My Games

Showing posts with label phantasmos. Show all posts
Showing posts with label phantasmos. Show all posts

Tuesday, August 4, 2020

Retrospective: Mythic Beings

Every once in awhile, for various reasons, I'll go back and look at my old posts. Usually, it's because I have a moment of panic thinking about that post and how it must actually be utter trash, so awful and shameful that I must double-check immediately so that I can, if necessary, obliterate it from existence. There have only been a few posts that I actually felt that way about. Usually, I go back and say, "damn, that's not half bad".

I went back to what I believe was my very first real content post (I'm not entirely sure the order blogger lists is correct- I think I may have updated some of those posts and screwed up the order). This post was of Mythic Beings, the gods or god-like beings of my Phantasmos campaign setting, which I used to post about a lot more back in the day and is my main Weird Fantasy setting. I love Phantasmos, but I know, and even at the time knew, that I utterly failed to convey to a new reader with no context why this setting is worth the buy-in; never gave the reader anything to ground themselves in a world that throws at them a million ideas a minute.

Nonetheless, looking at this post, I have to say, these are ok. I mean some of them are laughably bad, but many of them are alright. I actually think some of these are more evocative and tightly written than a lot of the stuff that followed it.

So I'm going to go through most or all of the entries from that table, and basically talk about what I think works or doesn't work about them, what my thoughts were and are, and also make fun of myself a little bit in regards to a few of them. I might even try improving some of them...

Phantasmos is no longer my main focus, but I'm not ready to talk more about Maximum Recursion Depth quite yet, unless you're on the OSR discourse or the Bastionjam channel of the Electric Bastionland Discord, in which case you're probably sick of hearing about it by now.

Anyway, for each entry, I'll start with the art (only the first few, all by Scrap Princess) and the original text. They were originally written with two sections, Physical Description and Behavior and Cognition, but here I'll just toss them together.


Mun Jira


Before we get into the text, let's start with the amazing art by Scrap Princess. I was so obnoxiously precious with my ideas back then, Scrap was really a saint for putting up with me. She did a first draft, which I still have, which is incredible in its own right, but at the time I was so particular about what it should look like that I just couldn't fully appreciate it. Anyway, this version turned out great as well, clearly. I hope she doesn't hold it against me too much.

A large monkey with bat-like wings, mole-like claws, covered in pangolin-like scales of prasium. It has no eyes, but its curled-lips can project outward like a star-nosed mole, revealing sharp teeth. When not illuminated by or projecting impossible light, it is either white like phosphorescent plastic with semi-transparent skin, or invisible.
Intelligent and self-aware. Self-destructive, depressed, its own worst enemy. Knows this to be true, but can't break the cycle.

I think the Ordinal Beasts of Phantasmos are awesome, and the way they tie into the elements, which themselves give you a good sense of exactly how Weird (and complicated and impenetrable) this setting is, but this writeup is weak sauce. 

Like I said with the art, it's just too precious with itself, more concerned with conveying the specific details in my head, than in evoking a feeling. Mun Jira is a monstrous god-like creature, eldritch, cosmic, beautiful, brilliant; with a skewed and hopeless perspective of itself and the world. It makes the same mistakes over and over and instead of learning, it lashes out like a violent monkey, an angry child breaking all the toys, endlessly frustrated at the self-imposed futility of its own actions.


Mogleth


Once again, it may be better to ignore the original text and instead marvel at Scrap's art. As with Mun Jira, I was far too concerned with details, and not with the feeling Mogleth is supposed to evoke.
A being of yellow, glassy, shimmering liquid starfire. Its top half is chitinous like a lobster shell over an arched spine. Thin strands of liquid starfire grow, writhe, and fall within the span of tens of seconds along the top of the shell. It's lower body is boar-like with a flaccid, amorphous, bulging fat gut. The skull is warped and cracked, as if infected by a fungal parasite, giving it a spongey, wrinkled appearance like a morel mushroom. Within the folds of the mushroom head are clusters of small yellow eyes. Overlapping rows of tusks line the lower snout. Along its side are semi-solid crab-leg tentacles. It has boar-like hind legs and humanoid arms for front-limbs, generally held out in a crawl position. The shell is semi-translucent, revealing internals like an arthropod, fish, vegetable, or fungus, but also unlike any of those things. Manic, impulsive, and unpredictable.

Not great. Mogleth isn't just a pig lobster fungus monster. Mogleth is fat, grotesque, infected; it can barely be contained within itself. It has all this energy to burn but merely runs itself around in circles chasing nothing, neither gaining nor losing. It is a boundless thing like a perpetual motion machine but none of it amounts to anything because every step it takes is only halfway to its goal because it keeps moving the goalpost.


Quath


Going out of order because this is the last one with art by Scrap Princess. I didn't get this one commissioned until much more recently. I was a lot less precious about it while working with her and I think it is better for it, but the text does not share this benefit of acquired wisdom.

A photographic plate in the shape of (and reflecting the features of) a holographic cyan dragon, like a basilosaurus covered in the armoured plates of an armadillo. It is a being composed of anti-information.
A being of a-logic; fundamentally incomprehensible to mortals.

At least this one is less... verbose. But still, Quath is an extra-logical being. It is made of stuff that is like matter if matter came from a universe with different math. I'm still not even sure how to convey that besides old-fashioned Lovecraftian tropes. Maybe I take some Wernicke's Aphasia quotes? But even then, the semantics are wild but there is still syntax. How does one create a new syntax that also violates the very concept of syntax because syntax is itself a form of logic? How does one write a-logic that is not just encrypted logic or illogic? Perhaps it is merely for one to imagine in the abstract, not a Nameless Thing but a Null-ness of thought, 404 error of the imagination.


Zaphrad

A bird-dinosaur monstrosity like a raven or tyrannosaurus rex or featherless owl. It's skin is a vivid, almost cartoonish, un-real pink composed of absolute solid. Its eyes have been gouged and its beak clipped.
In a state of inverse-nirvana; vengeful, self-absorbed, materialistic. The embodiment of anti-love.

The last of the "real" Ordinal Beasts. As with Quath, I can say at least that it's not too verbose. There is supposed to be a juxtaposition here, of a thing which is "cartoonish" and "un-real", and yet is most defined by its groundedness in the mundane and material reality. I explore this more directly in my Karmapunk setting Maximum Recursion Depth, but you can see the beginnings of it here. Zaphrad is grotesque not because it is in the uncanny valley, but because it is the uncanny fucking mountain. It is not in the space between the real and unreal, but the real and hyper-real. It is so truly grounded in the material world, in the viciousness and selfishness of nature and life, that its very existence is a mockery of our own self-importance.



Mordiggian

Her true form is a massive, worm-like, swirling void, although she sometimes takes the form of a dogu or mutant woman.
An information-vampire, the null and void, the answer to the unanswerable question.

She's a composite of a something from Clark Ashton Smith and a few other things. I don't have much to say about her here, which is not to say she isn't at all interesting, it's just beyond the scope of this retrospective since it's a little more baked into the setting. Maybe one thing to note, she's the "fifth Ordinal Beast", and is the only one with a gender. At the time this seemed intrinsically interesting, but I'm no longer sure if that's the case.


Yagak-Sha

Kaiju with a red, green, and blue crustacean body, wasp-like face with large alternating white and colored eyes branching from eyestalks, four large spear-like barbed claws at its front, and seemingly endless rows of legs with retractable wasp-like stingers. When it raises its carapace plates, underneath are rows of wasp-like iridescent wings, and honey-comb shaped holes from which innumerable wasp-sized spawn bite, chew, and push through a thin layer of skin, poring out of the holes and swarming around it.
The god of impossibility, the god of n/0.

The description isn't terrible, if a bit long. But it's a god of impossibility; literally a god defined by being mathematically undefined. It could look like a little old lady, it doesn't matter what it looks like. It's also tied into one of the NPCs of the setting Doctor Lovesmenot, who is still a personal favorite NPC of mine. The name alone, it truly makes you wonder.


The Jellymind

A gargantuan chain of blue and red bioluminescent immortal jellyfish, pulsing rainbow electric signals from jelly to jelly.
An ancient and advanced connectionist neural network. It was designed by a race of intelligent octopi, and so certain assumptions of octopi cognition are baked into the network, although it has evolved into something beyond even the understanding of the octopi.

This is the first one I would say is actually good without caveat. It's not the first god-like bio-computer singularity, but I think it's a fairly unique one. It's a cool idea, and one that isn't too out there or too deeply tied into the complexities of the Phantasmos setting. The Jellymind could be anywhere. It could be behind you right now. That makes no sense I'm not sure why I said that, but here we are.



Daddy Delightful

A humanoid creature, over 9 feet tall, lanky and thin, in a quilted black tunic with neon, multicolored patterns woven throughout. Its face is obscured by a pointy hat with a wide brim. It carries a staff of pumpkin on a stick, and rides a mechanical plow.
The bringer of harvest, rewards those who overcome their fears, defers (although often exacerbates) the suffering of those who fail. Generally calm, but induces mania in others.

I wish the description part was more flavorful, but otherwise, Daddy Delightful is great. Even the name, it just makes me giggle a bit. What a guy. He's like a creepy Halloween Santa. This is some old-school fairytale shit, if it were just a bit better written.

Daddy Delightful comes but once a year on his magical mechanical plow, just in time for harvest. He hovers over you, spindly, lanky. Dangling from his pumpkin-on-a-stick are all sorts of sweets, just for you. But something isn't right. A creeping sensation. A nervous giggle. Is it coming from you, or him? Maybe you should take the sweets, after all, you've worked so hard all season, or so he assures you. There's only a little bit of work left. Perhaps you should take a break after all.


Deosheba

Has the body and head of an orca, held on land by rhino-like legs of shaped liquid which dissolve when he swims. Protruding from each side of his jaw are long, upwardly-turned shaped-liquid tusk-horns. His skin is metallic and the colors shift like those of the ocean; aquatic blue, teal, green, red or orange like the sunset, some pink and purple. An orb of shimmering, multicolored, iridescent shaped-liquid swirls in place over his head like a three-dimensional halo.
Does not respect personal boundaries; borderline personality; well-meaning but aggressive.

Would be cool if Scrap Princess drew it. I don't really have much to say about him. It's ok.


Caine (aka "The Dentist")

A large humanoid figure in a long white coat. Carries a two-handed drill weapon, large pick, a large staff with a mirror, or a syringe-clawed gauntlet with gas dispenser. Face is covered by a mask, and underneath the mask is a tube dispensing gas, connected to a small, concealed gas tank. He has rotten, misshapen and irregularly ordered teeth of various species. Only one tooth is perfectly white and healthy- a humanoid incisor. Accompanied by quohort of qhuaos quinces.
Herald of The Tooth Fairy. Relentlessly follows his targets, so long as they have any lingering anxieties. In a constant, drug-induced state of delirium.
Caine doesn't mean what you think it does (unless you're not thinking what I think you're thinking). Once again, cool concept, bad writeup. Also, the mask thing doesn't quite have the same effect in 2020.

A large man, his face obscured by a mask, inhaling heavy breaths that die inside him and wheeze their way out. He carries a large screeching power-drill, the grating noise a mockery of its victims cries of desperation. He steps heavy like one who cannot feel their own weight, like one who cannot be stopped by mortal forces. And he laughs.


The God Mutant

I'm going to just tie all four forms together here. Within the context of the format of that original post, it made sense to separate the forms out, but that's not how I would do it now. I was kind of padding things a bit there. And oof is it cringey with the Omega form. I was at the time not sure how explicit I was comfortable with being on this blog, but I was so fucking precious with it that I couldn't just not include it, I had to say, yes, there are other details here, I just can't tell you. I haven't looked back at the old notes but I believe he had like a mutilated penis with a centipede monster crawling out of his urethra, and it seemed at the time extremely important that this exists. How embarrassing- not the idea, but that I couldn't just do it or drop it, but instead presented it in a state of Schrodinger's mutilated penis monster.

Alpha
A baby, sticky and pink like raw, exposed meat. Bony except for its belly, long necked, with a face like a reptile and beady little black eyes. Cackles and gurgles, sometimes cries but only with intent.This form communicates only psychically. It is malicious and angry at the entire paraverse. It knows exactly what it is.
Beta
A small child with greenish skin. Neither cute nor ugly. There is an indescribable "off-ness" about the child.
Behaves like someone mimicking a child. Subtly needy and manipulative, but less outright malicious than the other forms.
Gamma
A small, underdeveloped teenager with greenish skin and short black hair. Wears a studded, black leather bomber jacket. Unnaturally large and intense eyes with too many veins along the forehead and face converging on the eyes. A wide, angry, manic smile on his face.
Quiet, passive, and unassuming at a distance, his intensity only obvious up close. At the flip of a switch will become enraged and relentless.
Omega
Large, pulpy red eyes, semi-translucent, with a calcified core. Around his eyes are a series of thick veins, along which many smaller eyes of a similar composition grow. Long, dark green hair, sickly green skin. Lips torn, skin around jaw burned. Left arm stunted and shriveled, no right arm. From base of the right shoulder are a series of tentacles ending in vulture beaks, uncountable because they move in a tessellated manner. Deep fissure running through his chest and abs. Ankles end in vulture-like claws. Three vulture wings, two on left side, one on right side. Some additional NSFW details not included.
A mutant who has transcended linear time. A corrupted being which loathes its existence; wasted potential; always starting over; never satisfied; sees the end state before it has begun.

The alpha description is actually pretty solid. Despite what I've been saying, I actually still like the God Mutant as a concept, it ties into some of the Key Concepts of Phantasmos (another post of poorly written but cool ideas!), and descriptively I think there are some obvious inspirations which I'm ok with. But omg what a dork I was with that NSFW thing.


The Tooth Fairy

Wears a greenish gold hued power armor with an ornate, worm-like pattern carved into it. Vents in the shoulder blade exhaust a shimmering, iridescent, ethereal energy cape, meeting in two parts like folded insect wings. Wears a smooth great helm covering all facial features, conical at the face with ridges like an earthworm and a toothy grin carved along the mouth. Beneath the helmet is a toothy maw like a hagfish.
The Fey King. The dull and constant anxiety; ennui; the carrot on the stick; you will be paid for your services.

I still love this concept, even if I'm mixed in the writeup. He's like a fairytale science fantasy Darth Vader (I guess Darth Vader is already that...) but with a different subtext. The cognition and behavior blurb is fairly solid, but I wish the two had been better integrated. I think this is the real turning point in this post where they start to get pretty good.


Fuchsia Phosphenom-Panopticon

A crystalline fuchsia-colored object which, in three-dimensional space and one-dimensional time, could be roughly described as a wheel-like shape with a hub-and-spoke network within it. The hub contains an eye with many pupils which dart constantly across the spokes, projecting fuchsia light like a laser light show and disco ball. It is never clear exactly what the pupils are focusing on.
Domination and submission; power is a differential; control and release; uncomfortable spacetimes; reality interpreted through an android's dream.

Love this concept too, and that behavior and cognition blurb is great, but it has the same problem as the Tooth Fairy re: lack of integration. Also, the name, come on! It's just fun. The Fuchsia Phosphenom-Panopticon is the god of the Fuchsia Phosphenomenologists who use the magic of Fuchsia Phosphenomenology. Say that five times while giving your partner oral and thank me later. Takes some heavy influence from the sociologist Michel Foucault and science fiction writer Phillip K Dick. It's a biblical/apocryphal BDSM neural network what more can you ask for?! If the idea of "uncomfortable spacetimes" doesn't make your imagination tingle then we just have irreconcilable differences between us.


SLIME Edward

A shimmering and metallic-flecked ooze in the shape of a humanoid.Synthetic Limited-Intelligence Markovian Entity- a misnomer; error-mass in the paraverse given form; the transcendental weirder.

Physical description is mercifully brief. The cognition and behavior part is fine, but is dependent on the reader already being familiar with the Key Concepts of Phantasmos and being familiar with the NPCs of the Phantasmos setting. I still like the "- a misnomer" part. It's just this little off-hand bit, but it asks you to think harder about what you're encountering.


Lamarr

A massive, city-sized golemite. A box-like chassis of nigh-impenetrable metal with various compartments and plates, and covered in turrets and other weapons platforms. Moves on wheels, treads, crab-legs, chicken-legs, or whatever else it needs for the terrain. Populated by the Priests of Lamarr, who, through divine commune with Lamarr, can summon a barrage of god-pillars from the sky.Idiosyncrasies in its behavior suggest that it has some degree of intelligence, although only the Priests of Lamarr seem able to communicate with it in any meaningful way.

This one would work well in Barbarians of the Ruined Earth. It benefits from a deeper understanding of the setting, but I think it can work in a more generalized way. There's a reference here that's probably obvious. It's not as overtly Weird as many of the other things in the setting, but it's sort of a mythologization of 20th century to modern-era technologies and weapons.


Mother at the Gate

An indescribably massive creature at the other end of Yog-Sothoth. From tears in reality formed from burst bubbles of The Gate, she can be seen pressed against the edge of reality. A vaguely humanoid figure with jaundiced skin, ill-defined fat, musculature, and bone structure- more like the abstract concept of the humanoid form. No hair, genitalia, nails, ears, or any facial features. Three glassy, two-dimensional planes project in front of her face, two displaying eyes and one a mouth, all oversized. The planes engage in repetitive actions such as saccadic eye movements, blinks, and lip movements. Produces no sound except for when crying and vomiting liquid starfire, from which skyscraper-sized "children" fall. Most of her appearance is inferred from these "children"- at the edge of the gate little more than her plane-eyes or mouth can be seen.
A vague sense of maternalism or Munchausen by proxy aside, her behavior is in no way comprehensible to mortals.

This one is a personal favorite. Even the name, there's just something powerful there. Or maybe that just speaks to my own dysfunctions. I don't think this writeup sufficiently captures the horror and uncanniness of the idea. This should be a Zdzisław Beksiński painting.

There is no greater reminder of what children we all are, than Mother at the Gate. A universe-sized god pressed against a tear in The Gate, stretched to its limit. It stares down on us all silently, and cries. So vast, so old, so full of life to have and life to give, and what are we in comparison but greedy, entitled, groveling little things? Little more than demanding, petulant children, is what we are. Why is she crying? A torrent of Liquid starfire shines down on us like a beam of holy light piercing the clouds, and Mother's little cherubs fall down to our world, rise up, and take their first steps. Planes of glass hover over their blank faces, displaying eyes that shift back and forth in awkward and repetitive motions, and chapped smacking lips. They are each still learning how to use their body. They look up to her for safety and sustenance, but she can only cry and choke and vomit. The nourishing liquid starfire rains down upon them, but they have no mouths, only a simulacrum, and they will find no sustenance here, only more of their siblings. Why is she crying?


Mr. Smiley

A floating smiley face with a big, toothy grin. There is a nervousness in its eyes, and it slowly loses teeth as it grows more anxious.
Seemingly well-meaning, but incredibly needy. Once it locks eyes with someone, it will follow them indefinitely (and can separately follow multiple individuals). Reinforces anxieties, inducing waves of panic as its teeth fall out. Can be overcome only by breaking the cycle of anxiety.

I love Mr. Smiley, as did my players in my first Phantasmos campaign. I think my prose piece A Crawl Through the Dungeon of Impossible Light, a very very loose interpretation of one of the dungeons from that campaign, really portrayed Mr. Smiley well, although there are definitely parts of that piece that are super cringey, for various reasons that I'm not proud of but also don't think I should bury. I keep hoping one day someone will give it some kind of critical analysis but maybe it's not deserving of that level of thought. Below is an excerpt from that piece with the Mr. Smiley parts.

The stairs form into a square, which seems to paradoxically feed upwards and downwards into itself, although the pattern of stars changes as they pass, such that they know they are not walking endlessly in a square like fools. Eventually, miraculously, they find themselves on a simply upward path, which leads to an open floor, upon which is a dais, upon which is a yellow, perfectly spherical floating creature with a simple face. The simple face is that of a smiling man. Mr. Smiley bares a broad, toothy smile towards them, approaching as he does with nervous tension in his eyes.
“Hello.” He says in a deep and somber voice tersely, such that there is minimal breakage in his big broad smile.
“Um, hello.” Says Anthony. Nina looks briefly and crossly at Anthony, before returning to Mr. Smiley.
“Do you know why we’re here?” She asks him. He sighs.
“I assume you’re here for the orb. Nobody ever comes to visit me. But that’s ok.” He says unconvincingly with his big broad smile and nervous eyes. A rotten tooth drops grossly from his big broad smile, and this time despite themselves they are each overtaken by dread.
“It’s a good thing I’m still alive,” He says unconvincingly,
“or else I would not have been able to meet you three, who bring me such joy with your very presence. Isn’t it wonderful to not be alone? Please, stay awhile.”
“I’m afraid,” The Doctor starts,
“that we are in a bit of a hurry. However, once we retrieve the orb, we will surely pass through to say our goodbyes. Would you be so kind as to tell us which way we should go?” He turns about, looking for where the path goes, only to find that Mr. Smiley is still centered in his vision. No matter which way they turn, he is always there, with his big broad smile and nervous eyes.
“In that case, I suppose I should accompany you. It would be a shame if you died today, with me still here, alive. I would rather not anyone die today, mostly.”
“While we appreciate the offer, we must decline.”
“You… you don’t want me?” Mr. Smiley asks despondently, another rotten tooth falls from his big broad smile and another wave of dread overtakes the group as the tooth hits the ground.
“It’s not that we don’t want you, it’s just that we were instructed to go it alone.” Lies Anthony.
“Oh, I see. Even so, I must insist. It’s dangerous out there. It would be very sad if you died.”
“If it would make you more comfortable, I suppose you may come along.” Says Nina, hoping to curtail the downward spiral which would surely kill them all. And so they continue.
They proceed forward down the path which has since revealed itself, Mr. Smiley in tow. It is unclear whether there are now three Mr. Smileys, if he centers himself in each of their perceptions, or some other such nonsense. In any case, it is a quiet and awkward walk, as each assesses the implications of their new follower.
“Why do you want the orb, anyway?” Asks Mr. Smiley.
"I hope you aren’t planning on doing anything… naughty with it. That would be a real shame…”
“We’re just the retrievers. The orb is for The Grim General in Blue, who will surely use it for the good of Nova Arkham.” Says the Doctor, dryly.
“Oh good. He is a good man, from what I hear.” Responds Mr. Smiley, followed by another awkward silence. Mr. Smiley is not very good at small talk.
(NOTE: skipping ahead a bit to the next Mr. Smiley scene...)
“That was so much fun.” Says Mr. Smiley monotonically.
“We should kill more things together. It really helps you forget your problems.” He says, as he is suddenly reminded of all his problems.

Wednesday, June 24, 2020

Quath (Art by Scrap Princess)

After nearly two years, I've finally ordered another commissioned piece of art by Scrap Princess. This is Quath, one of the Four Ordinal Beasts, along with Mun Jira, Mogleth, and Zaphrad (yet to come) from my Phantasmos Campaign Setting (Big Picture, Themes, Key Concepts, Play Reports).

Eventually I'm going to do proper writeups for these mythic beings, or so I've been saying for two years now. I find it difficult to write for these, because her art is so incredible, and so many other writers have already written brilliant things accompanying her brilliant art, that every time I try to write for them, I get writers block. Also, in these last two years, I've much more so prioritized my career over my hobby of RPG writing, and while I have absolutely no regrets about that, I just don't have much regular practice or momentum with real prose writing right now. Probably the only semi-long prose I've written on the blog (not the brief descriptions in my Weird & Wonderful Tables) is A Crawl Through the Dungeon of Impossible Light, and even that is very clunky and cringe-y in certain parts and also not really a complete story, and also something I wrote quite a while ago.

But enough about me, below is Quath! If you want a description, check out the Four Ordinal Beasts link above, until the day when I write something actually worthy of accompanying the art. In addition to the description in that post and the general themes around anti-information and the elements of Phantasmos (as described in the varying hyperlinked posts above and additional posts hyperlinked within those), another visual influence was the concept of denisyuk holograms.



Wednesday, September 25, 2019

Minigame: Tama-Dama Collectible Egg Battle Game!

I have several other posts brewing but I've been fairly busy lately, so I figure now's the time to break the glass on some of my backup posts. This is something I wrote up forever ago.


This is a minigame that exists in my Phantasmos campaign setting, but could be applied to other science fantasy, or even other science fiction or regular fantasy settings, with a bit of tweaking. The game was designed around Numenera / Cypher System and would need to be heavily re-worked for other systems, but I still think it's a cool idea.

I ran it in my old Numenera campaign set in Phantasmos which was forever ago, I can't believe I never posted this on my blog!

It only showed up a few times, mainly giving the players some alternative ways to problem solve (the shopkeep won't sell the mcguffin... unless you can beat him in a tama-dama battle!), and I thought it was fun. You could theoretically build a whole campaign around this!

Rules for Tama-Dama battling



  • By default, lvl 3 difficulty
  • For every lvl difference between tama-damas changes difficulty by 1
  • Element advantage/disadvantage changes difficulty by 1
  • Anti-Information>Absolute Solid>Liquid Starfire>Impossible Light>Anti-Information
    • Learn more about the Elements of Phantasmos
  • Training/specializing in Tama-Dama battling changes difficulty by 1 or 2
  • Intelligence/Might/Speed type determines which pool to use for effort

List of Tama-Dama


Cordicoyot: A cyan-furred puppy coyote-like creature with a psilosymbiote infection 
  • Element: Anti-information
  • Type: Might


Starmander: A translucent yellow, gel-skinned salamander-like creature which breathes liquid starfire
  • Element: Liquid starfire
  • Type: Speed


Angefel: A pink-skinned, cherubic, semi-humanoid, golemite vulture-like creature

  • Element: Absolute solid
  • Type: Intelligence


Elephanshine: An impossible-colored baby elephant-like creature which sprays impossible light rainbows from its trunk
  • Element: Impossible light
  • Type: Intelligence


BB-Beetle: An emerald shelled beetle with pinkish skin, which shoots spitballs of absolute solid
  • Element: Absolute solid
  • Type: Speed


Phreaky Frelin: A frelin-like phreaker who casts spells of anti-information magic
  • Element: Anti-information
  • Type: Intelligence


Cosmom: A ball of gelatinous starfire with arms and big, red lips, which smothers its enemies with love… to death
  • Element: Liquid starfire
  • Type: Might


Impossipanda: A panda-like creature with patches of impossible colored fur, and mesmerizing eyes which produce impossible light. Surprisingly fast for such a fat creature
  • Element: Impossible light
  • Type: Speed


A sample Tama-Dama Tournament


Players will compete against 4 NPCs or each other in a tournament:

Georgina: A mutant girl with the mouth of a lion. 
  • Battles with a lvl 1d2 BB-Beetle.
  • A bratty girl who acts mean to cover her insecurities. Underneath her bluster, she's actually timid and caring.
  • Will get angry and flustered if she loses the first round.
  • Will cry if she loses.
  • If you convince her that you respect her, even if she loses, she will cheer up.

Ruk: A middle-aged tartarian with a hunched back. 
  • Battles with a lvl 1d2 Phreaky Frelin. 
  • Is trained in tama-dama battling.
  • Neckbeard.
  • Will accuse you of cheating if he loses.

Loys: A mutant boy with spirals in place of eyes. 
  • Battles with a lvl 1d2 Cosmom.
  • Nice, but very weird.
  • Has an overbearing / domineering mom.
  • His mom will yell at you if you win the first round.
  • She will begin crying and console the (unperturbed) Loys.
  • He will ask if he can be your friend, regardless of whether you win or lose.

Vincent: A pale, skinny mutant with greasy grayish-blue hair. He is almost attractive, except for his slightly droopy, beady eyes, and large nose. 
  • Battles with a lvl 2 Impossipanda. 
  • Is specialized in tama-dama battling.
  • Arrogant. Too cool to talk to you. Mildly sociopathic. 
  • 1337 h4x0r.
  • If Vincent makes it to the final round and loses a single round, his Impossipanda will turn into NaNo, the secret glitch tama-dama. 
    • NaNo has type superiority regardless of player's tama-dama type.
  • Will be an over-dramatic edge-lord if he loses. 

Tuesday, June 11, 2019

BONUS: Mutants Metamorphica

EDIT 6/11/19: I've been going through and changing a bunch of my labels to coincide with my OSR blog roll search engine, but for some reason this one got re-posted which is weird. This is a really old post 0.o. I must have accidentally changed something in the title which caused it to repost? Ah, well anyway this is a decent list!

This table was inspired by the Metamorphica Revised, an awesome book with a 1d1000 table of mutations! I like to personalize my mutants, so here what I did was randomly select three mutations, and create a mutant from those three. Technically this is not anything you couldn't do yourself if you owned the book, but I tried to think about interesting ways to combine the mutations such that my mutants are more than the sum of their parts, and hopefully you'll get a kick out of them.

This is in no way meant to undercut the book, but to show what an awesome and powerful tool it is. In fact, if at least 20 people say they were encouraged to buy the book from this post, I'll make 20 more! Admittedly, I may just end up doing it anyway eventually, since it's a lot of fun!

The book has detailed descriptions of each mutation and subsets them by categories, but I chose to just pick at random from the full 1d1000 table, and to draw my own interpretations of their meanings. Likewise, in certain cases I bend, extend, or add to the interpretation of the mutations, for the sake of cohesion or because it struck my fancy. This exercise wasn't about "staying within the lines", but about using the metamorphica as a kickstarter for my own imagination. I try to be vague about any non-pertinent details so that it can be used flexibly. Many of these entities could be interpreted as one-of-a-kind fantastical beings, or as a template for an entire tribe or species. Many could vary in intelligence from bestial to god-like, or vary in shape from inexplicable to bestial to humanoid.

I also think this could be a good reference for the kinds of mutants one might encounter in Phantasmos, as mutants are the most populous "species" in the setting.



MutationsNumbers (d1000)Description
Material transparency; Increased Empathy; Decreased Empathy 869, 553, 516Transparent, bioluminescent skin with two polarities, red and blue. In blue-state, is loving and empathetic. In red-state, is aggressive and selfish.
Physical Coward; Large Ears; Internal Portal472, 83, 851Has elephantine ears, from which it can withdraw or deposit objects from a pocket-dimension. It can "hear" the muscle contractions of approaching lifeforms, which evokes a reflexive flight response.
Sexually Attractive; Aura of Disgust; Tusks136, 724, 183A succubus/incubus-like, tusked being. It is both alluring and revolting, which may manifest in its physical appearance or in a more subtle, existential manner. Maybe you're into it, and that's ok...
Demonic Phenomena; Control Clocks; Aura of Disgust778, 752, 724Reflects the time of death of any who observe it (and in some cases, can change it). Rather than inducing fear, most individuals instinctively externalize their feelings into hate and disgust towards the being.
Largesse; Drone Producer; Roots and Vines449, 425, 344A large, tree-like being. Produces animate fruit of various shapes, sizes, and properties, which do its bidding.
Precognition; Suckers; Decreased Awareness664, 374, 513An octopoid being with no sensory organs, except for the psychedelic swirls on its suckers which can sense the future through a complex space-frequency transform and predictive modeling.
Extra Fingers/Toes; Linguistic Mimic; Tail45, 567, 169A bird-like being with a long tail, at the end of which is a mouth surrounded by fingers. Manipulation of the mouth and fingers allows for perfect linguistic mimicry.
Editorial Evaluation; Re-Arranged Face; Toxin Resistance534, 126, 384Its face re-arranges to either literally or abstractly reflect whoever it is facing, allowing it to think as they do (more so sympathy than empathy per se). Any toxins, physical or metaphysical, can be spit out of its re-arranging face.
Wings; Microscopic Vision; No Pain Receptors199, 304, 308Wing-like appendages over its eyes sheer trace quantities of atoms in the environment into sub-atomic particles which it can "see" by touch. This would be a painful process, if it could feel pain...
Attention Deficit Disorder; Tumours; Light Generation505, 182, 296Covered in light-generating nuclear fusion tumors. It is bursting with so much energy that it struggles to focus on any one task (technically ADHD but still).
Fortune Teller; Long Legs; Math Brain819, 92, 569Its brain is actually a hyperplane which can do statistical prediction or multi-dimensional scaling of reality. In order to gather as much data from its environment as possible, it stands on tall legs to survey a wider area.
Diffused Organs; Energy Blast; X-Ray Vision35, 797, 998A large but biologically simple eukaryote. Most of its biological systems are generalized, redundant, or replaceable. Has fine-grain control of x-ray radiation which it can use both for visualization and energy projection.
Superhuman Strength; Romantic Rapport; Sense Interference948, 583, 585Has the proportional strengh of a spider, a precognitive sense towards danger, and is surprisingly charming- in a dorky way.
Force Field; Hallucinatory Possessions; Telescopic Vision817, 825, 376Primarily exists on a hyperplane. By pulling at the vertices of lower dimensions, can manipulate space like a force field, or project higher-dimensional objects into lower-dimensional space. Is able to observe at high-fidelity anything in lower-dimensional space within its range of vision.
Powerful Jaws; Tremor Sense; Create Darkness327, 386, 767Has a large jaw which utilizes compound mechanics across multiple gears, giving it dynamic range. Can produce vibrations in its jaw which ping the ground like echolocation to sense tremors. Can produce vibrations at the speed of light, in opposite phase of light, creating darkness.
Painkiller; Aura Reading; Parasite Infestation891, 605, 313Covered and filled with gross, worm-like extra-dimensional parasites which sense and feed off the magical or metaphysical auras of those around them, including the host. This allows them to absorb physical and emotional pain. If not for how quickly they run through their host, they'd actually be more of a symbiote.
Addicted; Slow Healer; Enhanced Senses401, 358, 541Body produces soma, a hyper-addictive drug which induces synesthesia and hallucinations which enhance the senses (and provide plenty of new ones). The being is unfortunately addicted to its own bodily excretions, to the point that much of its energy is focused on the production of soma, at the expense of physical repair.
Weather Sense; Short Legs; Anthopomorphic Animal600, 137, 9An anthropomorphic groundhog, close to the ground, with a hyper-acute sense of environmental phenomena.
Increased Physical Strength; Fortune Teller; Loose Skin285, 819, 96A large, strong being with loose skin (its foldy flaps). By pinching and pulling on the foldy flaps, reading them like palmreading or phrenology, can draw inferences not just about its own fortune, but of others touching the foldy flaps.
Superhuman Speed; Herbivore; Earthquake Prediction947, 439, 533A plant-strangling, vine or weed-like creature, burrowed deep in the ground. Unlike most plants, it is not only highly animate, but in fact faster than most animals- faster than their perception, even. Being so deep in the ground, it's developed a knack for sensing earthquakes.

Thursday, April 25, 2019

Weird Sheep & Wonderful Sorcerers: Sheep and Sorcery Appreciation

This is an appreciation post for Michael Kennedy at Sheep and Sorcery. Mike is an old G+ friend, and I believe one of the first and also the longest-running member of my Phantasmos discord game group. He played in my LotFP SHIELDBREAKER campaign, my FASERIP superhero crossover one-shot, and was also a co-player in z_bill's Sharp Swords & Sinister Spells campaign and Dan's Danscape campaign. He also has several really awesome settings, discussion posts, and other cool features on his blog, and this post is going to grab bits and pieces and hopefully make something cool out of it.

********************

We begin within a ship frozen in time. The generation ship was on a voyage Into the Weird Blue Yonder, when it was assaulted by none other than the Spectacular Space Kraken. Fearing the demise of their entire civilization, the Arch-Pope Father Fyodor Karamazov encoded a spell into the numerological ship computer, sending a tachyonic temporal force missile backwards in time, the velocity of the missile pulling the ship against time itself, such that while time operates normally within the ship, it appears frozen outside the ship. Karamazov has cybernetically integrated himself into the ship and taken on the title of God Emperor, and has maintained this ship stuck in time for countless generations. The general entropy and dynamical shifts of languages and cultures over time, along with the occasional inter-dimensional portal opened by the God Emperor himself, has led to all sorts of new developments of monsters and inhumans throughout the ship, such as the F-Men, The Red Sons, and the Martian Vampires.

In his inter-dimensional, multiversal travels, the God Emperor has made few friends, and many enemies, against which the peoples of the ship must contend. One such enemy is an ascendant wizard, an incorporeal lich borne from the nightmares of a slumbering frost wyrm. His minions from across the multiverse assault the ship every 100 years, attempting to harness the God Emperor's powers to perform a ritual to separate the wizard's essence from the frost wyrm's dream before it awakens (which incidentally is projected to occur just after the next assault...).

Most of the old gods were long ago forgotten, even Father Fyodor Karamazov himself condemned the old gods when he declared himself God Emperor. There is only one other faith that rivals the faith of the God Emperor, The Church of the Smiling God.

There are two members of the Court of the Smiling God who are best positioned to become the next Hungry Avatar. The first is Princess Porcina, a small but perfect girl. For her overall size, she is perfectly proportioned and in every way is the most beautiful woman that any man has ever laid eyes upon. She is, however, fragile as glass and rides about in an egg of transparent gemstone and golden wire supported and moved by four animated golden lion legs. She is guarded by a Unicorn in adamantium armor laced with platinum whose horn shimmers with the light of day. Autumn leaves appear in its wake and falsehoods cannot be spoken in its presence.

The second is Duchess Lioness. Her hair is layers of crimson feathers and she has horns which curl upwards from her head. Her canines are sharp and she has talons on her hands and feet. She is followed by her zoo of horrifically hybridized people. Half her manservant's face is that of a glaring chimp as is one of his arms. Her ladies in waiting are ladies with swan necks and bodies with human legs. Many children run to the Zoo with the promise of freedom, only to find themselves in such forms. They are happier this way. Everyone knows what it means when a chimp smiles, after all...

As is often the case, the two most prominent candidates for the holiest role of this happy church, are not themselves true believers. In fact, both of them profit handsomely off of the church, and their businesses are at odds with each other. They are not above sabotage, which has made the political machinations of the church a perilous game.

Despite their differences, they have made a temporary truce, in a bid to overthrow the God Emperor, even as the final invasion of the Ascendant Wizard nears...

Thursday, March 14, 2019

Half-formed ideas from the onenote

Still figuring out the best way to be creatively active and also live my new life. I have a lot of ideas building up, but am definitely out of practice and don't have the time to flesh them all out. I want to do some more appreciation posts, keep building up some prose for Aquarian Dawn, eventually come back to World of Wonders, I've had some more thoughts for Second Exodus, and also more tables. For now, here are some half-formed ideas I'm sitting on.


Undead dreams


A "monk/psionic"-like class based on principles of massage therapy, reiki, and reflexology.


Ceramic-tech (toiletpunk?)
Microbiome / pathogenic / pheremonal communication network
Internet sewer / plumbing network


Cajun Mardi Gras mask tengu


Something with hell ants / vampire ants


Niobids as a fantasy species


German Drak fey-dragon (type of kobold?)


Crustaceans are arthropods but so different looking compared to other arthropods. What about other kinds of animals as arthropods (e.g.arthropod birds, horses, dogs)
"spider-monkey". Spider excretes a fluid that breaks down aether metal, which they weave into armor which allows them to grow much larger and still carry themselves and jump and climb. Eventually evolve into a monkey-like niche


Other elements of salamanders


Tarantula tarantism


Melting moon


Tree of life as Platonic, fractal dimensional representation of the universe; fractal geometry more common in nature than Euclidean.


Siren/mermaid is 100% fish, it's human-like appearance is just to lure humans


Copper-preserved mummies


Play on kubire-oni (hanging suicide oni)


Destrehan (near New Orleans) unsuccessful slave revolt. Slaves heads were put on pikes. Dracula analog with social commentary?


Norcini wandering mystic butchers. Sing in verse to cover the sounds of snapping bones. Combine dambe (Hausa butchers, Nigerian boxing)?


OSR class The Pervert. Deals in sexuality, sexual taboo, sexual imagery. Scarlet letter. Flamboyancy. Bondage gimp. Society begrudgingly tolerates them as a way of defining their social mores by being the exceptions.


Holy War Droid: A droid powered by the blood of soul-bearing life forms or celestial creatures.


A species that exists in the upper atmosphere or in space orbiting the planet that drop to the planet to feed and mate


Awkward/cringe as social horror. Folk monster out of that?


Whale wave-mancers


Black desert
actually singing dunes
sand moving at fast-speed like the sea
silver ants evolve to fill various ecological niches


The demon who doesn't think it's a demon


Magic "fishing" rod to fish out magical items, magical beings, demons, etc.


Dogu "Second City". Believed to be the original heart of the dogu kingdom, back when the positronic city was inhabited by its creators (or some other people).


Broken Node in the meridian system.


Culture which draws misplaced or misshapen facial features on themselves.


Scarring / mutilation as ritualistic worship


Rapa nui Easter island


Tenrec weird vibrating back quills


Taste/flavor-based creatures or species subtypes


Play on radiated tortoise, either “irradiated”, or something fractal or in some other way geometric or extra-dimensional.


Sea Sapphire-based creature. Glows, semi-translucent, can make itself ultraviolet (and effectively invisible).


Click beetle, railroad worm, and bioluminescent fungi.


An actual rain-forest


Barnacle goose myth / bird metamorphosis


SatPunk: An alternate universe where the internet was never invented and satellite TV technology advances accordingly, a la steampunk
CRTPunk?

Sunday, November 25, 2018

The Glass Desert: 10 Monsters using the SS&SS automatic monster generator

NOTE: Given by big update, I think I'm going to move to a bi-weekly (every other week, not twice weekly!) schedule. Hopefully this way I can queue up enough posts before the shit hits the fan that things will be seamless, and once things are less hectic for me I can switch to a weekly schedule or semi-weekly schedule, hopefully without any dead spots.

I had originally intended for this to just be a table of monsters generated using the SS&SS Automatic Monster Generator, with Weird & Wonderful flourishes. However, as I was coming up with the monsters, I incidentally started running with a micro-setting through-line for these monsters, the Glass Desert. This is actually the Quenduin Desert of my Phantasmos setting, but I think it could totally work as a standalone setting with post-post-apocalyptic science fantasy and sword and sorcery elements akin to Conan, Barsoom, and Dark Sun, which I think is in-line with the SS&SS aesthetic.

I would also like to thank Kyana for providing some excellent monster writeups as well (with some editing by request), provided as BONUS material at the end!

While not quite how I imagine the Qlippoth Tree or the Glass Desert, Zdzislaw Beksinski's art has had a major impact on me over the years, and is definitely one inspiration for the Glass Desert. He also has a painting that is somewhat evocative of my Phantasmos Mythic Being Mother at the Gate, but that's for another time...

1. Jabbers
Monster's Nature: Beast
Form: Torso of one animal and legs of another.
Animal Parts: Alligator, Cockroach
Elements: Glass
Powers:
Extra Senses: The creature has an additional sense like thermal vision, sonar, E.S.P., aura vision, etc.
Weaknesses:
Aversion to some substance or object

Water-dwelling reptiles, mutated with chitinous exoskeletons over their cockroach-like legs. They lurk in the fetid bodies of water in the Glass Desert, the closest thing to oases in such a hostile terrain. They have the ability to sense any reflections within or just outside the circumference of their body of water; a useful ability in an environment of sun and glass. They are to the Jabberwocky as drakes are to dragons.

2. David
Monster's Nature: Mythological
Characteristic: Like a baroque statue or wearing baroque armor
Elements: Earth
Powers:
Immortal: The creature cannot die naturally and a condition must be met for the creature to be truly killed.
Weaknesses:
Vanity

Like a Greek statue of a perfectly sculpted humanoid in ornate, white and gold armor. It has the ability to summon blocks of stone and marble, and with a single tap sculpt the blocks into supernaturally functional items, objects, and even minions. It cannot be killed under normal circumstances; if its body is destroyed, it will immediately emerge from the closest block of stone or marble large enough for it to be sculpted from. However, it is vein, taking absolute pride in its sculptures. If challenged to a sculpting contest, it will almost always accept, even if it would be disadvantageous or time consuming for it to do so. Usually it plays for high stakes, assuming it cannot lose. If it loses an honest competition, it will honor its bet, but will experience suicidal despair afterwards, and will commit suicide unless its ego is sufficiently stroked.

3. [Varies]
Monster's Nature: Aberration
Form: Pyramid
Characteristic: Hundreds of mouths of different sizes and shapes cover the creature's body and spew a disgusting goo.
Elements: Magma
Powers:
Induce Rage: Targets within nearby range must make a willpower test or be driven into a rage, attacking anyone within close range in the most violent way they can for a number of rounds equal to the creature's HD.
Weaknesses:
Simply knowing its True Name makes it weak

A glowing hot, floating pyramid that spews bio-phlogisten. It's goo is both literally and metaphorically hot, burning and inducing rage in others. It's True Name is an unusual anomaly, being the same as whatever is the most common name in the setting. Although generally beyond mortal comprehension, the two aspects of its psychology shared with mortals are shame, and the impotent rage that comes with overcompensating for ones shame. If it's True Name is spoken, it will immediately apparate to another dimension, plane, or universe.

4. Copper-bugs
Monster's Nature: Technological
Form: Artificial animal form (Protozoa)
Material: Copper
Elements: Sand
Powers:
Regenerate: Regenerates a number of HP per round equal to its HD.
Reproduce Sound: Can imitate any sound heard in the last HD days.
Weaknesses:
Need to feed constantly

Techno-organic copper micro-machines, one of the first species to adapt to the glass desert. They are nearly impossible to kill given how quickly they regenerate, and can integrate the sand and glass dust into their distributed network of activity, barraging and choking invaders. The copper makes them conductive, which they use as an electrical defense, but also to transmit information and organize as a distributed network, and can perfectly digitally encode and reproduce any sound they've recently transduced. The indigenous peoples of the Glass Desert have developed a symbiotic relationship with some species of copper-bug, using them to develop simple electronics and communications networks. However, they require quite a bit of energy, especially for the largely barren Glass Desert, and as a result only the wealthiest and most successful peoples can maintain a copper-bug colony.

5. Qlippoth Tree
Monster's Nature: Magical
Trait: Tree branches grow from the creature's body.
Form: Living energy
Elements: Wood
Powers:
Disease: Causes grave and potentially deadly disease (referee may impose attribute damage, negative dice and loss of HP). Victims can make a willpower test to resist it.
Invoke Ally: Can summon a similar creature of the same amount of HD. A character can make a luck roll to avoid this effect.
Weaknesses:
Powerful enemy

A gigantic tree made of spiritual energy, covered in numerous branches like eldritch tentacles. The tree is an impossible organism drawing sustenance from extra-universal impossible light. It bears perfectly spherical fruit which hatch like eggs when they fall, producing subservient spirit-tree-men. If the fruit grow large enough, eventually they will root and grow into a new qlippoth tree. The fruit provides sustenance and the tree itself ample building materials, but causes terminal illnesses, all of which induce madness or depression, like syphilis. The eldest of the qlippoth trees wages a slow war with the eldest sephiroth tree just outside the glass desert.

* NOTE: The Qlippoth Tree could be seen as a variant of the Fey Wood and Qhuaos Quince from my Phantasmos campaign setting, which were already part of the Quenduin Desert, the Phantasmos-version of the Glass Desert.

6. Steeling Gazers
Monster's Nature: Technological
Form: Millions of nanobots
Material: Steel
Elements: Light, Steam
Powers:
Duplicate Appearance: Can assume the appearance of a touched target for up to HD days.
Turn to Stone: Victims that look into the creature's eyes must make a physique test or be turned to stone.
Weaknesses:
Fears its own reflection

These nanomachines do not feed, but seem to be an artifact of whatever glassed the Glass Desert. They are solar-powered and can harness solar energy offensively, but can also combust coal for steam-power if necessary. They often take the form of drifters. When they meet eye-to-eye with other drifters in the desert, they enter the eye through the optic nerve like light itself, converting the entire organism at the atomic level into inert material like glass or stone, and then take their form. It is unknown why they do this, nor why they only convert intelligent organic life facing them eye-to-eye. It is known that they fear their own reflection, as they seem to be compelled to convert anything they meet eye-to-eye, even if themselves, in their own reflection. For this reason, it is common for travelers to carry at least one shard of looking-glass from the Glass Desert itself. Even if one can avoid their stare, they are as strong as steel, and will become violent if their stare is avoided.

7. Aesthetobites
Monster's Nature: Humanoid
Appearance: Colorful skin (Purple)
Culture: To produce art is the greatest deed an individual can accomplish.
Elements: Rock, Mucus
Powers:
Animate Dead: Can animate up to 2 times its HD of undead minions. They last until killed again.
Psychic Attack: All enemies within nearby range must make a willpower test or suffer a damage die 1 step lower than normal and receive a negative die for all actions for HD rounds.
Weaknesses:
True beauty

Humanoids with skin like obsidian, capable of harnessing elemental magics of the minerals in the Glass Desert. They can produce a mucus-like substance capable of preserving organic tissue in obsidian, and can psychically reanimate these mummies to do their bidding. They believe in art and aesthetics at the expense of all else, and take much care in how they taxidermy and mummify their undead minions, often transforming them into exotic, beautiful, and horrifying chimeras. Although generally hostile to other living beings, seeing them as little more than raw materials, they will honor any individuals they believe have or can produce True Beauty.

8. Bony Chaos Fiends
Monster's Nature: Humanoid
Appearance: protruding bones
Culture: Transformation and constant change are essential to save Chaos from the tyranny of Order.
Elements: Acid, Fire
Powers:
Command animals: Can command a number of animals up to the creature's HD.
Scale Surfaces: Can move over walls, ceilings and other non-horizontal surfaces like a spider.
Weaknesses:
Hubris

Fiery, solar-powered humanoids covered in protruding bones. Much of the bone exoskeleton is relatively soft and spongy, more like the cell walls of plants, and has a greenish or purple hue from photosynthesizing agents. However, the hard protrusions, treated with natural acids that calcify them, are harder than normal bone, able to penetrate even iron armor. They use the solar energy to grow new protrusions over the span of days, and use natural acids to dissolve older protrusions. They believe in absolute chaos, and change their bony appearance regularly as a manifestation of this belief. They are also excellent climbers, using their protrusions as hooks, broken protrusions as picks, and even micro-protrusions as spider-like grips. They believe in their doctrine absolutely, and often to a fault. They see any intelligent lifeforms that do not believe in absolute chaos as profane, and will slaughter them without hesitation. While excellent improvisational tacticians, those who are systematic and can survive their onslaught may exploit their lack of order with good strategy. They also have one other ability; they develop a special acid, stored in broken off protrusions which, when struck into unintelligent animals, hijacks their nervous system and slaves them to the bony chaos fiend. They become quite angry when called out for this act of control over nature, given their chaotic doctrine.

9. Qlippoth Claymore
Monster's Nature: Magical
Trait: Translucent body.
Form: Living weapon
Elements: Poison, Wood
Powers:
Ethereal Form: Can assume an ethereal form, becoming immune to physical attacks and can enter hard to reach places.
Create Barrier: Creates a barrier to hinder or stop movement. Barriers can also inflict damage with thorns or blades. To overcome a barrier, characters will need to make a physique or agility test.
Weaknesses:
Addiction

A powerful translucent claymore sword of qlippoth wood carved from the first branch of the eldest Qlippoth Tree. It cuts as hard and sharp as Damascus steel but is as light as air. Its cut induces disease and madness similar to the Qlippoth Tree itself. The weakest Qlippoth Trees or Qlippoth Fruit in the area will be subservient to the wielder, while the more powerful, or those under direct sway of the eldest Qlippoth Tree, will try to avoid the wielder at all costs. The blade is keyed to the wielder, and will be ethereal and untouchable to anyone else unless the wielder is killed. The blade can also harness the power of impossible light to create damaging hard-light barriers. As a blade of impossible light, it induces an epistemological distortion of self and perception, and it is easy to become addicted to the feeling of power and lack of self-awareness that comes with impossible light.

*BONUS: Qlippoth Claymore stats using the Weapon Hack 2.0

Base Form: Heavy (1d8 damage, two-handed)
Total Cost: 6
0 Cost Qualities:
Plant: Made of or contains elements of plant life or is a living plant (excludes normal Wood).
1 Cost Qualities:
Bonded: Weapon only usable by owner, cannot be removed from person without consent.
Concealable: Can be hidden from view.
Elemental (Wood): Has properties related to wood/plants (e.g. benefits to gardening, nature traversal).
Magical: Has general magical properties.
Poisonous: Can cause poisoning.
Unique Appearance: May be a well known item or associated with a well-known person or faction.

10. Mobius
Monster's Nature: Daemonic
Characteristic: Incredibly filthy
Elements: Magma, Diamond
Powers:
Time Travel: The creature can travel to the past or the future of its location.
Drain Magic: Up to HD targets within nearby range become unable to cast spells if they fail a willpower test. This lasts for HD turns.
Repulsion: Makes it hard for creatures of a certain type (referee's discretion) to approach. Characters can resist with a willpower test.
Weaknesses:
Obsession

A true diamond-in-the-rough. A daemon of molten diamond birthed from the event that glassed the Glass Desert. It is a vaguely humanoid, vaguely bestial chimera, covered in dead copper-bugs and other small dead things and slime molds. Only its glistening diamond eyes and the glowing-hot lines around them belie its unfulfilled beauty. It feeds off the radiation and magical energies of the Glass Desert, and produces an impossible-light radiation field around itself, repelling impossible organisms and impossible substances. It is trapped in a mobius time loop starting from the moment the Glass Desert was glassed, up to some synchronous event in the past, future, or adjacently in multi-dimensional hyper-time. It is obsessed with breaking from the loop, but has yet to meet an organism with sufficient knowledge and domain over hyper-time that is not hostile, and can be communicated with. It is mostly mortal-like in intelligence and cognition, except for its innate understanding of hyper-time, and as a result would make for an excellent ally or font of knowledge to any who can help it with its obsession. However, it has no tolerance for anyone who gets in its way.

* NOTE: Hyper-time as described here is basically the Paraverse in my Phantasmos campaign setting.


Kyana BONUS!

Monster's Nature: Magical
Trait: The creature levitates just above ground, having a supernatural lightness.
Form: Giant eye with bloody veins
Elements: Ashes, Mucus, Steam, Air, Earth
Powers: 
Spread Shadows: An aura of shadows extends up to nearby range, blocking the vision of anyone within this space. 
Weaknesses: Addiction

Giants are bigger than any man and the magic of giants is bigger than any mortal magic. It pumps through their blood, it courses through their hearts, it looks at you from their eyes. When a giant dies some parts of them don't fully die the way the mortals do. An eye tears itself free and soars, its nerves and veins trailing like a macabre peacock tail. The gift of foresight for which so many giants are known for is still here, but death inverts its meaning: in the presence of the eye all kinds of vision becomes obscure, and all knowledge becomes occult. Words erode from the books, eyesight darkens, memory clouds, clairvoyant and prophetic visions perceive at best lacunae about everything that is in vicinity of the eye. Surrounded by darkness, both literal and metaphorical, the eye hunts for arcane blood. Sometimes a bold sorcerer seeks such eye to bind it as a familiar or weapon, but wherever the eye exists the air turns to hot ashen steam, and earth seeps with mucus not unlike the putrid liquid from decomposing corpse which makes such familiar obvious after a while.

It is because the binds of giant magic is stronger than of any mortal sorcery, and the giant is never fully separated from their eye, and just like their magic the giant never truly dies but sleeps instead in death dream to one day reawaken.


Monster's Nature: Daemonic
Characteristic: Morbid obesity
Elements: Mucus, Blood, Glass, Light, Lightning
Powers: 
Turn to Stone: victims that look into the creature's eyes must make a physique test or be turned to stone.
Dominate: can dominate the mind of a number of creatures equal to its HD. Victims can resist with a willpower test.
Weaknesses: Aversion to some substance or object

At first you see something like a huge pigskin sack, packed to the point of bursting with some unseen angular things that push and press against the leather, forming odd bumps. The pigskin sack is disgusting but, like a car crash, there is a certain gravity in its appearance, the one that binds your interest and makes its harder to look away. If you do manage to look away very quickly the danger will never come to be, and the sack remains nothing more than a disturbing image in a mind, as the the creature doesn't come to being unless observed. The blood of sorcerers, the one that obscuring eye so longs for, will protect you, as long it is out of veins and smeared all over your own skin, as the creature will fade from the field of view peacefully and simply wait for another victim.

If you keep staring a couple of seconds later you'll notice the dripping red-foamed slime, full of tiny, hot-white sparks – thin, vein-like rivulets of slime are seeping from wounds left by shards of stained glass that pierce the sack at oddest angles, as if the church window exploded into it. Then tiny lightnings that dance between these shards. Then you notice the maw, full of blunt, crushing and all too big teeth, and then the eyes, and then the you'd see nothing, as brief pain envelops you and you turn to stone.


Tuesday, October 30, 2018

Micro-Settings

I've been trying to move away from writing tables, because I've gotten so comfortable with doing them, but also because I feel so comfortable doing them, I want to keep doing them! At the same time, I've been trying to write micro-settings, and I just keep finding mental blocks, or being unsatisfied with what I've written and how it's conveying the setting. So I decided, why not just make a table of settings! Some of these settings are intended as full-blown settings, others could be fit into larger settings (and in fact some of these are intended to fit into each other). It's the most micro way to do micro-settings, but it'll include settings I've already talked about in depth such as Phantasmos. Having to train myself to reduce a setting to a few sentences or less should be a good exercise if nothing else.

Also, depending on the feedback I get for these settings, that may influence which ones I decide to focus on next for my full post write-ups!




SettingDescription
Antikythera NovaA non-Anglocentric scifi future. A gritty space opera. Eldritch trans-humans. Psionic signal processing aliens manipulating quantum uncertainty. A dash of speculative science.
Aquarian DawnA low fantasy feudal world, several hundreds or thousands of years after a high fantasy / science fantasy post-apocalypse. The typical fantasy races have mostly receded or taken on niche roles in this world, while humanity desperately clings to the Middle Realm. However, with the arrival from the seas of the peaceful, socialist, androgynous aqua-colored humanoids known as the Aquarians, humanity must face the fact that their age is coming to an end. Some wish to take this transition with grace, as many of the other races have, while others wish to fight and struggle against the (literally and figuratively) rising tide to the last.
CarnopolisAn ever-expanding city, like a slimy, protoplasmic meat or fungus. A living shoggoth city. The shoggoth matter are like nanomachines, able to rearrange the structure of the city or encode information, creating a hybrid virtual/augmented reality where there is no meaningful distinction between the physical and virtual. Generations of survivors living in a world of never-ending hostility. A city that can be anything. A city designed to kill.
Cold War Under a Rising SunAn alternate history where the atomic bomb was never dropped on Japan. In a prolonged second world war, the victorious allies carve Japan, the Soviet Union creating North Japan, and the western allies creating South Japan. Both Japans become cultural, technological, and economic powerhouses. Given the prosperity of the Russo-Ainu North Japan, this is a 1960's Cold War-era where the people in the communist world actually thrive. It's a world as much pulp as noir, with gadget-toting superspies, secret nazi revival sects, and world-threatening super-terrorists.
Dark and Misty RemainsA world of The Darkness Lagash and The Nameless Mist, the space in between the shell and spine of a world-sized dragon turtle. Albino underdeinos and platypus people who sense the electrical activity of muscle contractions and weird creatures made of dark matter and harnessing dark energy. A subway train system made of bone and the electrical activity of massive nerve tissue and muscle fibers. Houses the remains of Thalarion, the city of a thousand wonders, the undead shamanic Skadamutc and their necrotic god Lathi.
Frost and the Final FrontierA near future semi-hard scifi setting where Antarctica has been colonized, and is in the early stages of urbanization. A modern-day New World / Wild West. Heavily reliant on technology, but with early-20th century-esque access to resources. As much if not more so Chinese and Russian as American or Western European. A sprawling Denver-like city. A utopian military-science industrial complex, like a precursor to the Federation in Star Trek or Heinlein if he were less crazy.
I-ConsA near future cyberpunk world where electromagnetism has somehow fundamentally changed. While limited radio and television transmission is still possible, the internet is gone and nearly all electronic or electroconductive devices are connected to the Noö-Net. Humans can observe this realm, but can only interact with it through their Individual Constructs (I-Con), a Noö-Net artificial lifeform, trained like a neural network from the consciousness of their operator.
Kwik & KantankerousA near future cyberpunk world with a 90's-00's LA street racing aesthetic. A world populated by fungal, plant, and animal humanoids across socioeconomic strata race weaponized kwik karts in the streets. A world of gangwars, heists, social justice, and family.
Monsters and MadmenThe big war; the cities bombed and nations EM-pulsed; civilization as we know it is on the way out, but adults still cling to the old world from only a few years ago. On the other hand, the children wish only to leave their homes, to travel the empty, broken roads, and to collect and battle the monsters that have surfaced (or, perhaps, resurfaced) in the wake of humanity's decline. The world is in anarchy. Some of the magical creatures the children geas are intelligent, some infinitely more so than humans. They bide their time as anarchy ensues and humanity dissolves under its own weight.
OverlightDeep-dream qualia elves, golden carp-dragons, rainbow thunderbirds, baku devas. A realm of soft thunderous clouds like the action potentials of neurons. The air is vaporized alcohol, the clouds are novocain, the lakes and rivers are liquid mercury rising into semi-solid structures, the mountains are lithium salts, and there's a rainbow space elevator to the moon.
PhantasmosHeavy Metal gonzo weird Lovecraftian BDSM post-post-apocalyptic science fantasy. Lovecraft, Gygax, Dick, Morrison, and Asimov filtered through my own personal lens.
QuantumverseAn emergent microverse that exists "between particles"; a compressed computational world formed from the distribution of sub-atomic particles in physical space. A world of varying densities of compressed and encrypted pixels, voxels, and polygons. A fantasy world on a circuit board; a kingdom of baking-yeast people and the nefarious Rat King; A silk road Arabian Disco.
Second ExodusIn a near future, several decades after narrowly surviving the eldritch kaiju Nephilim, a new breed of monster, the Qlippoth, have forced humanity off the planet and onto orbiting space colonies. The Ein Sof have developed psychokinetic mecha, which must be piloted by children, to take back the planet.
Silicon SurvivorsA world of trans-human cyborg hunter-gatherers in a naturalistic world of silicon, plastic, and the most advanced technologies conceived in 1980's science fiction. They ride their white, plastic-skinned, CRT monitor-headed beasts across fields of flayed cables, hunting blocky robots for their nutritious floppy disk innards. They are led by an ancient and wise computer like a knockoff Max Headroom, although some suspect the computer may have ulterior motives.
Starcrossed SentaiIn a small rural town in an anachronistic, mid to late-20th century "golden age" Japan analogue, a group of preteen children are granted superpowers and must save the world from alien invaders, while still passing their exams! Their costumes may look like they were made in a middle school home-ec class (because they were), but when their powers activate, they become the greatest superteam the world has ever known! If the videogame Earthbound is a weird Japanese person's take on Golden Age Americana, this is a weird American's take on Golden Age Japan.
Starflower VoyagersA utopian post-singularity scifi setting. A trans-human entity, the starflower, a pure and child-like, god-like being, leads bands of loosely affiliated, 1960's-70's mod/hippie anarchic troupes known collectively as the Flower Power, to search the stars for intelligent lifeforms on the verge of their own singularity and assist them in the transition. They generally try to do good elsewhere in the cosmos along the way, not so much like police or judges, but like neighbors or good Samaritans. They are, of course, concerned with the greater philosophical implications of their actions, but generally hold a light heart and take a light touch wherever they go.
Stonepunk JourneyWhen the first Native Americans crossed the Bering Strait, they were not alone. They encountered monsters and spirits which went on to inspire the mythologies of the First Peoples, but also other intelligent species from sword and sorcery and medieval fantasy such as serpent-men and elves. This is a stonepunk world of chaotic primal magics, of anachronistic stone technologies, and perhaps other hidden, weird secrets.
VortekkaA world surrounded by a shimmering vortex. 17th century-esque pirates and privateers with a dash of steampunk mechs and flying machines. Competing centripedal and centrifugal forces where humans reside on floating plates and other species reside on the islands and oceans along the inner surface of the shimmering, iridescent vortex.
Weird WarsA science fantasy trench war... in SPACE. Warp-speed weaponry tear the fabric of reality into pocket dimensions, across which inter-dimensional trench warfare is fought. The heavy, deadly gases allow humans to take flight, but only the mutated Weirders, with their weird-metal bayonets and warp-blades, can maneuver gracefully in the harsh environments of the tears.
World of WondersA significantly alternate-history superhero setting where orgodynamics and entropy are opposite but equal physical forces of nature. Many ancient civilizations never fell and social constructs around things like religion, race, and ethnicity operate totally differently than they do in the world as we know it.

Saturday, October 27, 2018

Unique Weapons (generated by the Weird & Wonderful Weapon Hack 2.0)

This is a set of example weapons built using my Weapon Hack 2.0. As with how I use most tables, this isn't about following the table exactly, but using it as a point of reference. I'll decide on some number of qualities at some number of costs, see what I get, organize it into something interesting and coherent, and give it a name, some details, and maybe a plot-hook or related NPC. In the same way that James Raggi of Lamentations of the Flame Princess has argued that every monster should feel unique and should be able to be a story unto themselves, I think people should put a greater emphasis on doing the same with weapons. And not just the macguffin / generic Excalibur-esque supersword type of legendary weapons, but weapons that tell a unique story and say something about the character wielding them or the location they're found in. So hopefully these examples will demonstrate what the Weapon Hack can do and how to make weapons interesting both for combat use and for storytelling.






NameBase FormTotal CostQualitiesDescriptionPlot Hook
FlamemareMedium: 1d6, One-handed1Sticky (0); Devil-Water (0); Elemental: Fire (1)A one-handed but powerful, piston-pumping warhammer, powered by devil-water which leaks onto the handle. The combustion of the devil-water frequently ignites onto the leaking surface, covering the head in flame.A Blackcap Goblin warlord designed the Flamemare, powering it with his own devil-water, and that of his slain enemies. A talented phreaker and materialist, he kaibermantically manipulates the wild flames of the devil-water, such that his horde appears as a stampede of oily black horses in an aura of fire.
MerstaffMedium: 1d6, One-handed1Whispering (0); Animal (0); Elemental: Water (1)A swordfish-like naiad, geased to serve as a pointed staff. It whispers nothings into the ear of its wielder to no avail. Once a revered lake spirit, over the centuries the naiad grew bored and resentful of its limited domain. It manipulated its village into building an aqueduct, connecting the lake to a larger network of waters. The village benefited greatly from its aqueduct, growing in power and influence. The village rose to a fiefdom, overpowering its neighbors. After years of greed and exploitation, eventually the exploited villages united, razing their ruler's village to the ground. The naiad, seen as the architect of their suffering, was geased into a weapon to serve the people. Its elemental power over water is also leveraged to power the aqueduct. If the staff were taken, the united villages would be unable to power their aqueduct and necessarily fall to famine and chaos.
Metallic VenomLight: 1d4, +1 AB, One-handed, Concealable as free quality1Edible (0); Mutilating (1)A knife-like file of an unknown metal alloy. When mixed with blood and saliva, such as when licked on the sharp edge, a chemical reaction between the materials produces a coating that is volatile to living tissue.The original alloy was developed in a remote village, and was cheap to produce and easy to work into kitchen cutlery. Fearing the attention and inevitable exploitation this would elicit, when the soldiers arrived, they changed the formula in the alloy, inducing the poisonous reaction. Hundreds of innocents died. When the soldiers came back to punish the villagers, the villagers all committed ritual suicide with the venomous knives. The village was completely raised, and the formula for the alloy lost. It is believed that all but three of these knives have been destroyed. The Grim General would pay handsomely for even one of these knives.
RosethornMedium: 1d6, One-handed1Fragrant (0); Invisible (1)An invisible shortsword identifiable only by its strong and pleasant rose-like aroma. As the thorns of a rose are often obscured, so to is this sword.After countless guerrila slaughters, the major kingdoms agreed to an invisible weapons ban, making the use of weapons hidden from the senses a war crime. The Grim General realized that by making the weapons fragrant, he could circumvent the letter of the law. Less than a dozen Rosethorns were produced, when one of the blacksmiths on the project had a crisis of conscience, fled to the Deino Kingdom, and made the project public. The project was shut down and the weapons were supposed to have been destroyed, but it is believed that the Grim General saved at least one Rosethorn. If they were to be discovered it would be a political controversy. If they were to be stolen, reproduced, and placed in the wrong hands, it would be war.
Arm of Frankenstein's DemonHeavy: 1d8, Two-handed2Animal (0); Electrical (0); Spellbreaking (2)The arm an ogre-mage, kept reanimated with electricity and preserved with yellow jam, giving it a jaundiced-yellow color. In addition to its use as a blunt weapon, residual jammer magic in the arm can be used to counter spells or mana burn arcane magic users and phreakers.An ancient materialist and apoptomancer, a mad alchemist, a practitioner of the dark sciences, once deigned to create life. He practiced placing the spirits of his mad compatriots into the bodies of ogres and other monstrous creatures, but this was not enough to sate his curiosity. He combined the parts of the most powerful ogre-mages, the parts of his former friends in the bodies of ogres, to construct a super-demon of electricity and yellow magic. He succeeded in creating his demon, but he knew not what he was unleashing, and eventually the demon would be the death of him. Nobody knows what exactly happened to the demon, but it is said that a mad warlock off the meridian system, near Nova Arkham, wields the power of its arm to conduct its mad magics.
Flame-Dancing Yo-Yo Light: 1d4, +1 AB, One-handed, Concealable as free quality2Greasy (0); Elemental: Fire (1); Flexible (1)A greasy yo-yo producing some kind of animal fat, the friction of the yoyo sets it aflame. The twists and complex motions of the yoyo can create dancing flames. Although made of synthetic materials, it seems that some oily organism lives inside the yo-yo. No one is sure how the creature got inside the yo-yo, and nobody has been able to open it without destroying it. Whatever the case, the grease of the creature has made the yo-yo itself, and the string, stronger and more resiliant, and the former childrens toy has become the ceremonial weapon for the chieftan of the village, going back several generations. To become chieftan, one must face off against the current chieftan in a dance-off yo-yo battle... to the death!
Heat-StrokeLight: 1d4, +1 AB, One-handed, Concealable as free quality2Singing (0); Small (1); Phlogisten (1)A halfling-sized shortsword that glows violet with phlogisten heat. The sweeping of the blade and the ever-changing heat differential as the phlogisten absorbs heat from its environment produces a pleasant singing sound.A weapon created by the halfling/vaki. It was intended as a multi-purpose tool to provide light and warmth in subterranean travels, and the singing would scare off sonic bats and other cave creatures, and burn away by the time the party reached the end of their travels. Because of their temporary nature, high cost, difficulty to produce, and strategic importance, they rarely sell the heat-strokes to outsiders. Only those who earn the trust of a vaki company may receive a heat-stroke.
Pitmaster PlantMedium: 1d6, One-handed2Plant (0); Cooking (0); Elemental: Impossible light (2)A long reddish-purple plant that ends in a two-pronged fork like a barbecue skewer. The plant is impossible light photosynthetic, and can also draw power from skewered impossible organisms.Like the devil's own pitchfork, a hellish, living, vine-like impossible organism, barbecuing the denizens of hell (if rumors are to be believed). The current owner of the pitmaster plant has, in fact, become a renowned barbecue pitmaster and chef. Once a greasy spoon out in the middle of nowhere, after stumbling upon the plant, the quality of their food improved over night. Not just the subtle tastes and textures, but the meat itself seemed to change entirely, in colors and shapes and aromas. As their star rises, some have noted that many of their customers become violently ill, or have mysteriously disappeared. It's probably just a coincidence...
Rainbow BatonLight: 1d4, +1 AB, One-handed, Concealable as free quality2Plastic (0); Multi-Colored (1); Elemental: Air (1)A plastic, rainbow-colored conductor's baton. The sweeping motions of the baton can harness the power of air, subtly altering airflow, producing bursts of pneumatic power.The pneumatic abilities of the baton allow it to be used for musical conduction, aerial magics, and as a wind instrument. It was designed by a renowned conductor / explorer, a renaissance person, who needed to be both conductor and performer; artist and combatant. The ultimate musical bardic tool. On their last expedition deep into The Wilds to discover the musical majesties of nature, the conductor went missing. The search for the lost conductor is still ongoing.
Thought-PickerLight: 1d4, +1 AB, One-handed, Concealable as free quality2Crafting (0); Reflective (0); Astrium (2) A psychic dental instrument made of astrium glass, on one end a mirror and the other a dental pick. Can harness the power of anxiety to carve works of art out of teeth and other dentate tissue.The astral plane is a place where boundaries of self and identity are deconstructed. One does not simply go to the astral plane, they become it. Not all who seek the ways of mystics find enlightenment. Some, at best, become psycho-knights, and others, psychopathic killers. One such fool was a dentist. His ego so stretched and warped by the astral plane, upon his return, he became fascinated with the horrors people unleash on their teeth. The gnashing and clenching and chattering. At first he would pull teeth that did not need pulling to carve his art, but eventually this was not enough. He must have all the teeth, even if it means he must kill his patients. The dentist, with his handy astral-edged thought-picker, travels from remote village to remote village, offering dental services on the cheap.
Ur-SmithHeavy: 1d8, Two-handed2Ugly (0); Elemental: Metal (1); Elemental: Earth (1)A heavy pickaxe on one end, a hammer on the other. A single stroke of the axe can carve complex tunnels, and a single stroke of the hammer can perfectly smelt ore. The hammer appears rusted and is covered in the tetanus blood of those who could not handle its power.This mythic tool was created ages ago by a great Coleopteran queen, often given demigod-like status. It is thought that the dwarves were once more populous, with sprawling subterranean kingdoms, but with the Ur-Smith, the coleopterans overtook much of their territory and the dwarves were forced to abandon their past. Of course, now even the coleopterans are a rare breed, at least within the meridian system. The Ur-Smith is thought to be lost somewhere deep in the abandoned subterranean system. Without the ability to create new meridian nodes on the surface, if any kingdom were to find the Ur-Smith, they would be able to expand their domain well beyond the capabilities of the other kingdoms.
Wailing RamHeavy: 1d8, Two-handed2Static Charge (0); Loud (0); Impossigen (2)A battering ram filled with impossigen, making it especially useful against a-logical structures and impossible organisms. Each bash of the ram produces a hideous sound like the wail of a ram or goat, and a powerful static shock on impact.During an incursion from another universe, the Men of Leng, demonic, goat-like beastmen, brought with them certain tools from their universe. One of them, the wailing ram. While disorientating and unwieldy in its internal physics under normal conditions, where impossible organisms thrive and a-logical physical principles prevail, the wailing ram can be a powerful tool for bearing down on villages and small towns. Few remain, most having long ago fallen apart under normal physics. Those few are often employed less for their siege effectiveness, and more so for their intimidating wailing noises. One gang of gnolls recently got their hands on a wailing ram, and have been terrorizing the nearby villages and towns.
Bolter of BreakingMedium: 1d6, One-handed3Short Range (1); Meridian Metal (1); Breaking (1)Like a crossbow made of meridian metal, except rather than a bow and string, the bolts project by magical energy, making them exceptionally potent at breaking objects. Coded into the metal is a Hold Portal spell which can be cast once per day by firing a bolt.A prototype for an auto-magical military-police weapon. Its mechanical and magical ability to break objects makes it useful for taking out a lone attacker in a hostage or violent outburst situation in a relatively non-violent manner. It can also be useful for temporarily containing powerful outlaws with its Hold Portal spell, until they can be routed to a more secure location. They have been itching for an excuse to try out their new prototype and securing funds for a mass rollout, but such a rollout would be expensive and is currently an unpopular plan. If the prototype could play a pivotal role in a media-grabbing incident, surely they could get the funds...
Dragon LanceHeavy: 1d8, Two-handed3Ornamental (0); Sentient (1); Aether Metal (2)A large and ornate fire lance made of aether metal, the shape of a dragon twists around the shaft. The lance is too large for practical use and can't be fired, but it has an animalistic intelligence and is believed to house the spirit of a dragon.The Dragon Lance was said to have been created by the very first aether dragoon, a massive deino who could wield pillars like a lance. The lance is clearly ornamental, making this story unlikely. Even so, it is valued by the mercenary group Riesentotter, whose lineage carries back to the beginning of the aether dragoons, during the deino-tartarian wars. A group of quenduin thieves recently stole the dragon lance right from under the Riesentotter. They have managed to keep this embarrassing event secret, for now, but are looking for agents to find the lance and return it to them, discretely.
GodspineHeavy: 1d8, Two-handed3Concealable (1); Glowing (1); Cold Iron (1)A long object in the shape of a spine, that can be concealed by attaching itself over the wielder's own spine. When detached and wielded, it glows blue with anti-fey energy.The spine of an ancient, mythic creature, possibly humanoid. Nobody has been able to determine if the spine has been somehow transmuted into cold iron, or if it came from a creature made of cold iron; if it is the spine of a fey creature, an impossible organism, or some other parraterrestrial organism of immense power. Nobody knows for sure who has the Godspine, but it is rumored that the Grim General wears it on his person at all times. Of course, if this were true, the Fey King would be quite unpleased.
Kaiber-Gaussian Sniper RifleHeavy: 1d8, Two-handed3Long Range (1); Magical (1); Deadly (1)An ancient artifact, a magnet-rail sniper rifle. The magnetic field of the rifle is kaibermantically encoded, and not a physical magnetic barrel that could be reverse engineered.High-calibre sniper rifles, especially Gaussian rifles, are a rare enough commodity as is, but the kaiber-gaussian sniper rifle is especially unique. It is believed to have been created very early in the current era, or in some prior era between that of the ancient technologies and the present, but its exact kaiber-mechanics are even less well understood than the even more ancient, strictly mechanical Gaussian artifacts. It had been held in a museum in the Dogu Kingdom, but went missing, and is believed to have been stolen by the dogu mafia and smuggled into Nova Arkham. The reason for this is unknown, but the Nova Arkham military police are on the lookout for an unusual sniper rifle.
Pneumatic Knockout MachineLight: 1d4, +1 AB, One-handed, Concealable as free quality3Medium Range (1); Stunning (1); Silenced (1)An antique-looking weaponized air press. Filled with pressurized gas pellets that, when released on contact, incapacitate their targets. The pneumatic power of the pump is nearly silent.An unusual and unassuming contraption, originally designed for feldshers to anesthetize their patients. Some spies and assassins disguise themselves as feldshers, their odd tools a convenient disguise for weapons and tools of stealth and thievery. The mysterious reptilian Feldsher of the Quickie-Cut Barbershop has recently come under fire, being accused of making and selling pneumatic knockout machines to foreign spies and other enemies of the state. The evidence is dubious at best, but the Grim General himself has already decided that the Feldsher must be guilty and has expedited the trial.
Swarm RakeMedium: 1d6, One-handed3Farming (0); Reach (1); Byzma Metal (2)A long-handled rake, the head made of byzma metal. If programmed with byzma metal armor, the teeth of the rake can detach from the head and swarm around the wielder, pelting others in reach.During the height of the psilosymbiote wars, even the farmers had some garlic knight training. They wore byzma metal armor and used farming tools made of byzma metal. The detachable, autonomous teeth of the rake, while less effective than a garlic knight chakram or sword, could provide short-term protection against a horde of psilosymbiotes. Now, rather than fighting psilosymbiotes, these rakes are used to fend off against bandits and tax collectors. One wandering garlic knight has taken it upon himself to protect his new village against those who seek to exploit their rich farms.
The RosegoldMedium: 1d6, One-handed3Bronze (0); Mutilating (1); Deadly (2)An urumi, like a flail of metal sheets. Although soft against iron and harder metals, it is damaging and mutilating against leather and flesh.The rosegold is so named for the pinkish color it has developed from the staining of blood on the bronze sheets of the flail. Although still found in remote villages, it is considered a war crime to use an urumi. It is primarily only effective against under-armoured targets, and inflicts devastating, mutilating wounds. For this reason, it is often used by guerrila fighters and terrorists. An unidentified killer has somehow gotten their hands on a traditional rosegold, and has been targeting individuals with political and industrial power. The Grim General, Occulon, and other powerful individuals wish to find this killer and make an example of them.
Twilight SnakeMedium: 1d6, One-handed3Anthropomorphic (0); Obsidian (1); Masterwork (2)A piercing obsidian flammard. The guard is in the shape of a serpentine humanoid head, the blade like an outstretched serpent tongue.The preferred dueling blade of a mutant outlaw with the ability to create dueling fields. Not in itself especially powerful, but by reputation alone the Twilight Snake has become a symbol to be feared.
Picture Source: https://www.deviantart.com/random223/art/Weaponry-547-669537899