    Perk: Select a worthy adversary; gain +2 AC when fighting them alone.
    Starting Equipment: Spear (d6), shield (+1 AC), assault rifle (d8), flak vest and helmet (AC15)
    ScrappersLonesome scavengers of the end of days.
    Perk: Can read and make scrappers' marks.
    Starting Equipment: Rope, compass, periscope, rifle (d10)
    SpitaliansMedic-militants locked in a war against the Sepsis.
    Perk: Free access to hospitals and spore purges.
    Starting Equipment: Medical manual, Spitalian suit + gas mask (AC12), splayer with mollusk (d6, detects spore infestation), fungicide rifle (d10, as flamethrower)

    Making Your Own Clan

    This is legitimately the only random table in the entire Degenesis book. By Jove, I will use it.

    Tech LevelWorldviewGovernanceCultural identitySizeResources
    1: TL1 - Primitive1-2: Animism1-2: Rule of One1: Holy Sites1: Family1-2: Food
    2-3 TL2 - Medieval3-4: Theism3-4 Rule of a Few2-3: Founding Place2-3: Extended Family3: Mines
    4: TL3 - Progressive5: Enlightenment5-6: Rule of Many4: Texts4-5 Local Power4: Ruin Field
    5: TL4 - Industrial6: Secular5-6 Legendary Leader6: Tribe5: Bunker
    6: TL5 - Transhuman6: Raiding

    Backgrounds


    Each background is rated between 0-6. Characters get 4 points to begin, and cannot raise a background above 3 at character creation. Further increases or losses will come about as appropriate during gameplay.

    Roll a d6 when wanting to draw on a background, aiming at or below your rating. If the roll fails, you may turn it into a success by permanently burning one point of the background.
    • Allies - Contacts within the Cult.
    • Network - Contacts outside of the Cult.
    • Authority - Influence within the Cult.
    • Renown - Reputation outside of the Cult.
    • Resources - What you can draw on beyond your own possessions.
    • Secrets - Knowing the truth behind the curtain.
    Secrets generally don't involve a roll involved, and just dictate a specific thing a character knows. The location of hidden bunkers, the passwords to an ancient computer, the real reason why the higher ups are giving an order, and so on.

    Corruption

    Sepsis spores are everywhere, and the best Spitalian medicine can only purge them from a body in the early stages. Be vigilant.

    A character's maximum infestation limit is their CON + WIS modifier, as the spores attack both body and soul. Spore infestation up to this limit can be medically treated. Reaching 50% infection forms a sepsis stigma on the victim's chest.

    If a character is infected beyond their maximum, they must make a WIS save whenever they would gain further spore infection. If they fail, they will gain a point of permanent infection. Reaching 50% permanent infestation means that there's no going back: the character is now a Leperos, fully under the sway of the Primer.
    • 0-100% - Treatable infection.
    • 50% -  Stigma appears.
    • >100% - Permanent infection.
    • 150% - Leperos transformation. Character is lost.

    Characters gain 1 point / day in areas of light sporination, 1 / hour in areas of moderate sepsis, and 1d6 / hour in adult fungal blooms.

    Services

    Available in any settlement with a Chronicler or Spitalian presence.

    Chroniclers
    • Sell unique and curious artifacts (TL 2-4)
    • Access to communication network (100 scrap for an account, 10 to read messages, 30 to send) 
    • Salvage leads (They claim 10% on all salvaged goods)

    Spitalians 
    • General medical care (20 scrap per day, heals 1d4 / day)
    • Surgery (100 scrap, heals 5d4)
    • Detox (300 scrap, flushes out 4 points of spore infestation)
    • Complete De-sporing (900 scrap, reduces spore infestation to 0)

    Monday, December 17, 2018

    Uplifts for Mothership

    Uplift is a can of worms that nears AI in terms of ethical quandaries, and just like AI society all ran headfirst into it, damn the consequences.

    Fallout ensues, but not the big-picture, existential fallout involved in AI. The little, pernicious fallout. Racism and class struggles and all those ugly little ways the rich keep the poor at each others' throats.

    Uplifts generally fall into three categories:
    • Under the thumb of the Company that created them.
    • Independent of the Company, integrated into human civilization.
    • Independent of the Company and human civilization; part of their own society.
    Patrons of uplift tend to fall into these:
    • Corporate  (Do this because it will make us money.)
    • Scientific (Do this to learn how it all works.)
    • Philosophical (Do this because it is the right thing to do.)
    Patrons' ethical stances (and ability to live up to them) vary greatly.

    Great Apes

    Chimpanzees were the first successful uplifts, followed shortly thereafter by gorillas and orangutans. They are the most numerous of uplifts, but have unfortunately because they have not been as successful in their independence movements as other uplifts and have remained mostly under corporate control.

    The Simian Independence Movement (SIM) has taken a beating from corporate counter-action in recent years (restrictive legislation passed in the wake of violent protests pulling the lion's share) While there are dreams of revitalizing the movement and distant plans for the construction of an all-ape habitat, for now most of the great apes have sided with the spacer's unions.

    Stat Bonuses: +10% strength
    Saves: Sanity 30 / Fear 30 / Body 30 / Armor 30
    Stress & Panic: May re-roll a panic table result if another Great Ape is nearby.
    Starting Skills: As teamster.

    Dolphins

    Second successful uplifts, second most populous, but the first to declare species self-rule and name a homeworld (Quincy's Moon, now christened Ks!!ssi*csi**k). Dolphins possess a small spacefleet of their own, and they and their ships are commonly hired out to Companies (dolphins make exceptionally good navigators and technicians). Early uplift models toyed with re-introducing legs to the bodyplan, but this was abandoned for robotic harnesses.

    Stat Bonuses: +10% intellect
    Saves: Sanity 30 / Fear 30  / Body 35 / Armor 25
    Stress & Panic: Can help another crewmate reroll a fear save 1/session.
    Starting Skills: Computers, Mathematics, Echolocation (+15%), +3 pts.


    Octopi

    No one has taken to life in space better than octopi. No bones to worry about, eight arms that can work on their own, the ability to squeeze through the tiniest spaces, and no issues with isolation. Even post-uplift, octopi are antisocial bastards (unless they've gotten into the psychedelics).

    The asocial nature of octopi means that there's not much to speak of in terms of in terms of octopus culture or society, outside of a few small clades engineered with sociability in mind. Most will put in their time, buy off their debts, and head out on their own.

    Stat Bonuses: +10% intellect
    Saves: Sanity 60 / Fear 70 / Body 20 / Armor 20
    Stress & Panic: Lose 5 HP on failing a panic save to autocannibalistic stress atavism.
    Starting Skills: Camouflage (+20%), Tight Squeeze (+20%), +2 pts.

    Crows

    No one knows how crows got uplifted, and the crows aren't telling. They've spread through the cosmos like bushfire, free of any corporation or government. They are half again as cunning as you think they are, and keep their secrets close to the murder.

    A friendly crow grants a +15% on checks involving intellect or technical problem solving.

    Elephants

    The resurrection and uplift of elephants was part of one of the finest cybercrimes in human history. The genome in its entirety had been bought up by a Sino-American trademark-squatter soon after their initial extinction and left fallow - the 'company' was just an AI waiting to litigate anyone else who tried to bring them back from extinction. Almost a century later, hackers affiliated with the Life Without Chains eco-activist group managed to track down the company, crack open its data storage, and make out with the blueprints (Operation: The Lobotomy to Save Jumbo)

    Shortly thereafter, a terribly fortuitous and entirely legally binding mistake saw a newly-scouted gaian world donated to the week-old "Help for Troubled Trunks" charity.

    A few years later, the elephants had returned. The anarchist communes responsible for the resurrection check in from time to time, but mostly leave the elephants be. It seems to be going well.

    You are not likely to interact with an elephant.

    Whales

    Uplifted whales have a problem: they're fucking huge. Planetside populations tend to be stuck in the ocean, and those in orbital habitats need significantly more space than most settlements can spare. Floater variants genengineered for the upper atmospheres of gas giants are currently being tested, but have yet to see actual usage.

    This hasn't stopped them from carving out a niche in interstellar civilization - their gigantic brains (coupled with their cetacean affinity for calculation) lead many to serve as pilots, navigators, and science crew - linking themselves up as a go-between the ship's AI and the human crew.

    Such whales till typically remote-operate an android as needed.

    Stat Bonuses: +10% Intellect
    Saves: Sanity 40 / Fear 40 / Body 30 / Armor 20
    Stress & Panic: Loss of connection with proxy trigger fear save for all crew present.
    Starting Skills: Computers, Mathematics, Piloting, +2 pts


    Xeno-uplifts

    Three alien species within the 50 LY margin are considered prime candidates for uplift, with maybe a half dozen more on the short list. No official attempts at uplift of these creatures has yet been made. Unofficial...well, one never can tell. Most people will say it's inevitable, but the how, when, and "will it be a disaster?" are yet to be seen.

    Radio Trees

    Prosperity, Alpha Centauri 

    More animal than plant. Can be found clustered around the small, salty watering holes of Prosperity. Adults stand ~ 1.2 - 3.4 meters in height. Rubbery outer skin is uneven horizontal stripes (white and black) and resistant to the elements. Six-legged stump capable of burrowing into soil to hibernate until next wet season or migrating to nearby water source. Strings of light, heat, and pressure sensors line trunk. Yellow-orange fronds at the top are extensions of shortwave radio broadcast organ, maximum range ~20 km. Highly communicative, individual specimens have demonstrated excellent memory. Well-documented account of communities passing messages between two mated individuals relocated over two hundred miles apart. No known predators, symbiotic relationship with local fliers (directed via broadcast) for aid in long-distance mating. Currently on extinction watchlist due to air toxicity and radio pollution.

    Bishops

    Tormance, Arcturus

    Highly-social endotherms.  Flat, circular body with mouth on bottom and four eyes around rim. Eight arms with manipulators (2 between each pair of eyes), plus four brightly colored membranous wings for gliding and intimidating rivals (name given because wings at rest look akin to a mitre) ~1.3m in height when adult. Highly social, highly aggressive. Tool usage observed in food gathering and intercommunity warfare. Scavenging omnivores, typical pack behavior is claiming kills made by larger solitary predators. Communication via inflatable external organs located on the dorsal surface and limited color-change.

    The Puzzleboxes

    Alppain, Arcturus 

    Colonial organism. Main body is irregular composite of cartilaginous cubic structures between 2cm^3 and 5m^3. Can restructure modules to repair damage or adjust to environmental variables. Largest known specimen was larger than scouting ship. Filter-feeders. Live in high-pressure, high-temperature region just below ocean-atmosphere transition band, but have been observed reconstituting swim bladder segments into air bladder modules for low atmosphere floating. Migrate across feeding grounds in pods that can reach over 1000 individuals. Information transfer via exchange of neural modules. Individuals may separate to reproduce, multiple individuals may join together to form larger instance. Xenobiologists are stumped as to how and why these things exist.

    Wednesday, December 12, 2018

    Soul Magic and the Soul Cycle

    All magic comes from the soul. From burning it, specifically. In severing its ties to material reality and releasing it back to the Sea of Souls from whence it came. This makes it somewhat difficult to use magic with your own soul without great personal danger, so the Cunning Arts have been built upon using the souls of other being.

    Universal: The strength of a soul is equivalent to the number of HD the creature has. Spells are a limited resource with usage die.

    Method 1: Knave
    Each HD of the soul increases the usage die of the spell by 1 step (ex. 1 HD = d4, 2 HD = d6, etc). Use Maze Rats spell generation of Beloch's magic words for more fun.

    Method 2: Typical OSR
    As above, but in reverse: the die size decreases with the level of the spell. Spell level is determined by target HD (Level 1 = d20, Level 2 = d12, etc)

    Method 3: GLOG
    Each soul has spell dice equal to its HD. These dice burn out on a 6 as normal, and are not replenished.

    A soultrap is a sort of lantern built of celestial bronze and finely-shaped lenses. It costs 1000 sp to purchase and is only available in urban areas.To capture a spell, simply open up the trap as the target dies. When a soul is fully burned, a new one may be trapped in its place.

    I just learned about draw.io and it is well overdue.

    Stages of the Soul Cycle


    The Sea of Souls

    The source of all souls, and thus of all magic. Numinous and unimpeachable in its existence without form or place. Saints and scholars have yet to come up with anything but illustrative metaphors to define its relationship with the material world.

    Embodiment

    A soul that has been integrated into a material form. All living organisms have some sort of embodiment, though not all are suitable for usage as a spell (it would be difficult to do anything with the soul of a bacteria, after all). The soul-bearing properties of non-living matter are a still a matter of debate and study - do all stones have a soul, or only those worked by human hands? Do cities have souls? Do rivers? What if you move water from one river to another? So on and so forth.

    Working magic from non-living souls is difficult, so most thaumatologists will focus on the living.

    Undead

    The end result when a soul is removed from an organism before its death. Biological functions continue apace, but without the soul's guidance its behavior may become errant, spiraling out into bizarre and inexplicable repetitive actions.

    Ensouled

    An experimental form of undeath where a soul is removed from an organism and then returned to it. Most are returned to their original bodies, but transference of a soul to a different body. The souls used in liches do not integrate as in normal embodiment, but are more akin to inhabiting a shell.

    Weak Embodiment

    An embodied soul that has been tapped for power without death. The targets of tapping are made pale and listless by the process, and recovery may take months or years if it occurs at all.

    Strong Embodiment

    A soul that has absorbed other souls, generally through consumption of a freshly-removed heart. There is something innately corruptive about this process, and those who practice it are monstrous indeed. No material form, it seems, is meant to hold more than one soul.

    Ghost

    Most ghosts contain nothing of the original being: the ba often evaporates instantaneously upon death. Those of potent charisma in life are able to maintain continuity into death, however, and even act independently of the typical repetitions of their actions in life.

    Weak Ghost

    The ghost of a weak embodiment. At this stage ghosts cease to have any individual traits at all, appearing only as misty, vague forms incapable of all but the most basic manifestations. 

    Demon

    The ghost of a strong embodiment, a roiling gestalt of misshapen and corrupt souls. The means of its creation has made it monstrous, and it will not submit to a soultrap without a fight.

    Shade

    An ashy smear of a soul - a ghost that has been burnt away to near-nothing, the last vestiges of a spell. The natural decay of a shade leaves it unstable and dangerous - the nuclear waste of the soul.