My Games

Monday, August 6, 2018

Unique Items


Unique Item (1d20)DescriptionAbilitiesLore / Additional Notes
1. Sabre of Positive AffirmationAn unassuming sabre hilt covered in leather the color of a tropical sunset. When held and swiveled, a thin blade of light like a rainbow or tropical beach gently shimmers.Comfortably warm to the touch. Provides existential comfort but does not protect from cold. Any creature impacted by the "blade" that is capable of love will feel a sense of self-affirmation, and may feel emotionally and magically reinvigorated, or relief from minor injuries. In most cases, this leads to a decrease in feelings of hostility or urgency.It is said that there was a mutant whose power was to bring about self-affirmation in others. The mutant believed in detachment from physical desires, forgiveness, and peace. Inevitably the mutant was killed when their message ran counter to the desires of those in power, and the mutant's powers transferred to the sabre used to kill them. In a moment, the killer felt terrible grief, then self-forgiveness. They went on to carry the message.
2. Ecstacy EdgeThe corpse of a living linear model known as a Beta, collapsed into blade-like dimension. It's appearance is the prediction, the Y^(hat,) the reflection of the things around it given the model.Given the data around it, reflects statistical predictions about the data given the model. This beta seems to have been an optimistic model, and as a result produces favorable predictions. However, the model cannot causally affect the paraverse, and it is not always accurate.It is not known how the beta died, nor how the blade was constructed. It is believed to be a lost art from an ancient era, and possibly not the only of its kind. The fact that the model is skewed towards positive predictions is not obvious to a naive wielder.
3. NaNoA tama-dama like a mishapen cube projecting black and white broadband spatial-frequency noise.Always has type superiority in tama-dama battlingIn rare cases, a tama-dama is glitchy or damaged, but still functional. It is not well understood how this happens and it is not known how to replicate the effect intentionally.
4. HuskbladeA husk of purple corn crafted into a thin, flexible, and foldable, but sharp and durable blade.The blades are light, nearly unbreakable, and can cut through most things, but a skilled wielder can safely hold it and even wrap it around their forearm or other parts of the body. Additionally, the blades can disrupt phreaking magic.An ancient and lost dogu crafting technique. While not able to be used as an IFOD to channel yellow magic, they are still prized by elite jammers.
5. Child of LamarrA metallic and mechanical robot, varies in form but similar in aesthetics to the god Lamarr. Most are between micro-sized and up to half the size of the average humanoid, but a rare few are much larger. Some are humanoid in shape, others like a vehicle or animal.The children are not considered golemites, as they seem to have limited autonomy or sapience. When controlled by a priest using a box of lamarr, they can be remote controlled or programmed for specific tasks. While they vary in utility, power, and durability, most will self-repair over time, even if it means harvesting materials from their surrounding.A handful of gifted priests of Lamarr have, over the course of a lifetime of learning, learned how to summon the children. Even the most gifted usually can only summon a few in their lifetime, with no guarantee of form or function. While priests of Lamarr are best suited to controlling the children, others such as phreakers or materialists may also be able to control them.
6. Wavelet LensGlasses with the corkscrew-shaped eyes of a mutant for lenses.The lenses perform the equivalent of a Morlet/Gabor wavelets time-frequency representation on wavespace, making it easier to view and navigate the frequency-bands of wavespace coherently.Somewhat gruesome, but unarguably useful to anyone who uses wavespace, such as zoomers, materialists, and phreakers. With sufficient knowledge of signal processing, the parameters of the wavelet transform can be adjusted.
7. Automagica DeckA sleek, rectangular handheld object with a sheet of roth obsidian.The deck has a port to insert thin sheets of roth obsidian which have kaibermantic spells encoded onto them. It is designed such that even someone with no knowledge of phreaking can use it with relative ease.Rare artifacts from an ancient, advanced era. Both the decks and the spell sheets are rare, and many of the spell sheets are one-time use or finite in usage. Supposedly an eccentric failed inventor has rediscovered the method of constructing automagica...
8. Psycho-cellA cylinder of astrium glass and anti-information, filled with an Unliving axol sibling-type preserved in impossigen.After undergoing a complicated and dangerous apoptotic operation, the Unliving sibling within the psycho-cell will bond to the holder as if they were an axol pair, granting its psychic powers to the holder. Can also be used as externalized neural space.Illegal in most places, unethical, difficult to use, and extremely dangerous. Only a handful of psycho-cells are known to exist, and there are no known apoptomancers with the skill and motivation to make more or perform the apoptotic operation.
9. Horn of Al-MirajA black and gold metallic horn of a species of golemite jackalope believed to have gone extinct in a prior era.Provides good luck, and regeneration of the holders skeletal system, organic or golemite, or an equivalent structure. If the holder does not have broken/missing bones, they will grow horns, tusks, and other bony growths.A few horns are held by royals, nobles, and other elites of the known world. There is believed to be at least one more, located on an island off the meridian system infested by drakes and other dangerous monsters.
10. Egg of HundunA soft, fleshy object the size of an ostrich egg, with crawling wrinkles and chaotic rumbles. An ancient symbol of the kurobozu is carved into the egg as negative space in the paraverse. Occasionally, an inexplicable...thing... pokes at the thin flesh.It slowly absorbs energy and matter from its surroundings, creating a vacuum-like cold anti-atmosphere around it. Sometimes transmits that energy to its holder.It is said that within the egg grows a new universe. It is sometimes also said that this new universe has been corrupted.
11. Enchiridion Chimerica: vol. i (aka sqrt(-1))A heavy tablet, \~9.5 x 7.3in, hyperbolic orange colored, made of a complex formulation of anti-information.Contains an a-logically encrypted book on the metaphysics of the imaginary-planar chakra known as Hyperbolic Orange. Among its teachings, which cannot be comprehended to a logic-based organism under normal conditions, is a martial science which can best be understood as "SMASH!"The lowest in a spectrum of chakra of double circular polarized impossible light running forwards and backwards in linear time.
12. Lutwidge's Writ of DebtAn exotic and colorful cheque made of fey wood paper with text written in liquid starfire ink.A finite number of cheques exist across the paraverse, and it is believed they serve as an encrypted ledger algorithmically storing the abstract concept of all "value" within the paraverse in a currency known as "funny money".It is believed that the cheques were not created, but were a necessary consequence of the paraverse, beyond the gods themselves, save perhaps Yagak-Sha. The more cheques are discovered and decrypted, the greater their value, although it is not well understood why they have value or who will accept them. Lutwidge and "funny money" play a major role in dogu philosophy and theology.
13. Antikythera NovaA clockwork orrery / PMC (wavespace mechanical computer) which utilizes fuchsia phosphene crystal thread. The gears exist in non-Euclidean, high-dimensional space and turn paradoxically.While impractical compared to modern PMCs, can be used to program in wavespace. Can also be used as an astrophysical model, but its configuration suggests a very different set of celestial bodies and even astrophysical principles. Can decrypt anything, including one-time pads, although it is not well understood how it does so.An artifact from an ancient and advanced era. Incorporates principles of Yog-Sothoth in the construction and formation of gears. Utilizes fuchsia phosphene light, but cannot access the fuchsia phosphenomenomicon and may pre-date fuchsia phosphenomenology.
14. Anti-Artist's BrushA cut-out in the paraverse of the prototypical brush.The brush has some not fully understood model for the abstract concept of "aesthetics". Brushing over found objects will imbue it with "art", and brushing over "art" will destroy its "aesthetics".Every time an origin is discovered, the brush rewrites the paraverse. The nature of the brush is unknowable- it simply is.
15. Hammer of DecimationA cartoonishly overlarge hammer with a soft head.Anything whacked by the hammer is down-sampled in the paraverse. They literally exist in fewer moments in time and space. The downsampled object is immediately interpolated by the paraverse, but the mathematical rank of the object is reduced.Decimated objects necessarily are less capable of affecting the paraverse. Only by in some way detaching from the paraverse can the object regain its rank. Many a world-changer has been stopped in their tracks by the hammer.
16. Panopticon-IconA handheld model of a man in a tube-like power armor. It has four faces spanning 360 degrees.Those in prolonged proximity to the holder will feel as though they are always being watched by the holder, and be compelled to modify their behavior accordingly. In fact, the holder may be watching.Said to be the last of a series of thousands upon thousands, of an ancient fascist civilization.
17. Telosian RelicA small scrap of trippy, neon, baroque metallic armor of a pure anti-mutant.Long-term exposure to the relic leads to either death, or anti-mutation of the most pure known form.The relic is nearly indestructible, and believed to be the skin of the God Anti-Mutant or a pure, Anti-Mutant prophet.
18. Mandelbrot WandWhen not in use, appears as a simple wand. It expands outward as a non-euclidean fractal pattern when in use.The wand recursively fractals, wedging a 1.x pocket dimension in between the real and imaginary planes of physical space. Can be used as a space unto itself, or as a means of non-euclidean transportation within physical space.It is thought that there were once many wands, but the other wands have since expanded into large dimensional spaces which would require extraordinary power to be compressed.
19. Weird Die Type-1An unassuming die.Once per day, for a given probabilistic inference task, if the holder comes to an incorrect conclusion, that conclusion becomes true, so long as it is possible.One of two long-lost charms of an unknown Weirder.
20. Weird Die Type-2An unassuming die.Once per day, for a given probabilistic inference task, the holder can ensure that they will come to the correct conclusion, if one exists.One of two long-lost charms of an unknown Weirder.

Crafted Items

Crafted Items (1d20)Physical DescriptionSpecial PropertiesAdditional Notes
1. Byzma Metal GearHeavy armor cut in odd geometries from the richly colored byzma metal, a single full body-sized throwing ring (chakram), or two hand-held chakram, and often a single-edged sword (not byzma metal).The unusual electromagnetic properties and specific geometry of the byzma armor allow the chakram to levitate or orbit around the wearer, serving both as additional defense, and ease of access. The thrown chakram will return to the armored thrower as if magnetically attracted, but can also be programmatic based on the geometry of the armor.Primarily used by garlic knights. Designed so that a single knight can single-handedly decimate a horde of psilosymbiotes.
2. Fuchsia Phosphene Crystal WhipA fuchsia phosphene crystal thread whip. A glowing, shimmering, beautiful thing.The fuchsia light produced when lashed or grappled by the whip can induce phosphenes, and alter the state of mind of the recipient.Primarily used by fuchsia phosphenomenologists. They often also carry a fuchsia crystal wand, which can produce blasts of fuchsia light. They tend to wear fuchsia-colored (not necessarily fuchsia crystal thread) clothing, such as a magician's suit and top hat. It is also not uncommon for them to be dressed provocatively; such as by wearing power suits evocative of power and fascism, or dressing with very little. In either case, it is done with intentionality, and not for the sake of being objectified.
3. Prasium TorchA handheld object with prasium ore which produces impossible light.Can either magnify impossible light present in an environment, or combusted with anti-information to produce impossible light. Depending on the quantity of ore and light produced, can provide sustenance to certain impossible organisms, power ordinal element devices, or illuminate ordinal element environmentals.Primarily used by Materialists, or adventurers in an environment with impossible organisms or composed of the ordinal elements.
4. Phlogisten TorchA general term for a range of items made with glowing-hot solid phlogisten, such as Fireblades and Hotbows.Despite the name and the bright light they produce, they are generally not effective light torches, being too bright and inefficient. However, they are the most efficient source of heat, being not conductors per se, but the most primitive element of heat. The heat of a Fireblade can easily slice through most materials and even project heat beams, although Hotbows produce even more explosive heat.Phlogisten torches are primarily used in cold environments. Fireblades and Hotbows, while powerful, are expensive and require plentiful sources of heat to feed off of. Often associated with the Floxforos / Steam Demons.
5. Aether Tactics GearTwo aether metal grappling hooks at the hips, wrists, or forearms. A lean, back-mounted oxygen tank, collapsible bat-like wings, an enclosed helmet (often ornamental, like the shape of a dragon's head) with a hard translucent visor over the eyes, bindings to constrict blood flow in the legs.The aether hooks are designed as a pair, such that while one is located on a person, and the other latched onto a stable end and connected to the person, they can create a gravity distortion effect, whereby the wielder can enter a free-fall in the direction of the launched hook. With enough range and the deployment of the wings, can allow for long-distance gliding.Primarily used by aether dragoons, and originally designed by the Deinos in a war against the Massively Aberrant Daemon (MAD) summoning Tartarians. Often carry aether nets, bars of aether metal which, when placed appropriately, create a gravity distortion effect which can ensnare large creatures. Also often carry fire lances, lances with a powerful single-shot gunpowder payload (can be refilled).
6. Inverse Frequency Oscillation Device (IFOD)Wind instruments which produce sound vibrations oscillating backwards in time. Often in the shape of a kriss dagger or some other small blade. Sometimes instead strapped over the mouth.Induces a subtle, unconscious sense of unease like the deep thrumming of infrasound, or sharp high-frequency noises that can shred matter through time.Primarily used by jammers. In addition to the effects of inverse-frequency noise, jammers who consume yellow jam can manipulate their ectoplasmic tumor organ-appendages using the IFOD, in the practice of yellow magic.
7. Programmatic Mechanical Computer (PMC)Mechanical computers which use some combination of symbols (or asymbolic nodes) tied to discrete keys, gears and knobs, chains, and any other mechanical input method. Most are as large, with as many input nodes, as possible, to allow for the maximum number of computations, but the most practical find a balance between number of input nodes and number of possible conjunctive representations to encrypt and compress information efficiently.The mechanical computations create waves in the Fourier transform-like wavespace, which are amplified and rerouted back to physical space like a lever. While there is still a hard limit on the rate of computations due to the mechanics in physical space, by efficiently encoding computations into as few mechanical operations as possible, or training computational models in the wave space to perform more computations from fewer inputs, a sufficiently ingenious inventor and coder can perform nigh-limitless computations.Originally developed by the dogu. Primarily used by materialists, but also common for zoomers and phreakers.
8. ZoomerbladeMechanical footwear like something between a steampunk or cyberpunk rollerblade or rollerskate.Functionally a specialized PMC which leverages the energy of zooming to not just encode information into wavespace, but directly transpose into it. Can additionally be used to store or retrieve objects which have been encoded into wavespace using graffiti tags in physical space.Primarily used by zoomers.
9. Electrocoil BatonA Tesla Coil at the end of a baton. On the other end of the baton is sometimes a brush, storing self-luminant ink.The baton can be used to bludgeon. The coil can project damaging direct current electricity at mid-range. The brush can be used to draw or drum wavespace encryption graffiti.Direct current electricity is a recent discovery by the dogu, and is otherwise rare except for ancient artifacts. The dogu have not yet discovered AC electricity. The wavespace encryption graffiti is primarily used by zoomers, materialists, and phreakers.
10. Box of LamarrA simple rectangular box, usually made of metal or synthetic materials but sometimes wood. Has various buttons, knobs, and dials.Essentially a radio. Can be used to both transmit and receive signals.Primarily used by the priests of Lamarr, but also some materialists. Few truly understand the engineering of a box of Lamarr, and even fewer understand the physics of signal processing. Most of the boxes are produced or repaired through traditional, ritualistic methods.
11. Astral EdgeAny edged object made from astrium glass, most commonly astrium edged weapons.Spaces are to objects as higher-dimensional edges are to lower-dimensional vertices. The inversion of space and object is to stretch a three-dimensional hyperplane to the surface of a tesseract. The astral edge is the vector (pun intended) of this process.Primarily used by the Blu on the Red Moon and mystics / psycho knights.
12. Anti-logical Combustion Engine (ACE)Usually a backpack with a handheld hose like a flamethrower, which stores, combusts, and spews anti-information.Induces the equivalent of thermodynamic entropy, or combustion, on anti-information. The cyan fire projects out in a corkscrew shape, twisting the space around it.Can also be used as an engine for vehicles, constructs, golemites, etc. operating on anti-logical principles.
13. Impossigenic ProsthesisA prosthetic/golemite limb, usually an a-logical PMC made of anti-information, filled with impossigen.Super-cold, relatively lightweight (impossigen is lighter than water), functions on principles of a-logical "hydraulics". Under conditions of normal physics, will be difficult to control, and involuntarily jerk or twitch like a muscle or nervous system disorder, except across dimensions of space and time. Operates "normally" under impossible physics.The cold comes from the impossigen, and not the PMC, although anti-information is also generally not safe to the touch. Given the difficulty of obtaining impossigen and the complex nature of a-logical mechanics and computation, these are generally rare and expensive. In addition to prosthesis, entire golemites could be constructed in this way.
14. Noxium Sprayer GearA full-body, perfectly sealed vantablack cloak made from the hide of shadowgaunts, with a roth obsidion or anti-information visor and gas mask. Over this is a backpack of a noxium gas canister and hose.The cloak, so long as it is not punctured, provides temporary resistance to the effects of noxium. The nozzle on the hose can be adjusted to spray a concentrated dose at close range, or to slowly disperse within an areaNoxium is difficult to obtain, but there are few things more destructive than a team of hidden noxium sprayers slowly shredding reality within a discrete space.
15. Meridian Metal Armor or ProsthesisUsually a small piece of armor such as a single gauntlet, or a prosthetic/golemite limb made of meridian metal.Super-cold, fairly heavy, and not practical for physical attack or defense or fine motor control. As a prosthesis, does not operate on mechanical principles, but strictly by kaibermancy. Can be a powerful instrument for phreaking.Too cold to touch skin directly. Meridian metal is rare and expensive enough that these tools are highly prized, but not so rare as to seem unobtainable.
16. Absolute Solid StickA cigarette to cigar-sized stick of processed absolute solid.To the touch, evokes a feeling of heaviness and clamminess like the physical embodiment of ennui. When placed on the tongue, causes an intense and addictive high, like the feeling of a person wallowing in their deepest personal dissatisfaction because that's their homeostasis. Long-term use leads to major depression, increases in greedy and selfish behavior, and anti-love.The sticks lose potency over time. They are surprisingly cheap, considering what they are made of. They are not ubiquitous, but where present, tend to have devastating socioeconomic effects.
17. Tama-DamaEgg-shaped balls of roth obsidian.The balls contain animal-like creatures which can be accessed through kaiberspace. They do not meaningfully affect physical space or even phreaking, but are collected for fun and used for sport, such as Tama-Dama battling.In some cases phreakers have managed to create or modify Tama-Dama, but most predate the modern era, and it is not well understood whether they are natural or artificial beings, and if they have real intelligence and could be considered living.
18. Liquid Starfire GearEquipment such as weapons or armor, made of liquid starfire compressed in a lattice-mesh into a semi-solid, glassy form.Tolerably warm so long as the mesh is not punctured. Less strong or durable than metal, but much lighter. Induces an effect like a mild stimulant, but increases in effect the longer it is worn, and can eventually induce hyper-mania. Hunger-suppressing while worn, but can induce overeating behaviors in the long-term.Despite being expensive, dangerous if punctured, and physically and psychologically damaging over time, these arms and armors are often prized for their performance-enhancing and addictive qualities, and certain militaries will give them to their soldiers on especially important missions.
19. Absolute Solid GearEquipment such as weapons or armor made from processed absolute solid. Generally cannot be made into edged weapons, but sometimes can be shaped into a point like a tooth.Equipment made from absolute solid is nearly unbreakable and devastatingly impactful, both physically and psychologically, but also heavy, and in the long-term is damaging to the wielder/wearer.Heavily processed, more so than absolute solid stick. Few can handle the pressure of absolute solid gear for a moment, let alone in perpetuity, but those who can should be considered highly dangerous.
20. Qhuaos QuinceA quince-like fruit grown from a Fey Tree, a tree grown from the treatment of cursed wood ingested by the nunos.It is rare to acquire a qhuaos quince coincidentally, but to consume one under such conditions would induce rabies-like hysteria and tooth decay. Encountering a qhuaos quince is generally considered an omen, and it should be consumed with care, and only when it serves some greater narrative. In such a case, it can serve any number of functions.A substance which follows "narrativist" principles- a deus ex machina, a plot twist, a beginning or an end.

Character Classes

For the time being, this table is written in a system-neutral manner. It was pretty tough to concisely describe the classes in terms of their appearance, abilities, narrative/thematic/setting role, combat role, etc., but hopefully these entries are reasonably clear at least on a basic, conceptual level.


Classes (1d20)DescriptionEquipmentAbilitiesTypeAdditional Notes
1. Garlic KnightPractitioners of the martial science Hashnaukdo, who consume purple garlic cloves or spice to gain heightened temporal awareness and the ability to detach from the paraverse. Originated by the dogu in the psilosymbiote wars, but now widespread. With byzma gear and chakrams, they are excellent at taking down groups of psilosymbiotes. With sword and shield they are formidable opponents in one on one combat. They seek to reach a state of apasama, detached from the paraverse, but most out of necessity eventually retire, or risk becoming garlic berserkers.Byzma metal armor and chakram; one-handed double-edged sword and buckler or small shield; purple garlic cloves or spice.See beyond the paraversal moment; move outside of time; tesselate;collapse Bayesian probability distributions of probabilistic outcomes into a single vector; resistance to psilosymbiosis; martial competence; AOE (with chakram).Basic
2. PhreakerWrite programmatical scripts into kaiberspace, which can be used to affect reality. Some can designate objects based on parameters in the environment to selectively target specific objects with their spells. Others use loops to pummel a single target. Others still focus on the summoning or constructing of daemons using statistical learning spells. Roth Obsidian glasses/visor or "spellbook". Occasionally paper scrolls, mechanical wavespace signal transducer, or automagica computer.General spellcasting; Summoning / 'training' daemons; Designating objects in kaiberspace for precision spell-targeting; programmatic spellcasting.Basic
3. JammerConsume yellow jam, allowing them to cast yellow magical spells. Have the ability to silence phreakers, manaburn, and manabeam. The yellow jam either creates or activates some appendage, organ, or tumor in some ectoplasmic dimension. With the use of an inverse frequency oscillation device (IFOD), they can manipulate these appendages, bending them in space to be invisible or teleport, or producing illusions, like dropping a finger puppet on a two-dimensional surface.Inverse frequency oscillation device (IFOD), often as a hybrid kriss dagger / wind instrument, or as a fixed mouthpiece; yellow cloak (cosmetic); yellow jam.Anti-phreaking (and to some extent general anti-magic); stealth/invisibility; illusions; paraversal moment manipulation.Basic
4. Martial ScientistAnatomists, physiologists, kinesiologists, medical doctors, biologists, and others who apply the scientific method to martial combat. They are experts at hand-to-hand combat, and are often able to manipulate and improvise from their environment. Schools exist which specialize in specific styles given their particular theoretical approach, access to certain resources, or specialization in certain mutations, but as scientists, most are not dogmatic in their approach.Usually unarmed / improvisational, sometimes trained for a specific weapon / weapon class.Varies by theoretical approach, but generally masters at unarmed combat; improvising from resources in the environment; finding the vulnerability in opponents.Basic
5. ThetaA subset of martial scientists, often the ones with the most gung-ho attitudes. These scientists specialize in geometry and trigonomotry, and in implementing their visuo-spatial and angular knowledge towards the merger of up close hand-to-hand and projectile weapon combat.Dual-wielded wrist-mounted bolt-fed repeating crossbows, dual-wielded handcannons, two-handed rifle.Geometry; Trigonomotry; Visuo-spatial precision; Gun-kata; Run-and-gun; dual-targeting; precision shooting; strafing; circumventing obstacles.Basic
6. Fuchsia PhosphenomenologistA group of "science witches" (male and female) who use the fuchsia crystals to produce phosphenes, allowing them to commune with their neural network god-book. Charismatic, kinky, masters of power dynamics, a philosophy which could best be described as hypnotic anarchy.Fuchsia crystal-thread whip. Fuchsia or fuchsia crystal-thread clothing (cosmetic).General science; general mathematics; astrology; astrophysics; psychoactive magic; dominating, subverting, or circumnavigating power structures; charm/intimidation; showmanship.Basic
7. Aether DragoonA practice first developed by the deino's in an old war against the Massive Aberrant Daemon (MAD) summoning tartarians, and for environmental surveying for the exothermic species. In the modern era, aether tactics has become widespread.Aether tactics gear; including wrist or hip-mounted grappling hooks, aether-net bars, and a fire lance or projectile weapon.Environmental surveying; spying; maneuvering through vertical environments; hunting large prey; stealth; guerrila tactics. Basic
8. ApoptomancerThese scientists use various means, often chemical or biological agents, but sometimes psychokinetic mutations, to hijack the immune system of other organisms, and by extension manipulate their biology and physiology. The most basic apoptomancy can induce sickness, inflammation, or tissue necrosis, but more advanced apoptomancy can manipulate emotions, thoughts, induce metamorphosis, and create Unlife from recently-dead stem cells. Various viral, bacterial, fungal, or nanomachine reagents; an Unliving or Metamorph companion.General science; organic chemistry and biology; immunology; inducing sickness and physical change to organisms; creating metamorphed or Unliving servants/companions.Basic
9. ZoomerFavoured by thrillseekers and the rebellious. A modern practice started by the dogu. The boots have programmatic mechanical gears, and when combined with the high velocity of the wheeled blades, the zoomer can enter wavespace- a Fourier Transform dimension. By tagging surfaces and objects with self-luminant ink graffiti (often on a brush-end of an electrocoil baton), usually in the form of dots, waves, or other musical notation, they can create signatures to quickly store or retrieve objects from wavespace. In addition to their advanced speed, they can traverse the wavespace, and have limited teleportation-like abilities from entering and exiting wavespace.Zoomer blades, self-luminant ink brush / electro-baton. Occasionally mechanical wavespace signal transducer.Speed; wavespace manipulation including teleportation, and depositing or withdrawing items; verticality; some phreaking; some gadgeteering; music. Basic
10. Mimic KnightMimics are shoglite-based organisms capable of mimicing the form of hard objects such as metal and wood. Some take the metal plate armor over a grayish-pink, fibrous, rubbery "undershirt". They wait for prey to wear them, and then hijack their prey's body like a parasite. Occasionally, the prey-host survives the parasite, and develops a tenuous symbiotic relationship with the mimic. They generally are no longer able to survive without their symbiote, and their personality may change, but they otherwise retain most memories and behaviors.Shoglite/mimic symbiote.Versatility in the form and function of the symbiote through mimicry; heightened strength, speed, durability, senses, etc.; fast healing and regeneration; dissociable consciousness. Basic
11. MaterialistGadgeteers, chemists, and alchemists. Moreso than practically any other profession, they have a deep knowledge of, and access to, the four ordinal elements of absolute solid, anti-information, liquid starfire, and impossible light. Many also utilize mechanical computers which send signals encoded into wavespace, where the program can be executed at a rate far exceeding the physical limitations of mechanical computation.Elemental materials, any self-made gadgets.General science; chemistry and physics; engineering and mechanics; particularly adept with one or more of the four elements (impossible light, absolute solid, liquid starfire, anti-information); other elements (periodic or alchemical).Basic
12. Chrono DragoonThese are not just garlic knights with a bit of aether tactics training (or vice versa) , they uniquely wield their aether metal hooks in tandem with hashnaukdo, bending time and space, making them the unstoppable force AND immovable object.Purple garlic spice or cloves; Aether Tactics Gear; Byzma metal arms or armor; aether-byzma alloy.Some Garlic Knight and Aether Dragoon abilities (less specialized); unique applications of gravity-alteration to bend space and time; limited direct gravity control of self and others.AdvancedHybrid of aether dragoon and garlic knight.
13. NecromancerLife is an endless competition of survival to the fittest, and the defeated are only valued by those who remain after their death. The necromancers believe in groovy free-love, disco, and the value of life as defined by its opposite. They utilize the power of life itself in the form of blood, but generally use themselves as the bloodfont. Usually some kind of small edged weapon, apoptomantic reagents, and a fuchsia-crystal stake, whip, or wand.Some Apoptomancer and Fuchsia Phosphenomenology abilities (less specialized); necromantic blood magic activates through lethal self-bloodletting; metaphysical-magic linked to feelings of love, lust, self-affirmation, affirmation of others, material detachment.AdvancedHybrid of apoptomancer and fuchsia phosphenomenologist.
14. Priest of LamarrMost are dogmatic believers in the machine god Lamarr who learn to send their messages through ritual. However, the most capable priests are savant-like in their expertise of electrical engineering and signal processing. Their spells are neither as versatile nor immediate than most other mages, but theres are some of the most devastating- particularly their ability to kinetically bombard a region with pillars of god. Some sort of electromagnetic wave emitter / signal transducer, often also roth obsidian / phreaker gear.General science; signal processing; engineering and mechanics; astrology and astrophysics; 'empathic' communication with the god-mecha Lamarr; divine summoning of celestial objects (e.g. tungsten rods capable of kinetic bombardment).AdvancedIntended for NPCs living on Lamarr, but perhaps there are missionaries or excommunicated priests who retain some of their powers...
15. DopplegangerA subset of jammers, with aether metal woven into their cloaks, who use gravity to bend spacetime, folding multiple paraversally-proximal versions of themselves (or sometimes even others) within the ectoplasmic yellow dimension. A rare and ancient practice, largely unheard of and used primarily by the Changelings. Generally same as Jammer; additionally Aether Tactics Gear or Aether metal circuitry woven into the cloak.Mostly overlap with Jammers, some Aether Tactics training (less specialized in both cases); Use gravity to bend the paraverse; able to communicate and in some cases swap with other versions of self across the paraverse acting as one; fill themselves into the role of another within a paraversal moment. AdvancedHybrid of aether dragoon and jammer- intended mainly for Changelings.
16. Cancervore / Cancer DruidSome are merely apoptomancers who went too far in experimenting on themselves, others are garlic knights who have learned just enough apoptmancy to modify themselves, but a true cancervore/cancer druid is the master of the domain of intelligent life- that is to say, the masters of the city. Only they can commune with the urban organism.Apoptomantic reagents. Sometimes purple garlic cloves or spice- often apoptomantically modified to produce the psychoactive/paraversal effects internally. Some Apoptomancer and Garlic Knight abilities (less specialized); self-metamorphosis; fast healing / regeneration; collate immuno-biological information within an urban environment to 'commune with the city'- as if the city were a connectionist neural network and the people within it the nodes in the network. AdvancedHybrid of apoptomancer and garlic knight.
17. Mystic / Psycho KnightSome organisms, by nature or by circumstance, have a... flexible consciousness. They exist just as well as spaces as objects, and are more like living ideas than organisms per se. They even have the ability to conceive anti-logic. With just a bit of astrium to focus their psychokinetic abilities, they can perform amazing feats defying logic and physicality as mortals understand it.Astrium-glass weapons or artifacts, or weapons and armor made from hybridizing astrium and anti-information with other materials.Psychokinesis (in various forms); The ability to move freely and without risk of sanity between the physical and astral-plane like compressing and expanding a tesseract; The ability to see and interact with the objective form of spaces and spatial form of objects; Can think in and implement anti-information as if an impossible organism.AdvancedIntended mainly for characters from the red moon, but there could be pockets of astrium somewhere in the world...
18. Annihiliation Knight / Anti-cancer druid Somewhat analagous to the cancervore/cancer druid for impossible life. They can refine an impossible organism into something closer to an anti-mutant, a being of unknown teleology. They often conform in function as a function of their form, but they are not a social system and lack an urban organism. They are, however, capable of severing organic life from the urban organism, or even annihilating the urban organism, causing it to consume itself like an ouroboros. Often high-tech weaponry and power armor utilizing the ordinal elements (absolute solid, liquid starfire, impossible light, anti-information).Alchemical knowledge of ordinal elements (in some cases on par with materialists); fast healing / regeneration; limited ability to metamorphose organic life into impossible life (and severing them from the urban organism); limited ability to induce anti-mutation on impossible organisms; ability to harm / annihilate the urban organism.AdvancedIntended mainly for characters from the green moon and specifically anti-mutants, but potentially someone exposed to impossible light, prasium, or a very abnormal mutantation...
19. Garlic BerserkerMortals were not meant to bend their minds around the paraverse as is the practice of the garlic knights. A rare few reach apasama, but most eventually are forced to retire, or succumb to the metaphysical fermentation of the mind known as garlic berserk. They inevitably attract the like-minded psilosymbiotes, and it is not ucommon to see a band of psilosymbiotes serving an only slightly more cogent and coherent garlic berserker. Occasionally, a berserker can maintain their sanity just long enough to use their zymological mind to their advantage.Same as Garlic Knight. Often a posse of psilosymbiotes under their control.Same as Garlic Knight; more raw power, but lower intelligence / tactical competency; attract (and to some extent control) psilosymbiotes.AdvancedIntended mainly for enemy NPCs, but could also be a Garlic Knight PC who hasn't totally turned yet...
20. WeirderThe weirders are some of the rarest and most powerful mortals in the universe. Most become that way through a lifetime of excellence, although occasionally a child with a magic touch, an unusual circumstance, or from very far away in time or space, will show signs of weirding. No special equipment.Carrollian or kafka-esque manipulation of the fundamental principles of reality through logic, abstract math, and the misrepresentation of probability and statistical inference.Advanced/NAIntended for mythic-tier NPCs. However, perhaps someone with a good imagination, like a child, could intuitively tap into the weird. Know your group if you're going to use this for a PC.

Intelligent Species

Can I be honest and say that when I posted this table on reddit, this is the table that I was probably most disappointed with the reception it received. There's definitely something to be said for being willing to "kill your darlings", but my hope is that maybe I was just reaching the wrong audience, and actually people find these species as compelling as I do (if you don't mind me saying so...)


Intelligent Species (1d20) Physical Description Unique Traits Additional Notes
0. Humans???Humans? Haven't heard of them...Humans do not exist or are unheard of within this setting.
1. MutantA generic term for many intelligent beings. It is often more so a political rather than scientific question as to what constitutes a mutant. Some are mostly anthropomorphic with various altered features, others more animorphic.Most mutants are capable of reproducing with each other, unless it were physically impossible to do so. Some are mostly humanoid in abilities, while others have superhuman physiologies or magical or psionic abilities. While tribes of mutants with similar properties exist, random mutations even within a tribe can occur. Because of the high degree of naturally-occurring genetic mutation, there is no risk of genetic degradation from incestual reproduction, and as a result there is also no taboo against it.Mutants are collectively the most populous species in the setting, although they do not see themselves as a collective.
2. GolemiteA generic term for many artificial intelligent species, mostly from ancient and more advanced eras (although most have been degraded to the point that they do not remember the past). Can include robots, androids, bio-engineered organisms, magical or alchemical constructs, etc.As with mutants, their abilities vary greatly. Fully-functional golemites with humanoid-like intelligence are increasingly rare, although within most of the meridian system they are not so rare as to draw attention (and some are indistinguishable from mutants or other species).
3. DeinoDeinonychus-like humanoids with high variance in size, but even at the low end larger than average humanoid. Little physical sexual dimorphism. Generally grassy-green or brown colored scaly skin, although some have bolder and more exotic colors. Some also have patches of feathers such as on the scalp, forearms, back, and chest.They are exothermic, and therefore are often passive, require relatively little energy, but are highly dependent on warmth in their environment. As a predator species, they are less dependent on stress-based fight or flight mechanisms for survival, and has led to a demeanor and philosophical disposition which can best be described as Zen Fascism. Their natural strength and low energy needs have made them one of the more populous species.
4. QuenduinHumanoid, tall and lanky, almond-shaped eyes and pointed ears. They generally have tan skin and dark hair, although there are some with lighter skin and hair. Eye color varies much more.Lithe and quick, but generally humanoid-average strength. Known for their warrior, hunter, and general survival skills, particularly in harsh environments. Have limited shapeshifting abilities which can be enhanced by magical or technological means.
5. TartarianHumanoid known for their near-perfect musculature, strength, and masculine features. Human-like sexual dimorphism, but females tend to be somewhat androgynous. They have dark hair and milky green skin, although some also have patches of yellow, blue, or red blended in, and their skin is slightly squamous, although not totally reptilian. Their teeth are also slightly fanged and tusked. Despite these monstrous features, they are not uniformly unattractive (by human standards).Physically large and strong, but also intelligent. Have the intuitive/heuristical ability to perform complex calculations and kaibermancy rapidly and internally, and a natural attunement to daemons and other cosmic, aberrant, or paraversal beings.
6. DoguHumanoid, vary from halfling-sized to below human average. Skin tones are generally dark purple, black, obsidian, or navy blue. Tend to have dark hair of similar colors, but in certain environments have lighter skin tones and hair such as light purple, light blue, gray, or white. Their eyes glow and they have red sclera, green irises, and no pupils. Tend to be lean and lithe, but densely muscular, like an ape. Other general features include short horns on their foreheads, lizard-like tails, and faintly reptilian-like scaled skin that is almost imperceptible except to careful touch. Some are mostly human-like in appearance, while others hold themselves like an ape, or lizard. Some have long jackal-like snouts, or hyena-like jaws.Most have the ability to change their shape to appear more humanoid, except the most bestial, who either cannot, or choose not to. They are cannibalistic by nature, and only gain sustenance from eating intelligent life forms which have undergone at least some decomposition- although they prefer meat which is rotten. Have a complex sense routed through their skin, like a hyper-touch which gives them superhuman senses. Their skin can provide them (and those they touch) with a feeling somewhat like sexual orgasm, love, eureka, divine presence, and dreaming, or like a physical or metaphysical itch or the feeling of disgusting small creatures crawling on and within the skin. It is said that they gain power from money lending, and that corpses buried with wealth provide greater sustenance. They are the most susceptible race to psilosymbiosis.
7. DwarfHumanoid, slightly below average human in size. Mostly human-like, although many have slightly larger noses, brows, jaws, and denser muscles. Speak in a somewhat nasally voice and have limited phoneme production. Despite being below human average in size, are generally physically stronger, but require more food as a result.
8. KoboldLike an anthropomorphic armadillo with moist, whale-like skin, and a reptilian face. Halfling-sized. Back covered in natural armour.Their armoured hide and sharp teeth make them surprisingly tough for their size. They are also well adapted for both aquatic and subterranean environments.
9. AxolHumanoid, moist, semi-translucent skin, usually white with black eyes but sometimes brown/tan, black, gray, or red skin; gold, red, or gray spots or stripes; and red or gold eyes. Hairless, with three long feathery/hairy appendages on each side of their head which, when laid flat, look like cornrows. Long slug-like feelers above their foreheads.Amphibious. Born in pairs. The primary is a quarter-sized tadpole-like creature which will grow into the adult axol, the sibling is born larger, about the size of a baby chicken, looks like a large worm or nematode, and is highly venomous, but will not grow and has limited intelligence. It will attach symbiotically to the primary when it grows, and can bore into its primary or detach itself for short periods of time in an emergency. The sibling has powerful psychic abilities and can summon an astral-form to defend its primary. Each sibling only has one astral-form; like a large waterbear, a larger version of its worm-like self, or humanoid. These astral-forms are generally mono-colored and semi-translucent, or made of mono-colored opaque or semi-opaque bands that shift around an otherwise invisible form. In rare cases the astral-form will have a more solid appearance. So long as the sibling is within psychic range, the primary can regenerate, including the repair of spinal cord or brain damage. The regeneration time varies by the size of the injury and complexity of the injured tissue, and can take anywhere from an hour to regrow an arm to days to regenerate from brain trauma. While the regeneration time varies, it is not the case that the regeneration occurs slowly in that time; no regeneration occurs until enough time has passed, and then the regeneration occurs all at once.
10. ColeopteranIntelligent insectoids. Tend to be beetle-like, although some have traits of other insects, such as ants or bees, and others are humanoid in shape or even have anthropomorphic features.The different phenotypes of coleopteran are different genders. The composition of genders of a coleopteran is determined at birth as a function of what is needed within their community through an unconscious biological/psionic mechanism, and different coleopteran hives have different genders or compositions of genders. Coleopterans are individually-minded, but tend to be highly interdependent on their hive.
11. OctopusA generic term for a collective of related cephalopods. Some appear as typical octopi or squid, while others are more fantastical.Abilities vary, but often include prehensile tentacles with independent/autonomous nervous systems, ink projection, visual and tactile camoflauge, and bioluminescence. Natural mutations are less common among octopi than humanoids, but they are also masters of bio-engineering. Generally above-average general intelligence, but autism spectrum-like social and emotional intelligence.
12. DolphinA generic term for a collective of related cetaceans. Most look like reptilian dolphins, or basilosaurus. Natural mutations are more common than octopi, but less common than on land. Brain hemispheres sleep separately, giving them a dream-like consciousness. Highly sophisticated sense of sound; speech using whistles, clicks, and bursts; music-like language and cognition. Generally below-average general intelligence, but far above average social and emotional intelligence.
13. ZapatotianAn orangutan-sized land-dwelling octopus. Their eyes have adapted to above-water light and visual conditions. Lungs and gills, but gills are vestigial. Long torso, and hind tentacles differentiated such that the two lateral hind tentacles are longer, capable of snake-like locomotion, and raising the body such that the beak is above ground. Front tentacles utilized for carrying objects. They are fast on the ground and swinging in the trees, have powerful beaks, and are expert hunters in forests and jungles. Their society is simple, stone-age or barbarian-esque, but they are not necessarily unintelligent. Even in direct combat they are excellent warriors
14. HueminzOlive-skinned and hairy humanoid species, thin and lanky. Teeth fused into beak-like structure. A durable but otherwise unremarkable species suited to warm climates. They have standard humanoid intelligence, although their society is mostly early-stone age simplistic.
15. VäkiA dimunitive humanoid race, somewhat hairy, with surprisingly large and durable feet. Varying skin and hair colors, mostly pastel, with some insectoid features.It is said that they were once a peaceful people, whose civilization was destroyed by monstrous invaders. Vowing never to be caught at a disadvantage again, they made a deal with a powerful Fey Witch, granting them aptitudes towards stealth, thievery, assassination, spying, and spreading of disinformation.
16. BluHumanoid, tall and lanky, almond-shaped eyes and pointed ears. Green, blue, or teal skin; bright green or blue hair. Less commonly yellow or yellow-green skin or black, dark blue, or dark green hair.On the Red Moon, the astral and physical plane are partially in-phase, such that most things exist as both objects and spaces. As a result, they exist comfortably in both forms, demonstrating powerful psionic abilities.Not intended as a PC species; the concept of object-as-space and space-as-object, and how that affects identity and cognition, make them difficult to run in a game. Also, they are privy to world-knowledge that most other civilizations lack.
17. Deep OnesHumanoid / Blue Moon "Bee" hybrid. In the early stages they appear mostly humanoid with bulbous, protruding eyes and crusty metallic skin with a bluish-green pallor. Further in development they grow wings, claws, and stingers. In their final form, they appear like humanoid-sized "bees".A hybrid of organic/impossible organism. In addition to the abilities of the "bees", they have the uncanny ability to subtlely break the laws of reality through heuristical error-math. They can snip across the paraverse with their claws and form dada-ist collages out of reality.In their humanoid or hybrid form they could be a PC species, but in their "final" form they should be part of Yagak-Sha's hives.
18. BetaLike a plane cutting through reality. Can sometimes take on complex, non-linear shapes.Living dimensions. Each one is an n-dimensional hyperplane which can be characterized as a statistal model. Carry no information per se and therefore cannot causally affect the paraverse. Their existence can, however, be used to predict from the paraverse (although to do so from within the paraverse would alter it). In other words, they are like oracles.Not intended as a PC species; they have unique traits which affect reality in a way which could make them difficult to run in a game.
19. HarlequinadeAn ancient group of golemites. Most appear like porcelain dolls or dummies, or robots with screens for faces. Some have theater or Noh-mask faces, or clown makeup. The screen-faced tend to display static, simple, emoji-like expressions which fluctuate discretely given the context.One of the only civilizations to have survived from prior eras. They have advanced technologies and magics that they do not suppress, but also do not actively share, although they are generally incomprehensible to non-harlequinade. They are the chaotic and sometimes child-like in demeanor, and their non-binary logic makes them difficult to understand.Not intended as a PC species; they have abnormal cognition, and are privy to world-knowledge that most other civilizations lack
20. Anti-MutantRange in size from humanoid to celestial. Usually humanoid in shape, appear as much golemite as organic. Covered in sleek metallic skin (armour?) with fat lines and shapes, generally symmetrical, like a circuit-board, woven throughout. Usually pschedelic, trippy, color, and flamboyant, but also austere and imposing.A teleological lifeform on the Green Moon of an unknown creator. Their DNA self-annihilates from anti-cancer, like a pre-designed sculpture within marble. They vary in color, shape, size, etc. due to inherent "flaws", but seem to converge towards one "type". They are impossible-organisms and have superhuman strength, speed, intelligence, and other qualities.Not intended as a PC species; they have abnormal cognition, and are privy to world-knowledge that most other civilizations lack.

Materials

Materials (1d20) Physical Description Special Properties
1. Impossible Light A physical force from another universe, somewhat comparable to electromagnetism. Can vaguely be described as a spectrum perpendicular to the visible light spectrum, intersecting at green, such that the low end is infra-green and the high end ultra-green. However, this is just how the visual system of mortals transduces impossible light, and not an "objective" representation of it. The visual system of mortals was not meant to process impossible light- longterm exposure can lead to visual impairment and thought disorder. It is also a source of energy to certain lifeforms. It is also the metaphysical embodiment of subjective perception.
2. Absolute Solid A super-dense pinkish material, so dense that it appears hyper-real, like a cartoon across the uncanny valley. It is incredibly durable, but can be physically oppressive even to the touch. It is the metaphysical embodiment of materialism, egocentrism, and anti-love.
3. Liquid Starfire A super-hot, greasy, yellowish liquid-plasma-like substance. It has a glassy shimmer, like it is constantly shifting state. While dangerously hot, it is super-rich in energy, and addictive to those who can metabolize it. It is the metaphysical embodiment of mania, unstable states / transformation, and hunger / addiction / wanting.
4. Anti-Information A hard, smooth, stone-like material projecting cyan features like a holographic plate. Raw information-substance from another universe where physics and logic are fundamentally different from our own. Exposure to anti-information can be madness-inducing. Useful for a-logical encoding and encryption.
5. Meridian Metal A super-cold, frosty, non-conductive jade-like metal. There is always error in the paraverse, and meridian metal is solidification of that error. It is effectively Information-substance, the equivalent of anti-information but native to the paraverse. While electromagnetically inert, it is a powerful conductor for phreaking and certain other magics.
6. Roth Obsidian An obsidian-like stone which can be carved and sanded into translucent, amber-like sheets or plates. Can have kaibermancy code projected onto it, making it useful for augmented-reality-like monitors and visual aids. Commonly used as a "spellbook" by phreakers using kaibermancy.
7. Byzma Metal A saturated, durable, crystalline, rainbow-colored metal. When carved or smelted properly by a byzma-smith, byzma metal weapons can be made to orbit around their corresponding armor, and have boomerang-like or even more complex programmatic behaviors. This practice started with the garlic knights during the Psilosymbiote Wars.
8. Fey Wood When a nuno ingests cursed wood, it fatally excretes black or metallic silver fey wood. In addition to being harder and more durable than most metals, it also imposes "narrativist" principles. A ship made from fey wood will only crash, capsize, get lost, etc. when it would serve some grander narrative. If necessary for the narrative, it can even do the impossible. Left unused, it will grow into a Qhuaos Tree, which grows Qhuaos Quinces.
9. Fuchsia Phosphene Crystal A fuchsia-colored crystal, said to have fallen from the stars long ago. The crystal is fairly soft and easy to shape, and can even be pulverized and re-shaped into thread. The fuchsia light produced from the crystals is utilized by the fuchsia phosphenomenologists. The phosphenes allow them to interface with their multi-dimensional neural network god-book the Fuchsia Phosphenomenomicon. They can also use their fuchsia crystal-thread whips to lash or grapple their enemies and subject them to the mind magics of the Fuchsia Phosphenom-Panopticon.
10. Prasium A neon green crystal which can replicate itself onto nearby ores and minerals. Emits small amounts of impossible light radiation. It is a powerful source of energy for impossible light-based organisms, but longterm exposure can lead to health problems for most creatures, particularly those with a visual system.
11. Phlogiston A solid material, glowing-hot, ranging in color along the visual light spectrum from least hot (red) to most hot (violet/white). The periodic element of heat in solid form. Must be "fed" hot substances or it will evaporate away.
12. Shoglite A slimy, gummy, fleshy substance. Has properties similar to prokaryotic life or even viruses, but at a much greater level of sophistication. It is not organic in the traditional sense, but neither is it inorganic. It comes in many forms, and in some cases can even change its shape and properties. It is either the building block, or byproduct of shoggoth-based life, including mimics, quendi, and many others. Through a process similar to horizontal gene transfer, it can integrate DNA into itself or integrate itself into the DNA of organic lifeforms.
13. Allium AestusA deep purple colored plant with a garlic-like bulb that flowers like corn. Wild fields, primarily within the Dogu Kingdom, are protected by the alarushk. The corn can be eaten as a staple grain, or used to make yellow jam. The garlic is used by the garlic knights, but is otherwise considered inedible.
14. Allium Ostrum (aka Purple Garlic)The bulb of allium aestus, like a dark purple clove of garlic.Purple garlic is normally inedible. When fermented, it can be consumed, temporarily providing heightened temporal perception and the ability to detach from the paraverse- a necessary component of the martial practices of the garlic knights. When dried, can be crushed into a less potent orange spice. Long-term consumption will eventually turn one into a garlic berserker.
15. Zea Ostrum (aka Purple Corn) The fruit of allium aestus, like a dark purple stalk of corn. Can be eaten as a staple food. If allowed to ferment, it will eventually attract a fungal or fungal-like infection, changing its color to a bright and saturated yellow. The infected corn can be made into yellow jam, used to access the extradimensional tumor-organs utilized by jammers.
16. ChronixA highly potent and addictive, stygian indigo powder derived from purple garlic powder.A small amount of purple garlic powder is homeopathically recursed on itself from across the paraverse within a larger body of charcoal powder or similar substances. The psychoactive is too potent for garlic knights. Users quicklu degenerate into garlic berserkers.
17. Impossigen (aka Water of the Blue Moon)A bubbling blue liquid which appears to be constantly evaporating. It is light and loose, thinner than real water. It does not behave in a manner predicted by hydraulics.It is simultaneously extremely hot and extremely cold, and damaging on a sub-atomic level to normal beings (but not, for instance, impossible or a-logical beings). For impossible organisms, it is as fundamental to life as water.
18. Noxium (aka Fumes of the Green Moon)A thick green gas. The air appears to wave like a temperature or density differential, but this is in fact a wave in the fabric of reality itself. The gas shimmers slowly as it waves. Fat lines of light in intricate and symmetrical patterns snake through the gas.Direct exposure tears most things apart that do not oscillate in phase with it. Long-term exposure to trace, invisible quantities of the gas often leads to the development of anti-cancer, leading either to death or anti-mutation.
19. Astrium (aka Sand of the Red Moon) A red or clay-colored sand, of both small and large grains. A faint glowing, warped pattern like a sky both starry and cloudy arises from within the grains under pressure- a pattern made permanent when glassed.Each grain of sand is the physical embodiment of spaces-as-objects, and is psychokinetically conductive. Astral glass made from astrium is often used to project as an object-as-space.
20. Aether MetalA white, softly glowing metal. Will sometimes rumble, or appear as if about to levitate. Detritus around it will slowly rise.A lightweight metal with gravity-altering properties. Aether metal is a critical component of the aether tactics gear used by aether dragoons. In large quantities it can be used for air or spaceships, although this is rare, difficult, and expensive.

Creatures

Compared to the Mythic Beings table, this table focuses on more common / less powerful creatures. While this table is not designed for any specific RPG system, I will give an approximate power level from 1-5:

1. Sub-humanoid or weak
2. Average humanoid
3. Threatening to average humanoid but not to an adventurer or powered individual
4. Threatening to an adventurer / powered individual
5. Threatening to a group of adventurers / powered individuals

 Some of these entries may be a bit more setting-specific to Phantasmos, but I have another table of mutants which could just as easily be re-worked into monsters, which will be in a separate post, and those may be less-setting specific.


Creatures (1d20) Physical Behavior/Cognition Power (1-5)
1. Frelin Body of a hyena, face of a frog, jowls like a bulldog. Long, clawed appendages above shoulder blades. Grab prey with long, powerful tongue and stab or pummel with claws. Sometimes tamed and used as mounts. 3-4
2. Alarushk Bear-sized beast with grayish-purple skin and thin layer of silky black fur. Four eyes in two pairs, one pair forward facing and one pair towards the side of the face. Long, flat, lipless snout with large teeth jutting out. Teeth attached to muscles with 45-degree range of motion, each moving independently. Sharp, independently moving fibers on the tongue. Generally docile, so long as the purple fields are not disturbed. Considered sacred to the dogu. 3-5
3. Shadowgaunt Vantablack- blacker than black, absorbing light such that they have no visible contour-lines. Humanoid body, but with sharp teeth and claws. Crawl and shuffle on tips of fingers and toes at supernatural speed. Because they lack contour-lines, they appear as an amorphous darkness as they scuttle. Move completely silently, and absorb light from their surroundings. 3
4. Psilosymbiote Rover Infection affecting intelligent life. Causes dry, wooden skin, thick layer of slime, mildew, fungal growths. Secrete black and green bile from pores and orifices. Sometimes vibrant-colored, spotted, or covered in cordyceps-tendrils Feral, semi-intelligent, hunt in packs. Limited speech, mostly nonsensical. Capable of using weapons, or projecting harmful spores. Infectious to intelligent life. 2-3
5. Psilosymbiote Shrieker Child-sized, infection has transformed entire body. Mushroom-capped head, flat, hard face of mushroom flesh with two round holes for eyes and one small round mouth hole. Child-like intelligence. When disturbed, produce a psychedelic, panic-inducing shriek. Other psilosymbiotes and garlic berserkers are protective of shriekers. 1-2
6. "Bees", Blue Moon Swarm of "bees". Teal and green colored with patches of red, metallic carapace, four barbed claws, wasp-like wings and face with wasp-eyes at the end of long eyestalks Can attack with their claws or launch their stingers as projectiles. Stingers can induce mutations, mainly cosmetic, often permanent. They are carniverous and produce meat-honey or fermented meat-mead from their prey. The meat-product can be used to induce the impossible into the paraverse. 2-3
7. Mimic Bandit The mimic has taken the form of fully-body armor, covering the entire body. Between the "metal" plates of armor is a grayish-pink, fibrous, rubbery "undershirt". The mimic can shape weapons into its hands, or expose fangs from any part of its body (often the face or hands). The mimic requires a host to maintain this form. Usually, the host is rendered brain-dead, although in rare cases the host and mimic form a symbiotic relationship. The bandits have the intelligence of a mimic, but can only produce the sounds a mimic can make, and cannot speak. 3-4
8. Oko-Men Humanoid pumpkin on a stick creatures. Some have only a single head, although many have clusters of bulbous, red, squishy, pumpkin-like heads. Range from child-like to gorilla-like in size. They are said to be the spirits of those who failed in their goals in life, or those who wrongly embraced a novel thing as an old tradition. 1-4
9. Toothless Garlic berserkers with bony growths, cracked at the tips and some edges, exposing absolute solid. They have no teeth, but swollen gums of absolute solid. Like other garlic berserkers, the garlic which allows them to perceive and act outside of linear time has caused them to go insane. These berserkers specifically are hoarders, are relentless in pursuing their prey, and though incoherent, seem to express anti-love towards all. 3-4
10. Lesser Byakhee Horse-sized creatures with long, rat-like bodies, webbed and clawed limbs, bat-like wings, a face like a rat, bat, reptile, or crow. Some have beaks, others a hard bone muzzle, others a naked face. Covered in large but flat strands of biological material like a cross between feather, hair, and fur. Vary in color, and additionally some are spotted, striped, or multicolored. Shrewd predators, but no more than beasts. Certain kinds of inhuman intelligences are capable of taming and riding them. Certain breeds are domestic to Hastur, Zaphrad, and other mythic beings. 3-5
11. Qhuaos Quince Quanine A horizontal canine tooth with the limbs, paws, tail, and demeanor of a canine. The wider base of the tooth is the back end, the sharp point the face. Paws and other fleshy features are like that of a quince. Loyal to The Dentist and the Tooth Fairy / Fey King and hyper aggressive. They're delicious, but the qhuaos quince juice induces rabies-like hysteria and tooth decay. 2-3
12. Sword, Nova Arkham An Unliving nematode-like creature in a psionic cell. The psionic energy objectifies a sack of bio-tissue, plastic, and cybernetic parts. If punctured, the abstract concept of null inverts from its object-oriented form to that of a null-space. The sword exists to destroy the shield, and anything in its way. Its general intelligence is comparable to a dolphin, although it has superhuman stealth or pack predator skills. As the object-oriented form of the abstract concept of null, it lacks a concept of self or anything resembling emotion. 2-3 (direct combat) 4-5 (stealth or in a pack)
13. Shield, Nova Arkham An Unliving axolotl-like mutant. These mutants are born in a pair. The smaller eventually grows into the humanoid creature, the larger never grows, but is a powerful psionic entity and is psionically connected to its humanoid "sibling". The Shields are made Unliving early in development, and their connection to their "sibling" is corrupted, creating the Sword. Shields have autistic-like intelligence and are tactical savants. Although they are competent at the martial sciences and phreaking, it is considered a failure for a Sword (or any other opponent) to even reach the Shield. The Shield should be the master of its environment and defeat any foe without coming into contact with it. A Shield that defeats its Sword will usually enter a catatonic state afterwards. Together, the Sword and Shield exist to make the system stronger. 2-3
14. Liquid Starfire Elemental Generally similar in appearance to Mogleth; a hot, greasy, translucent beast with boar-like tusks and lower jaw, morel mushroom-like head with beady eyes within the wrinkled folds, covered in crustacean-like chitin and tendrils. Unlike Mogleth, its body is oblong and bulbous like a manatee. They swim along the currents of liquid starfire floating in the atmosphere. They are simple, manic, and hungry. 4-5
15. Absolute Solid Elemental Like a cross between Zaphrad and a lesser byakhee. A bird-like beast with vivid, un-real pinkish skin, gouged eyes, and a clipped beak. May at first appear friendly, but they have an avoidant attachment style and will become aggressive if overly fawned over, or abandoned. Will attempt to steal or otherwise harass anything they encounter, and will remorselessly and hatefully attack anyone who attempts to leave them. 3-5
16. Anti-Information Elemental Composed of an anti-information photographic plate in the shape of (and reflecting the features of) a fat, cyan, labyrinthodontia-like creature with an elongated body like a Chinese dragon. Every aspect of its nature, from its cognition and behavior to its smallest particles, follows a system of logic fundamentally different from and incompatible with reality as we understand it. Prolonged exposure ensures insanity. 3-5
17. Impossible Light Elemental A wisp of light, vaguely green, or somewhere between infra-green and ultra-green. A corrupt signal travelling along the optic nerve. Induces hallucinations, anxiety, and depression. Long-term exposure leads to permanent visual impairment and thought disorder. NA
18. Massively Aberrant Daemon (MAD) A broad term for a class of creatures summoned using phreaking. In some cases, the phreaker codes the script to summon the creature from some other dimension or moment within the paraverse. In other cases, the phreaker trains "daemonic essence" like model estimates in a neural network, constructing a unique MAD into a moment within the paraverse. MADs generally have limited intelligence, or at least are limited in their behaviors within that moment of the paraverse. They follow some limited set of instructions they are either programmed with from a decision-tree, or through statistical learning methods. 5+
19. Bone Daddy A humanoid skeleton with fleshy lips and jazz-club or beach-side clothing crumpled and projecting on its form like a Dadaist collage. Its teeth are covered in similarly Dadaist runes, casting phreaking spells in musical notation. It has human-like intelligence but can be difficult to communicate with. Music, especially jazz, is often the most effective means of communication. 3-4
20. "Bee" Mecha, Blue Moon A hive constructed out of meat, meat-nectar, and meat-honey, by the "bees" of the Blue Moon. The hives are sophisticated in their design, closely mimicking mechanical constructs such as tanks, or even complex bio-mechanics such as humanoids. The "bees" will often supplement their hives with hard substances such as metals, corals, or absolute solid to create armor for their mobile hive mechas. The "bees" are at their most coordinated while working together in their hive. In addition to being formidable giant combatants, they can also rapidly solve tasks at a level of mathematical or logical complexity far beyond the ability of individual mortals. From an outsider's perspective, the coordination within and between "bee" mecha is functionally indistinguishable from intelligent social animals. 5+

Thursday, August 2, 2018

NPCs

I had avoided NPCs for a while since many of them are so setting specific, but I hope that a) these NPCs help flesh out the world, and b) they are compelling enough in themselves that people would want to use them in their own games, and with a little tweaking, could make them work for other settings. I also struggled with whether to focus on NPCs related to a specific place or faction, or do more of a "best of", and I went with the latter, although unfortunately there were several NPCs I would have loved to include, but for various reasons chose not to. Also, I struggled with how much lore I should reveal and how specific to my own game these entries should be. In general, I would suggest you take what you like and cut what you don't. My personal favorites off of this table are the Grim General in Blue, Edward Nzimbe, Doctor Lovesmenot / The Honeycomb Man, and Hopscotch and Honeybee. Let me know what you think!


NPCs (1d20)AppearancePersonality/HistorySpecial AbilitiesRole / Notes
1. Grim General in BlueMutant with sickly bluish-green tinted skin, a face burned so badly as to appear skeletal, and a gnarly, twisted, burnt tongue. Dresses like a black leather fascist.Born a slave in the deino kingdom. Fought for the deinos in the myco-wars. Burnt his face after being infected by the psilosymbiotes to kill the infection. A tactical genius who likely saved the world from the psilosymbiotes. It is said that he was asked to manage Nova Arkham personally by the Fey King. Despite being in many ways a typical sociopathic, narcissistic, fascist tyrant with no regard for his people, he has been undeniably a competent ruler.It is unknown if he has any special mutant abilities, but it is believed that he is extremely powerful. He carries various powerful ancient artifacts or modern tools, such as elemental power orbs which orbit around him, and a powerful laser-pistol.I imagine him as someone who has deeply internalized his abuse and is a tragic anti-villain, but one could also use him as a more straightforward villain. He should be powerful and intimidating relative to the party (at least at first), but in the grander scheme of things is as much at the mercy of gods and monsters as anyone else. He has reached his position more so through cunning than raw power.
2. Sieg and Zeffre Shang Mars DiBoth have blue-ish skin, purple fin-like ears and purple lizard-claw forearms, hands, ankles, and feet, but are otherwise conventionally attractive. Sieg is in his early 20's, Zeffre in her late 20's.Sieg is brash, violent, and immature, but also more cunning than he appears. Zeffre is known for being cold and calculating, but is more good-natured and reasonable than she may seem.Sieg is a garlic knight who often wears full byzma metal armor and carries a katana and large chakram. Zeffre is a jammer who carries a bone kris dagger-like IFOD said to be carved from the bone of a dragon.The siblings have an antagonistic relationship with each other, with Edward, and with their father (the Grim General in Blue). Should also be cooperative but antagonistic towards the players at first. Good for political intrigue stories.
3. Edward NzimbeLight mocha skin with shimmering, crystalline filament hair, including a goatee. Below average height. Wears round glasses low on his nose, the gold frames covering only the lower half of the lenses. Not good looking in the conventional sense, but not wholly unattractive either. Often wears a white lab coat.Highly intellectual, very talkative (sometimes to his own detriment), unusual and rapid cadence. Highly respected by the Grim General, who also heaps praise on him as a (sometimes not so) passive aggressive stab at his children, creating a strained, "third sibling" relationship between himself, Sieg, and Zeffre.Super-genius phreaker, with broad knowledge in other intellectual fields such as materialism and apoptomancy. Not much of a fighter/adventurer, but his intellect has been instrumental to the success of the Grim General's Nova Arkham.His consciousness is distributed across the paraverse, conglomerating into the god-like entity SLIME Edward, who resides in Deep Time. His behaviors often seem utilitarian or a-moral, but he is generally a good and reasonable person. Depending on the state of the paraverse, this version of Edward may not be consciously aware of SLIME Edward.
4. OcculonA giant, red, veiny, dry eyeball mutant hovering on a bio-jet optic nerve exhausting a cerebro-spinal fluid (CSF)-like combustive substance.Proponent of a "maximum exploitation function"- a way for a government or business to extract the most value out of its populace / employees with the least risk for rebellion. A cynical industrialist. Intelligent, but myopic (pun intended).Reflects and refracts light precisely, cutting the air to produce a whistling voice. Uses hard-light to manipulate objects. Can project his explosive, napalm-like CSF.A wealthy industrialist transitioning into politics. Has become a divisive figure in the Public Forum. Cooperative with and ideologically similar to the Grim General, but without honor. Would gladly backstab and replace him. Likely would be a worse (or at least more cruel) ruler.
5. Arnold TanakaA middle-aged, slightly overweight, black-haired, balding, almond-eyed mutant. Wears a black suit, cowboy hat, and glasses. Has antennae on the top of his head, and many eyes across his forehead which glow various colors in random patterns. Speaks in a Texas accent.A functional alcoholic. Jovial when off the job, but so serious when working as to be off-putting. Surprisingly competent to those who only know him casually. Jaded, but ultimately well-meaning. Knows how to work people.Impressively competent "super spy", powerful mesmerist. A paraversal being who generally has all the intel on what's going on in the relevant segments of the paraverse or Deep Time.The handler of the Pearl Panthers mercenary group, a good starting point for an adventuring party. The party may or may not be aware that the Pearl Panthers are one of several fronts for the dada-DA, the paraversal organization Tanaka actually serves.
6. GuttersnipeAn ugly, scrawny, heavily scarred kobold in a trench coat. Shady and dangerous looking.Rough around the edges, but all around good guy. For someone who has been through a lot, he seems surprisingly wise, worldy, and well-adjusted.Carries a giant, super powerful, ancient, techno-organic plasma sniper rifle which can also morph into armor. Wears aether tactics gear with claws instead of hooks underneath his trenchcoat, which he uses to grasp onto and ram into enemies in freefall while wearing his rifle as armor.Given his appearance and demeanor, could be a red herring in an investigation. In my campaign, he was already working with Tanaka prior to the start of the game, has been to Deep Time, and is aware that he works for the dada-DA.
7. Acid MongooseA humanoid mongoose mutant, average humanoid-sized, wears a rubbery tactical suit with Kevlar-like body armor, has a patch over his left eye, and wears a bandanna.Like Guttersnipe, he is rough around the edges, but with less of a soft side. When not undercover, he is generally gruff and unlikable, at least until you get to know him. Idealistic and true to his beliefs.Similar "super spy" skills as Tanaka, although more heavily equipped and physically stronger (but less competent at mesmerism). Has other mongoose-like abilities.Has a long and complicated history with Tanaka and the dada-DA. Should have a cooperative but antagonistic relationship with the party (if they're working with the Tanaka), but the relationship could change as they get to know him.
8. The Butler (aka The Butler of Dada)Mutant with an abnormally large, round head, large facial features, and a small, frail looking body. Speaks with a comical, over-the-top British accent.Servile, but with a certain biting, dry sarcasm. In the rare case where he must fight, reveals a much more dominant and aggressive side.Carries a cane which can be used as a weapon, creating a strobe effect which seems to wipe things from existence. Despite his oddness, he is clearly quite powerful.Should initially come off as a background character / facilitator, but there could be subtle hints that he is much older, more knowledgeable, and more powerful than he pretends.
9. FreaksmithLarge mutant with yellow eyes, blackish green skin, sharp teeth, and covered in a mossy substance. Raspy voice with a cajun accent.Will intentionally play up his intimidating appearance for laughs, but is actually a generous and humorous person.An expert at collecting, repairing, or modifying ancient or odd artifacts, and has designed plenty of his own weapons, armor, and gadgets (to mixed success).Resides in Deep Time, and is the go-to armorer for the top agents of the dada-DA. Finds and sells the best and rarest tama-dama for a fair price.
10. The Honeycomb Man (aka Doctor Lovesmenot)A sad, world-weary, post-middle aged mutant with pinkish skin and rosewood colored hair, neon green irises, and no pupils. When revealed as the Honeycomb Man, is covered in meat-honey and honeycomb like holes all over his body that "bees" crawl out of. A third of his skull is cracked open at a 45ish-degree angle, exposing a wasp-like head underneath with compound eyes on a stalk.While hiding his Honeycomb Man form, acts like a kind and gentle, if nervous and weary doctor. Although he serves as a benevolent non-profit doctor in Perdition, he is actually a completely deranged serial killer, riddled with guilt over his past. His victims are primarily those he holds responsible, in some roundabout way, for the suffering of the God Mutant (instead of himself).An extremely powerful apoptomancer, made more dangerous given his swarm of "bees" and Deep Ones, and his own metamorphosis. May also carry impossigen-based weapons or gadgets.The God Mutant manipulated the doctor to induce his own immaculate conception. This version of Doctor Lovesmenot served as a surrogate father to the God Mutant, but was in some way coerced by Yagak-Sha (possibly by way of another agent), corrupting the it in the process. It is also possible that it was always corrupted, and Yagak-Sha was incidental, or motivated by the God Mutant itself.
11. Doctor LovesmenotTall, fit, handsome mutant in his early 30's with pinkish skin and rosewood colored hair, neon green irises, and no pupils.Intelligent and charismatic, but in an inauthentic way, like a politician. Seemingly well-meaning, but often puts his research above traditional morality, and always seems like he's hiding something.An extremely powerful apoptomancer (and possibly an empowered agent of Yagak-Sha). Lacks the metamorphic powers of the Honeycomb Man, but has the force of will of one who has not been psychically broken.This version of the Doctor does not come into being unless the God Mutant is removed from the paraverse. Should be a mystery; works for the Grim General but may or may not know about the paraverse, his history with the God Mutant, and Yagak-Sha.
12. Macaroni and CheezMostly humanoid, chimp-like and orangutan-like mutants, respectively. Dirty, under-dressed, dopey-looking.If encountered in Perdition (pre-eradication of the God Mutant), are absolute solid stick addicts, and behave as such. Afterwards, are dopey and stoner-like, but well-meaning.No special abilities to speak of. It is not clear why they work for Doctor Lovesmenot in either configuration of the paraverse (pre- or post- eradication of the God Mutant).Unlike Doctor Lovesmenot, they should be genuinely clueless about the Paraverse, or how they got from Perdition/Deep Time to Nova Arkham after the reconfiguration.
13. Scout Raptor MaederMiddle-aged deino, well below average sized and frail, but gorgeously well-feathered, making him attractive and regal-looking.Even by deino standards, is cold, dry, and serious. Treats mutants (and to a lesser extent all non-deinos) with disdain, but is outright hateful towards deino-passing mutants.A low-ranking general (Scout Raptor). A decent shot, otherwise not physically threatening, but he is a competent military strategist, tactician, and bureaucrat.Runs a slave labor camp of deino-passing mutants (who are anathema to the deino religion) and is generally awful. Nonetheless, he does genuinely care for his own people, and can be merciful or reasonable under the right circumstances.
14. Nina SoulchildTall, attractive tartarian woman with a two-puff afro who wears a silky crimson jumpsuit, low cut, with a gold ascot scarf, bellbottom pants, and high platform shoes. Carries a steak-like gold wand running through a small, beating heart which drips blood which quickly evaporates without leaving a stain. The steak conceals a retractable blade.Fun, sarcastic, free-loving, romantic, adventurous. All of this is genuine, but is also a cover for her ongoing depression, lost love, and deep personal regrets. Despite the dubious moral nature of her mercenary work, she is a mostly caring and well-meaning person.A powerful combat necromancer. She uses the blade in her steak to slit her wrists or throat- using suicide blood to activate her blood font. Has an abnormally-powerful blood golem which she can summon from her blood font.Currently resides in the Harlequinade Embassy, working as a mercenary. Has a close working relationship with most major factions.
15. Tezura Niko and AlephTezura is a male dogu. Carries a large dagger with glowing blue circuits and a blue orb towards the hilt. Wears a silver cloth armor with similar blue circuitry. Has frosty-blue hair and unnatural, similar-colored eyes. Aleph is a mostly humanoid-passing, tall and lean but muscular female-looking golemite with navy blue hair.Tezura is the archetypal scientist-adventurer renaissance man, and is considered a hero among the dogu. Aleph is his silent-but-deadly companion, who is every bit as capable as him, but clearly not in her most fully-functional form.Tezura is a capable fighter, but is more so a materialist, phreaker, and amateur zoomer and aether dragoon. Aleph is super-humanly strong and durable, and has various advanced golemite gadgets and enhancements within her.These two can show up basically anywhere for any reason, and can be useful for wrapping the players up into some random plot, or moving a given plot along, if things are running stagnant.
16. Raisa NikoladzeHas braided, metallic red hair, and wears leather armor with a non-euclidean clockwork mesh underneath. Her bestial form is like a reptilian jackal.Tezura's foil. She is the right-hand of Asimov Dengo, the leader of the dogu mafia. Not necessarily evil, but certainly ruthlessly self-interested.Similar intellect and skillset as Tezura, but with a greater emphasis on the martial sciences. Has recently acquired void powers.In my campaign, her dealings with the Harlequinade cult, Kurobozu, leads to her body being taken over by the god Mordiggian, forcing out Asimov Dengo from the mafia, overthrowing the dogu kingdom, reviving an ancient positronic golemite army, and starting a war with the tartarian kingdom.
17. Enno PieroHarlequinade with blue and white skin and a face like a theatre mask. Wears an outfit like a cross between a caped superhero and the Swiss guard.Like most harlequinade, is manic, unpredictable, and difficult to understand by typical mortals. Seems to be the governor of the Harlequinade Embassy.Extremely powerful, both in direct combat and given his various magical and psionic abilities, many of which are not well-understood to non-harlequinade. Also carries many powerful artifacts.May be associated with the Kurobozu, or with some other unknown faction...
18. XeymourA short, bald, young (early 20's) dogu who wears rhomboidal glasses, each composed of a purple and a gold triangle. Archetypal punk zoomer outfit. Speaks in 1980's hip-hop street slang.The leader of the fonce resistance, a counter-culture of zoomers who engage in mostly non-violent, and 100% non-lethal protest, and are heavy users of the positronic network. Immature and idealistic, but competent and well-meaning, with a surprisingly mature side underneath his wacky, thrill-seeking outward demeanor.A capable zoomer, wavespace prodigy, decent phreaker and materialist, but not otherwise exceptionally powerful.In active conflict with Hak Moon's faction. Is not aware of the long-term implications of heavy use of the positronic network. In my campaign, the fonce resistance is a reaction to the dogu mafia taking over the kingdom, but they could pre-date that event for another campaign.
19. Hak MoonLarge dogu in his early 20's. Wears a black and white striped leather jacket, white and black makeup, zoomer gear, and a heavy electrocoil gun.The dark side of thrill-seeking; manic, self-destructive, has an addictive personality, loves to gamble and play games. Appears idealistic, but it is unclear (even to himself) if this is genuine or an excuse for violence and the rush of rebellion.Equal to Xeymour as a zoomer, but less so a wavespace prodigy. However, he has learned how to summon objects from wavespace through silence and exaggerated gestures using a method known as mime-etics. Also has a powerful bestial form.He and Xeymour were old friends who grew up in the slums working for the mafia. After rising the ranks, they had a falling out and Xeymour formed fonce resistance. Hak Moon later left the mafia with a bloody trail, and formed his own violent rebel faction.
20. Hopscotch and HoneybeeA short humanoid mutant wearing a weird, creepy, caricature-esque rubber mask of a handsome man, and a large, rabbit-like mutant, both dressed in black, expensive looking three-piece suits and fedoras. Accents like early 20th century mafia goon and wiseguy, respectively. Hopscotch isn't the one you're thinking he should be.A dynamic duo (of dunces). Hopscotch is intelligent, but tends to pontificate in ways that sound smart unless you know what the words he's saying actually mean. Honeybee is outwardly a dullard, but can be surprisingly sharp. They like to act tough, but they're so comically inept that it makes them endearing.Despite their comical ineptitude and overr- and under-estimation of themselves (respectively), they are actually surprisingly capable, in a baffling manner. They come from some very, very distant part of the paraverse, and have access to knowledge and resources which make them dangerous, under the right circumstances.It's not clear where they're from, who they work for, or what they do, except that it involves a BUTTLOAD of murder. They seem to somehow always get mixed up in things way too big for them, and yet the few who have the wherewithal to even recognize them know not to get in their way. Also, a word of warning: Don't look too closely behind Hopscotch's mask...