Locations (1d20) | Description | Notable People/NPCs | Additional Notes |
---|---|---|---|
1. The People's Market | An open market, most famous for its fruits and vegetables, but also carries other foods (more conventional than Clamy's or Sporie's), lower-end curios, and various other odds and ends. Conjunctiva's own fruit stand is most famous for its juicy, crystalline red fruit, delicious, nutritious, and unlike anything else. | The owner of the market, Conjunctiva, is a giant eyeball mutant hovering on a biojet optic nerve, and the bad-blood brother of Occulon. In addition to light-manipulation abilities, he is also a practiced necromancer. His eye is always bloodshot, and when he activates his bloodfont, his biojet becomes a necromantic hemojet. | Conjunctiva, a hardcore social anarchist, subsidizes much of the cost of the market out of pocket to make it more affordable for the people. He also encourages bartering over monetary exchange. Conjunctiva's famous red fruit is actually derived from his own necromantic blood magic. |
2. Silky Satina's Clothing and Textiles | The shop is covered in a skin-like membrane, with no nervous system. The skin grows various kinds of hair, fur, cotton, silk, polyester, or whatever more exotic materials Satina needs. | The owner and designer of the shop, Satina, is a demonic-looking humanoid mutant with the tongue and camouflage abilities of a chameleon. She is a lovely person, and always wears amazing, trend-setting outfits. | Large, fleshy, spider-like creatures can be seen skittering and droning around the shop. They do not survive long outside the shop, but that hasn't stopped people from stealing them for various reasons. |
3. Alistair Bank and Stock Exchange | A rectangular, pillared building of stone, marble, and precious metals. The bank exists across the paraverse- meaning outside of space, time, and causality as we understand it. The value of currencies and corporations is estimated from a model universe, encrypted across every instantiation of the bank in the paraverse, and adjusts mostly smoothly to changes in the paraverse. | The owner of the bank, Alistair, is a humanoid gecko-like mutant in a fancy, expensive suit. He is supernaturally charming, with a visible aura that inspires others. Despite his supposed business and financial acumen, secretly his fortune was built through the blind luck of finding one of Lutwidge's writs of debt, which he keeps on his person at all times. | Given any attempt to rob the bank, the paraverse will rewrite itself, making a robbery impossible to all but the most powerful paraterrestrial beings. The model is more stable than any resource-backed currency, and has never busted. It is theorized that the bank defies entropy, and at worst will eventually grow at such a polynomial rate that it will encompass the entire paraverse and then go supernova. |
4. Sheriff's Office and Jail | An unassuming building of mostly wood, like the Wild West. It is inestimably larger on the inside, drab, gray, walled with cement, and labyrinthine. Except for the beautiful, mountainous desert courtyard, clearly not within the Capitol, the inmates receive no exposure to natural light, and are rarely taken to the wonderful courtyard. All other illumination is dull, shoddy fluorescence. | The Phantom Sheriff is a consortium of souls, each a murder victim. It is believed ze is a parraterestrial- blurring in and out of reality from the perception of mortals. Ze appears as a blur of the faces and bodies of the souls comprising zir, and has limited access to their various skills and abilities. Ze does not eat, does not sleep, and cannot be harmed by physical means. | Despite its extra-dimensional nature, the jail does not exist outside of time, although inmates quickly lose sense of chronology anyway. It is rumored that the jail is somehow connected to the Grand Stable. It is also rumored that the Phantom Sheriff is manifested from the jail itself. |
5. Dr. Hyborea's Asylum | Dr. Hyborea wears astrium-glass lenses, which he uses to turn patients into living spaces. The asylum is an extra-dimensional, metaphysical embodiment of the patients' minds. It is generally not safe to traverse the asylum without the assistance of Dr. Hyborea or a powerful mystic, and only the Doctor or a mystic could make use of the lenses. He works from his mansion, in a peaceful and secluded area, just barely outside the meridian system, a few hours away from the capitol. | Dr. Hyborea is a large and muscular humanoid mutant with metallic blue skin and no head or neck, with two long eye stalks sprouting from where his head would be. His entire body is ganglionic- a distributed network of nerve clusters. Even if parts of himself are removed, he can encrypt and compress his knowledge until he can regenerate the necessary lost mass. His identity has been infected by the asylum. He is going mad and is prone to rages. | The asylum never looks the same, because its form is dependent both on the patients-as-spaces, and the visitors. The visitors either observe/manipulate the space through contact with the astrium lenses, or enter the asylum as an object-as-space. Nonetheless, Dr. Hyborea always knows his way around the asylum, and can dissociate features in the space from specific patients. |
6. The Infererium | A small, round, planetarium-like temple, it's dome made from roth obsidian. Kaibermantic light shows are put on for small groups, and it attracts the masses. | The Oracle is a beta, a living dimension. Its presence can be sensed as a distortion, an axis along space, time, and metaphysical/platonic constructs. | While expensive, the fortunes provided by The Oracle have saved (or destroyed) businesses, relationships, and lives. The fortunes are intentionally vague, so as to avoid causal alteration of the paraverse (and by extension invalidating the fortune). |
7. Helnwein's Tavern | In addition to booze, the tavern vents psychedelic ectoplasmic gases which induce a reminiscence of dead dreams- on the house. Glasses adhere to the hands of their owner and are too slick to be grasped by others (besides tavern staff). | The bartender, Helnwein, is a floating, partially out of phase, baby-like mutant with a deep, gravely voice. | Serves Clamy's "meats" and various foods (and select drinks) from Sporie's. |
8. Grand Stable | A labyrinthine series of parking garage-like buildings, mostly subterranean, which can raise to varying levels above ground and rearrange floors across units. Any pack or mount animal, mode of personal transport, or livestock must be registered and stored when not in use. | While mostly automated, most access-points have a single, generally disinterested employee monitoring the operation. The entire Grand Stable is managed by Mr. Myce, a minotaur-like mutant, reminiscent of a bull-hippocampus, with blue fur and skin, great strength, and hydraulic magical abilities. | Stable-units are plentiful throughout the city, making it easy and carefree to traverse on foot or by mount. The grand stable is nigh-impenetrable, and even more difficult to escape than enter, meaning your animals will be in good hands. Of course, it also means the bureaucracies can always find you... |
9. Clamy's "Meat" Butchery | Fresh "meat"! Get your chicken-spiders, your frog-bats, your fungi-shelled tortoises, and don't forget our delectable vulture-monkeys! And wait 'til you see what we have in the back... | In addition to zirs rare and exotic meats, the cactus-meets-venus fly trap-like mutant also grows various plant, fungal, or nondescript organisms which ze sells as "meat". Better not to question it... | The deli cutter aggressively sprays a delicious smelling, greasy purple and brownish liquid, regardless of what kind of meat (or "meat") is being cut. It makes sexual moaning noises as it does so. |
10. Materia Masonry | A cave-head at the entrance of a simple-looking beige factory. The interior is always dark and dripping with a milky, acidic fluid. | No one has seen the mason except for his shadow, as he crawls along the surfaces of the cave-factory in the dark. | Every block has an ideal form. The acids identify and carve the ideal form out of any block of any kind of material. Effectively an arms and armory shop, but may have other uses... |
11. Dr. Sphing's Apothecary and Medical Office | The apothecary portion is suitably dim and dusty. Many of the tinctures, herbs, and other products are stored in mosquito egg-like membranes. The actual medical office is pristine, except for always one blotch of blood, never in the same place. | A humanoid mosquito mutant. He can draw the sickness or ailment out of blood (regardless of the nature of the sickness or ailment) and regurgitate it into chemicals and tinctures for other medical purposes. He is also an excellent physician and herbalist in addition to his mutation. | Despite its off-putting appearance, Dr. Sphing's medical care is second only to what can be provided within the Fey Court itself. |
12. Quickie-Cut Barbershop and Feldshery | A place to get a shave, a haircut, or undergo emergency invasive surgery. By manipulating the speed and direction of the swirling barber's pole, time can be sped up or slowed down within the shop, to facilitate quick shaves, or buy time for dangerous surgical operations. | The Feldsher (name unknown) is a vaguely serpentine-faced mutant covered in short, bristle-like feathers as sharp as razors, with a hump on its back. The hump opens up to expose leech-faced appendages which can be used for cutting, bloodletting, cleaning, infusing, or stanching. | Conveniently located next to Dr. Sphing's. Also offers dental hygiene services, but these services are generally not recommended... |
13. Sporious Results (aka Sporie's) | A bakery, distillery, brewery, dairy, and maker of other things fermented and pickled. | The bakery is itself a giant yeast (or yeast-like) colony, collectively referred to as "Sporie's". It is not known if it is sapient, but it seems to get the job done... | Carries a wide variety of rare and exotic, and laboriously bred yeasts, fungi, or similar organisms. Their products come in all sorts of shapes, colors, textures, and flavors unlike anything else. Tasting even the non-psychoactive products is often a psychedelic experience. |
14. Le Cirque | An open field of makeshift tents and stages made of shoglite. A dedicated grounds for theater, comedy, dance, oddities, and other entertainment. Located in the entertainment district. | The unofficial ringmaster is Feste, a porcelain clown-like harlequinade dressed in an outfit like a cross between a bal masque costume, an early 20th century circus ringmaster, and the Swiss Guard. More coherent than most harlequinade. Often speaks in rhyme and metaphor with frequent, ominous giggling. | The shoglite tents, stages, and much of the equipment of le cirque were provided by the Harlequinade, who frequently perform here. Most find their performances puzzling and unsettling, but they nonetheless continue to attract crowds out of sheer curiosity. |
15. The Coliseum | A ring-shaped structure made of bone and ancient metals. The fighting grounds are pulled into the air, dissolving as they rise up only just remaining in view of the stands below. The grounds regenerate. Located in the entertainment district. | The reigning champion of the coliseum is an enormously large and impossibly fat (yet fast and agile) mutant with greenish, greasy acne-covered skin, a wide grin, rows of shark-like teeth, and long antelope-like horns. He is known for his brutality in the ring (despite being a decent guy irl), and goes by The Glutton, but his real name is Walter. | The coliseum is one of the few locations in Nova Arkham which predates its construction by the Fey King. Many believe it once served some other purpose. |
16. The Forum | An hourglass-shaped, gigantic government complex. Gravity converges at the vestibule where the conical structures meet. The lower chamber is the public forum where anyone may discuss policy, and the upper chamber is for the courts and bureaucracies. Located in the entertainment district. | The demagogue Occulon is frequently present at the forum, among other elites of Nova Arkham such as Penn the Penguin. | In the lower chamber, to account for the inverted gravity, the interior is upside-down. Flowing throughout the vestibule are grains of sand-like micro eyes. Besides the courts, most of the offices in the upper chamber are relatively insignificant, or even outright shams. Workers are often not aware that their career is a lie, serving only to bamboozle the public. |
17. Dengo Sensorium | A tall and narrow pagoda building capped with an onion dome, full of paradoxical gears (mostly for show). A spa and community center containing amenities such as: massage, baths, sex work, psychedelia, sensory deprivation chambers, hyper-sensory chambers, dream inducers, astral inversion... | Asimov Dengo is a handsome, middle-aged dogu garlic knight with salt-and-pepper hair and a goatee. His bestial form is spider-like. He's covered in scars, notably two iridescent scars running vertically across each eye. The owner of the sensorium, and also the leader of the dogu mafia, spending too much time away from home... | Sensoriums are common in the Dogu Kingdom. Nova Arkham has some smaller sensoriums to cater to its dogu inhabitants, but this one is by far the largest and most prominent (and is also a front for the dogu mafia...). Despite being a mafia front, the sensorium itself is a legal, safe, and wholesome business. |
18. School of Hyperbolic Orange | A simple-looking martial science campus just off the meridian system outside the capitol. On a clear night, unknown constellations can be seen in the sky. The stone buildings contain noticeable quantities of anti-information, coating everything in a faint, holographic cyan light. The architecture of the buildings are beholden only to a-logical physics. | Flash Viper is the leader of the School of Hyperbolic Orange. A snake-like mutant with snake-appendages for arms. Boomer Cicada is a humanoid cicada-like mutant with the ability to move at supersonic speeds, and the greatest pupil of Flash Viper. | Home of the Enchiridion Chimerica: vol. i (aka sqrt(-1)), from which the martial scientists derive the SMASH style of combat. |
19. Penn Tell's All Curio Shop | An extra-dimensional shop which crops up in various locations throughout the capitol. In addition to whatever is on display, hidden doors hide pocket dimensions containing more rare and dangerous items. | Winston Pennington the 3rd, aka Penn the Penguin, a penguin-like mutant with vibrantly mottled skin, from a family and community of seal-like mutants (and a chip on his shoulder about it). Wears a top hat, monocle, and three-piece suit. A self-made man with connections and hubris. | In addition to carrying a wide variety of ancient artifacts, modern wonders, and general curios, has also learned to create (or may have simply acquired a large stock of) automagica decks and automagica spell cards. |
20. The Fey Court | An enormously tall, narrow, sleek, smooth white structure. Much of its length is composed of two fused, cylindrical structures, capped with a round structure, raised at the four corners and concave at the center. It towers over the rest of the already rather tall capitol of Nova Arkham, reaching into the skies. | Despite having built the meridian node upon which Nova Arkham was built, along with the Court itself, the Fey King is rarely present. Instead, the Court is primarily managed by the Grim General in Blue and his family and associates. Most of the length of the court is bureaucratic, with the cap being the Royal Chamber. | The bureaucratic offices of the court are mostly industrial, brutalist, and bland. The royal chamber is sleek, futuristic, alien, and bio-technical. It is full of vaguely organic pulsing and humming veins of bright energies, sleek surfaces, and smoothly moving parts. |
"The secrets of PHILOSOPHY and THOUGHT..." - Patrick Stuart referencing a conversation with me. A blog about Tabletop RPGs and other Weirdness.
My Games
Wednesday, August 15, 2018
Locations in Nova Arkham
Tuesday, August 14, 2018
Phantasmos: Key Concepts
While I've posted about the Big Picture and my personal Themes for the setting, this is my attempt to further clarify the Key Concepts in the setting, the things that make it unique from other Weird Post-Post-Apocalyptic Science Fantasy settings, as succinctly as possible. Without further ado, and in no particular order:
Ordinal Elements
Ordinal Elements
Impossible Light, Absolute Solid, Liquid Starfire, and Anti-Information (see materials). If elements are supposed to be the smallest or most symbolically meaningful units in a world, then one cannot discuss Phantasmos without the Ordinal Elements.
The name is a play on the Cardinal Symbols of Chinese Astrology, mapping to four (or five) mythic beasts, which are themselves mapped to the elements in Chinese mythology. Elements in mythology are generally things which occur in nature but are utilized by man, such as fire, water, air, and earth. The ordinal elements come from another universe, and represent more abstract concepts such as subjective perception, materialism/physicality, change/energy/mania, and a-logic; a fundamentally different set of universal principles; and are likewise mapped to mythic beings.
Elements are also often mapped to colors, usually primary colors derived from Red Green Blue (RGB) light additivity. Instead, I wanted the color theme of the ordinal elements to be the subtractive Cyan Magenta Yellow Key/Black (CMYK) colors. Going back to the Cardinal Symbols comparison, the "center" of the compass is mapped to mainland China and yellow/gold/brown. Instead, the fifth ordinal element is "void", the absence of object or space, and is colored black/purple/vantablack/null.
The Paraverse
I put the ordinal elements first because they are easier to conceptualize, but I consider the paraverse to be the most important concept in Phantasmos. It starts with a myth:
The gods created the paraverse and so exist as paraterrestrial beings, existing outside the paraverse and not constrained by its mechanics. Mortals cannot perceive reality like the gods, but the gods themselves created the paraverse as a model for their own understanding, and so it is that mortals can, through models, begin to understand reality like the gods. One must be wary of this knowledge as it often comes at a cost, even if only the cost of peace of mind, but certainly there must be value in emulating the gods...
We know some number of gods were driven to create the universe as we understand it, towards some end beyond our knowledge. They needed the nature of the universe to be consistent to meet this end, so they first created a deterministic universe. However, a deterministic universe suffers an observer problem- the gods, as paraversal beings, could not observe the system without altering it. The gods needed to be able to observe the universe, and also needed it to be robust to manipulation from other gods or mythic beings who did not share their intentions, so this would not do.
The next universe was still deterministic, but rather than causality being the linear product of space and time as mortals still perceive it, this causality was an encryption algorithm. The encryption protected it from outside interference, and several toy model universes were created, from which model estimates of the true universe could be derived. In this universe, every bit of information served as its own symbol, with its own inherent value.
The symbolic and deterministic universe would inevitably be compromised, and in any case, compared to the models, it was highly inefficient. Why give every bit of information meaning, when one can derive polynomially more states through conjunctions of bits, as was the case with the models. So, the gods created one more universe, which became the paraverse as we know it. The paraverse is a multi-dimensional space with at least three dimensions of space, at least two dimensions of time, and countless other dimensions which do not map natively to mortal perception and cognition. The paraverse is asymbolic, algorithmic, and probabilistic. To a paraversal being, the state of the paraverse can be inferred from a model of it. The models contain some number of dimensions like a multi-dimensional array, and the distributed weight and activation across the array can be used to infer from the true paraverse. The precision and simplicity of a symbolic, deterministic universe was traded for the flexibility of an asymbolic, probabilistic paraverse.
In this way, rather than causality being the linear product of space and time, it can be more appropriately thought of as like a distributed representation in a connectionist neural network. Changes in activity at nodes "forward" in time(s), "adjacent" in time(s), or along separate dimensions entirely, can lead to updates throughout the whole network, towards the maintenance of some relative homeostasis.
While mortals are not consciously aware of this, and still perceive time and space linearly, in fact a paraversal moment can include activity in the paraverse not within the conscious perception of mortals that meaningfully affects the mortal's conscious perception nonetheless. In other words, the paraverse is not just a set of separate and linear planes like a multiverse, but an entire predictable (but not causal), flexible system. While incursions of paraversal beings or mortals being pulled (or removing themselves) from the paraverse have altered it, thus far it has remained robust to destabilization, given the ends for which the gods desire.
So I realize that "brief" entry has a lot going on, and I'm probably going to keep working on it (at the very least, I'd like to make the writing more flavorful), for now I think that is a decent introduction to the paraverse.
Finally, I will talk about the Astral Plane and the notion of Object-as-Space and Space-as-Object.
The Astral Plane
Not a plane per se, but any hierarchical relationship between dimensions, relative to an object and a space. It is an inherently metaphysical concept- objects and spaces are arbitrary terms, and the mind and body of a sapient agent is even more so subjective and arbitrary. It exists solely through force of will- not just in sapient agents, but in any "thing" which affects other "things". A flow of water over a rock surface to form a river of millions of years has, in this sense, a will, and what is an object (the body of water, the rock surface) and what is a space (the river as a place), is relative to the other objects, agents, or spaces which could be operationalized. It is "psychic" in the truest sense, a "plane" rooted in the metaphysical concept of the psyche and of will, or perhaps the soul. It is a surreal "plane", a subjective gestalt. It is mind and matter and math.
Consider spatial dimensions: the vertices of a simple shape in a lower dimension are the edges of a comparable shape in a higher dimension. If one were to place vectors on the third dimension at the corners of a square, the two-dimensional square would become a three-dimensional cube. To go from three- to four-dimensional space, one could draw vectors along the vertices of the cube, creating a three-dimensional model of a tesseract/hypercube, like a cube within a cube. By "pulling" on the cube within the hypercube, the edges would stretch and change the angles of the tesseract. The metaphysical concepts of objects and spaces can be manipulated in a similar sense.
Objects are defined by what they are not. The distance or orientation between two objects, the continuity or barriers between them, define them. In other words, objects are defined by what they are not, and by their spatial relation to other objects. Further, this suggests an inverse relationship between the freedom of an object, and the parameters of the space. An object in a null-space is completely free, but lacks any context to differentiate that object from the space it inhabits or other objects, like dissociating blood cells in the body or molecules in pudding. By parameterizing the space, such as a single vector "floor", one creates a frame of reference to dissociate the object from the space, so that the object may act as an agent within that space, but the object is now defined by the space that it is not- its platonic form limits it.
The parameters of that space also affect the ability of sapient agents to interact with others, like a literal barrier of land or sea or air, or like skin or emotions. By extending one's consciousness to some higher dimension, one could manipulate their space from the outside, as if the space were an object and the object-agent were the space. It's a physical metaphor for a metaphysical concept. Within this plane, sapient beings are not separated as objects within a space. However, they can affect the spaces themselves, as objects, like interior decorating, to distinguish one agent from another.
That's all for now
So anyway, please let me know if this makes no sense at all, or whether it makes sense or not, if you came out of this feeling like you better understand Phantasmos and what makes it unique. I've been trying to figure out how to relate what makes Phantasmos greater than the sum of its parts, and I'm hoping a bit closer to that now.
Wednesday, August 8, 2018
BONUS: Creatures of LotFP (with statblocks!)
For an upcoming one-shot I will be running in my Phantasmos campaign setting using the OSR book Lamentations of the Flame Princess (LotFP), it was brought to my attention that the awesome Summon spell in LotFP could be used as a good template for creature stat blocks. I already have a table of creatures and plenty more besides, but I had so much fun using the Metamorphica to make a table of mutants that I figured I'd do a similar thing for LotFP monsters. I'm still new to OSR, so I'm not totally sure if these stat blocks are accurate/functional, but hopefully they're good enough. Even though we're playing with LotFP, I used the Sword & Wizardry's SRD Monster guide as a reference. I didn't include movement in the stat block unless it's anything especially good or bad, and I couldn't figure out what "ML" was supposed to be from LotFP, but I did include an approximate CL, based on Sword & Wizardry. In some cases I might add additional qualities that I didn't get from rolling- I'm just using these tools as a guidelines.
I've been finding this table to be just a little more cumbersome than I would have liked, and I don't think I'll need it in the future, but I think it's an awesome spell, and in some ways I think the fact that I don't want to use it in the future is a testament to how effective it was. Writing these up has helped me get a better sense of how to put together a stat block and how relatively dangerous a given creature is. Of course I won't know for sure until I put it to the test, but for now I'm pretty happy with this as an exercise. In the future I might just use the metamorphica to get ideas for special abilities and tweak the stats by intuition. I like in Cypher system how all enemies and NPCs have stats that can be generated from a single number, and then tweaked for effect. For the most part, I didn't touch the AC (armor class), AT (# of attacks), or DMG (damage) stats unless I rolled something which affected those stats, but in practice I might tweak them a bit.
As always, I'd love to hear what people think of the creatures, but even more than that, please let me know if you think the statblocks and abilities are reasonable or appropriate!
IMPORTANT: If you're going to be in the one-shot, DON'T READ THIS UNTIL AFTERWARDS! I may not even use any of these creatures (although I've grown attached to a few of them), but just to be safe...
I've been finding this table to be just a little more cumbersome than I would have liked, and I don't think I'll need it in the future, but I think it's an awesome spell, and in some ways I think the fact that I don't want to use it in the future is a testament to how effective it was. Writing these up has helped me get a better sense of how to put together a stat block and how relatively dangerous a given creature is. Of course I won't know for sure until I put it to the test, but for now I'm pretty happy with this as an exercise. In the future I might just use the metamorphica to get ideas for special abilities and tweak the stats by intuition. I like in Cypher system how all enemies and NPCs have stats that can be generated from a single number, and then tweaked for effect. For the most part, I didn't touch the AC (armor class), AT (# of attacks), or DMG (damage) stats unless I rolled something which affected those stats, but in practice I might tweak them a bit.
As always, I'd love to hear what people think of the creatures, but even more than that, please let me know if you think the statblocks and abilities are reasonable or appropriate!
IMPORTANT: If you're going to be in the one-shot, DON'T READ THIS UNTIL AFTERWARDS! I may not even use any of these creatures (although I've grown attached to a few of them), but just to be safe...
Creatures (1d20) | Appearance | Thoughts/Behaviors | Statblock | Special Abilities / Additional Notes |
---|---|---|---|---|
1. Aquorum | An amorphous blob. A prokaryote-like impossible organism, unstable in physical space. Clones sprout on its surface which explode on impact. | A simplistic organism that operates on the most basic a-logical equivalent of stimulus-response. | HD 1, AC 12, AT 1, DMG 1d6, CL 2. | HDd6 anti-information explosion on contact. |
2. Impossible Impostor Crab | A hermit crab-like creature, wrapped in the discarded/dead absolute solid shell and claw/gauntlets of an impossible organism. | Behaves like an exaggerated hermit crab, full of jealousy and spite. | HD 1, AC 12, AT 1, DMG 1d6, CL 3. | Immune to physical attacks. Double movement. Attack can induce anti-love or ennui. Not an impossible organism, but has somehow adapted to absolute solid. |
3. Magi-SLIME | A jade-colored, frosty-cold SLIME with a meridian metal core. | Behaves animal-like. Will try to flee, only fights if cornered. Its body is dangerously cold. | HD 2, AC 12, AT 1, DMG 1d6, CL 2. | Half movement. Its meridian core is worth 500sp. Occasionally also contains a spell (if so, it can use the spell too...) |
4. DNEa | A double-helix shaped creature which writhes like a snake. | Will attempt to constrict its prey and inject a virus. | HD 2, AC 12, AT 1, DMG 1d6, CL 5. | Can constrict its enemies. Its bite releases a virus (treat as poison) which won't heal naturally. If an infected creature dies, it will immediately turn into another DNEa. |
5. Cognetic of the Unknown | A creature levitating from its own electromagnetic field. Looks like neural tissue, but not in the shape of any known or plausible brain. | Aggressive creatures which roam in packs known as "fields", given their combined electromagnetism. | HD 3, AC 12, AT 1, DMG 1d6, CL 4. | Immune to electricity. |
6. Shit-Shroom | An unassuming patch of bioluminescent fungi, which is actually an impossible organism feeding off a pile of excrement of another impossible organism. | Emits a strong, enticing, savory aroma. As prey approach, it releases gases which explode, spraying fecal matter. Can uproot and flee if necessary, but will generally not move unless it must. | HD 3, AC 12, AT 1, DMG 1d6, CL 5. | On successful hit, the gas and fecal matter induce confusion. |
7. Creepy-Crawler | A creepy-crawly creature camouflaged as a large bundle of seaweed. | Waits for prey to step on it, then attempts to grapple them. Covered in sticky slime. | HD 4, AC 12, AT 1, DMG 1d6, CL 5. | Its slime can slow a target (10 rounds to generate more slime). |
8. Void Elemental | A vantablack void orb with thorny tendrils. It is not clear if this is an organism, construct, or the platonic concept of null. | Suction cups on the trendrils create mini-black hole vacuums. | HD 4, AC 12, AT 1, DMG 1d6, CL 6. | Immune to physical attack. Can cast Darkness (at will). |
9. Pseudo-Zapatotian | A thick vine with tentacle-like branches. Generally grows on trees and large fungi. | The vine reflexively dangles its resin-covered tentacle-branches over climbers. | HD 5, AC 12, AT 1, DMG 1d6, CL 6. | Target of successful attack takes DMG-die -1 damage each turn until the DMG-die reaches < d4, from resin on the tentacle-branches. |
10. Kirboid | A transparent balloon-like creature with rudder-like fin-hands. | Will meander over to slow-moving or unaware creatures and swallow them whole. Can replace its normal attack with an attack / special ability of a digested creature (1d4 turns to digest). | HD 5, AC 12, AT 1, DMG 1d6, CL 8. | Can swallow creatures whole (on nat 20 or hitting by >= 10). If punctured, summons a random creature or induces a temporary (or sometimes permanent) mutation on swallowed creature. |
11. Djinn | A dogu-like being of pure energy, softly humming. | Mysterious and inexplicable in its behavior. When it attacks, its tail punctures and injects painful, pure energy. | HD 6, AC 12, AT 1, DMG 1d8, CL 11. | Immune to normal attacks and wood. Can cast prismatic sphere (at will). |
12. Camelbug | An insectoid impossible organism covered in rubbery lumps. | The lumps carry reserves of liquid starfire. Prior to release it behaves manically and aggressively. After popping the lumps and releasing aerosolized liquid starfire, is more docile. | HD 6, AC 14, AT 1, DMG 1d6, CL 8. | Can cast incendiary cloud (at will). |
13. Spreading Shadow | An ethereal mass in the shadows, spreading shadow-pseudopods. Claws reach out to prey from the shadow. | The shadow is actually a pocket dimension. From within, it hums. The walls feel like fur or moss-covered chitin. The fur-like cilia push and pull at the objects within. | HD 7, AC 14, AT 1, DMG 1d6, CL 9. | Blurred (first defense always successful) |
14. Wild Blood Golem | A finned, quadrupedal marine-humanoid composed of necromantic blood. It is blue like the photo-negative of red. Blood-mist pours from its teeth. | Its negative color provides it some camouflage in water. It can walk on land but is better suited to swimming, or sliding in its blood-mist drool. | HD 7, AC 12, AT 1, DMG 1d6, CL 10. | Immune to normal attacks. Haste (on self). |
15. Rebirther Bug | Insectoid machine, drips psycho-caustic fluids from its great, fanged maw. | Its fluids impregnate micromachines into its prey, converting the creature into a clone of itself. | HD 8, AC 14, AT 1, DMG 1d6, CL 13. | Impregnates (poison save). Chaos (at will, one at a time). |
16. Harbinger of the Anti-Mutants. | A baroque, marble and metallic, neon, psychedelic super-platonic polyhedron so dense as to be nearly indistinguishable from a sphere. Has four sets of wings made of a similar material as its body. Occasionally displays a holographic projection of a stretched humanoid face on its surface. | Its wings operate on a-logical, impossigenic mechanics, to "lift" through the paraverse. It will not attempt to injure a foe unless provoked, but will try to wipe its memory. The process seems to facilitate anti-mutation. | HD 8, AC 12, AT 1, DMG 1d6, CL 12. | Memory wipe on successful hit (no damage). Possibility of inducing anti-mutation 1d4 days after memory wipe. Supernatural intelligence. Immune to physical attacks. |
17. Shit-Shroom Shambler | A shit-shroom which has grown over centuries or even millennia. A rot-covered, slimy, fungal shambler, covered in malformed lumps filled with liquid starfire, sores, and a hard, glowing, fungal shell. | A critical-mass of shit-shroom growth. Spews spores not just for reproduction, but as a dispersed neural network, allowing it to coordinate with other shit-shrooms. Its lumps can explode in a wall of liquid starfire to trap prey. All shamblers are part of one distributed network from another universe. | HD 9, AC 12, AT 1, DMG 1d6, CL 12. | Causes disease on hit. Wall of (liquid star-)Fire (at will, one at a time). |
18. Acid Ant Swarm | Ant-like creatures with psychedelic swirling patterns on their back, dripping hallucinogenic fluids from their antennae over their entire body. | The acid ants swarm together, surfing along currents of their own psychedelic fluids. The swarm can reach the size of a tsunami. Their screams aerosolize the fluids. | HD 9, AC 14, AT 1, DMG 1d6, CL 11. | Psionic Scream (autohit 30', 1d6 DMG, magic save or slowed) |
19. The Give-and-Taking Tree | A giant coral- or tree-like creature with flowing colors and reflective flower-like appendages. | The flowing colors attract prey, and the reflective flowers create hostile duplicates of the observer. | HD 10, AC 12, AT 1, DMG 1d6, CL 13. | Phantasmal Force (at will, 1d6 at a time). |
20. Katamarinu | An elephantine, wolf-like creature with a narwhal-like horn, covered in bony thorn armour. | Its horn and thorny bone armour is covered in an adhesive fluid. Its pores release more fluid as more objects stick to, exponentiating its all-encompassing destructive capability. It drains the life and nutrients from the objects stuck to it. | HD 10, AC 16, AT 1, DMG 1d6, CL 13. | Move 180', drain CON 1d4 on successful hit |
Monday, August 6, 2018
Phantasmos: Themes
An Introduction
Usually when I pitch a setting for tabletop gaming, I break it down into three points: Description, Theme, Suggested Systems. The latter is more so about the game than the world obviously, and the former is a straightforward account of the setting; scifi/fantasy, species or monsters, environments, special powers, etc. My Big Picture post is more so a description.
Themes are the ideas that the world, the characters, or the plot are intended to explore. I think tabletop is in a unique position to explore themes, in that the consumer of the art is also a participant in it, and in that game mechanics can be utilized to evoke specific themes. There are certainly some RPGs where theme, world, and game are inextricably linked. This is not the case with Phantasmos.
While there are a few specific themes that have been intentionally written into the world, I have tried to make Phantasmos broad and open enough that potentially any themes could be explored. Adventure Time was a big inspiration to Phantasmos, both for its post-post-apocalyptic weird science fantasy trappings, but also for how it explores themes. The themes of Adventure Time include the appreciation of genuine child-like wonder, overcoming fears, maturing, dealing with loss, moral ambiguity / complexity, relationships, nostalgia, and so much more. Some of these themes are incidental to the setting, but I do think that the Land of Ooo is leveraged to uniquely address at least some of these themes.
I remember so badly wanting to learn all of the secrets that had been hinted at within Ooo, only to realize after so many of them were exposed, that I could never look at Ooo the same way again. No longer can I see the Candy Kingdom with child-like wonder, all I can think of is its dark history.
Phantasmos: Themes
Weird and Wonderful are obviously themes of Phantasmos, but also Wisdom, Weariness, Whimsy, and Wistfulness. I love worldbuilding and always have, but it can be difficult to determine how much of a world to reveal, and how much should be left open to imagination. In designing Phantasmos and dealing with that frustrating balance, I wanted to embed that idea into the world. I want the players to want to learn more about the world, but I also want them to regret that knowledge, although not necessarily in some Lovecraftian, Cosmic/Existential Horror sense (although that is a viable option). It should feel like growing up and learning that not everyone loves you like your parents do, or realizing you don't dream anymore. Gaining that Wisdom should come with a loss of Wonder and Whimsy and a burden of Weariness.
Another theme that has been heavily written into the setting is anxiety. I don't want to reveal all of the intentional symbolism within the setting, but there are certain recurring aesthetics or concepts which are allusions to feelings of anxiety, or the kind of depression that is co-morbid with it. I do think this theme can also tie into the former- the Weariness of Wisdom and the feeling of loss of Wonder and Whimsy which goes along with it.
As a counterpoint, there is also a theme of novelty-seeking (Weird), thrill-seeking, and the addictiveness of these things. It probably goes without saying that I'm an anxious person, and I'm definitely not a thrill-seeker, but I am definitely a novelty-seeker. This theme is less developed, mainly because it's one that I don't understand in the world or in myself as well, but that's exactly why I thought it was important to include, and serves as a counterpoint to the theme of anxiety. At what point does novelty-seeking become unhealthy, in its own right?
If there's one final theme, I guess it's about subverting expectation and not being limited by conventions. As much as I love Tolkien and traditional fantasy, there are already so many books, movies, TV shows, tabletop RPGs, videogames, etc., that have explored the genre to death. I think, at this point, traditional fantasy has lost most of its fantastical-ness. Despite the number of sci-fi like ideas in the setting, I consider Phantasmos to be Fantasy, because its about discovery, the unknown, and the feeling that anything could be possible. As the sum of its parts, Phantasmos should not fit comfortably into the players' prior expectations of fantasy. In an ideal world, they should come out of the game feeling like they did when they read Lord of the Rings or saw Star Wars for the first time. Tall order, but that's the hope, anyway.
So there you have it. Themes! Let me know what themes you like to explore in your games or write into your worlds!
Usually when I pitch a setting for tabletop gaming, I break it down into three points: Description, Theme, Suggested Systems. The latter is more so about the game than the world obviously, and the former is a straightforward account of the setting; scifi/fantasy, species or monsters, environments, special powers, etc. My Big Picture post is more so a description.
Themes are the ideas that the world, the characters, or the plot are intended to explore. I think tabletop is in a unique position to explore themes, in that the consumer of the art is also a participant in it, and in that game mechanics can be utilized to evoke specific themes. There are certainly some RPGs where theme, world, and game are inextricably linked. This is not the case with Phantasmos.
While there are a few specific themes that have been intentionally written into the world, I have tried to make Phantasmos broad and open enough that potentially any themes could be explored. Adventure Time was a big inspiration to Phantasmos, both for its post-post-apocalyptic weird science fantasy trappings, but also for how it explores themes. The themes of Adventure Time include the appreciation of genuine child-like wonder, overcoming fears, maturing, dealing with loss, moral ambiguity / complexity, relationships, nostalgia, and so much more. Some of these themes are incidental to the setting, but I do think that the Land of Ooo is leveraged to uniquely address at least some of these themes.
I remember so badly wanting to learn all of the secrets that had been hinted at within Ooo, only to realize after so many of them were exposed, that I could never look at Ooo the same way again. No longer can I see the Candy Kingdom with child-like wonder, all I can think of is its dark history.
Phantasmos: Themes
Weird and Wonderful are obviously themes of Phantasmos, but also Wisdom, Weariness, Whimsy, and Wistfulness. I love worldbuilding and always have, but it can be difficult to determine how much of a world to reveal, and how much should be left open to imagination. In designing Phantasmos and dealing with that frustrating balance, I wanted to embed that idea into the world. I want the players to want to learn more about the world, but I also want them to regret that knowledge, although not necessarily in some Lovecraftian, Cosmic/Existential Horror sense (although that is a viable option). It should feel like growing up and learning that not everyone loves you like your parents do, or realizing you don't dream anymore. Gaining that Wisdom should come with a loss of Wonder and Whimsy and a burden of Weariness.
Another theme that has been heavily written into the setting is anxiety. I don't want to reveal all of the intentional symbolism within the setting, but there are certain recurring aesthetics or concepts which are allusions to feelings of anxiety, or the kind of depression that is co-morbid with it. I do think this theme can also tie into the former- the Weariness of Wisdom and the feeling of loss of Wonder and Whimsy which goes along with it.
As a counterpoint, there is also a theme of novelty-seeking (Weird), thrill-seeking, and the addictiveness of these things. It probably goes without saying that I'm an anxious person, and I'm definitely not a thrill-seeker, but I am definitely a novelty-seeker. This theme is less developed, mainly because it's one that I don't understand in the world or in myself as well, but that's exactly why I thought it was important to include, and serves as a counterpoint to the theme of anxiety. At what point does novelty-seeking become unhealthy, in its own right?
If there's one final theme, I guess it's about subverting expectation and not being limited by conventions. As much as I love Tolkien and traditional fantasy, there are already so many books, movies, TV shows, tabletop RPGs, videogames, etc., that have explored the genre to death. I think, at this point, traditional fantasy has lost most of its fantastical-ness. Despite the number of sci-fi like ideas in the setting, I consider Phantasmos to be Fantasy, because its about discovery, the unknown, and the feeling that anything could be possible. As the sum of its parts, Phantasmos should not fit comfortably into the players' prior expectations of fantasy. In an ideal world, they should come out of the game feeling like they did when they read Lord of the Rings or saw Star Wars for the first time. Tall order, but that's the hope, anyway.
So there you have it. Themes! Let me know what themes you like to explore in your games or write into your worlds!
Update: HYPERlinks
Before it got too out of hand, I went through all my old tables and tried to hyperlink them as thoroughly as possible. Might not be perfect, but hopefully it should be easier to navigate things now!
Places
This is one of the tables I struggled with the most, mainly because I struggle with describing environments, and also because I'm not good at naming places. A handful of the names I think are really good, but several of them are super generic (e.g. Dogu Kingdom, Tartarian Kingdom...). If people have suggestions for better names for some of these, I would appreciate it!
Places (1d20) | Physical Description | Notable Lore | Additional Notes |
---|---|---|---|
1. Meridian System | A set of nodes connected by roads covering the eastern portion of the main continent. The meridian system concentrates much of the radiation in the world, which is harnessed by large land sailboats, trains, and other constructs along the road. | All major kingdoms are on meridian nodes, which are magically protected by much of the powerful creatures throughout the continent. Travel along the roads is likewise relatively safe, and travel that would otherwise take months by wagon may take only days. | While there are mutant villages off the system which interact with the kingdoms, there is far more uncharted space off the roads than on the system itself. |
2. Nova Arkham | Over-developed with off-white, flat-looking industrial buildings and office parks. Many of these buildings are connected in a nigh-endless sprawl. The sprawl makes it difficult to gain perspective, making navigation difficult- designed like a casino. Interspersed are the largest modern structures in the meridian system, reaching the sky, and a hodge-podge of buildings with romantic pillars, baroque steeples, brutalist towers, and other mismatched styles. | The newest major kingdom, built on a new node produced by the Fey King. The only major kingdom without a formal class system, and where mutants are predominantly represented in government. The mix of architectural styles and taller buildings reflects its inter-cultural presence and modernity. However, it is very economically unequal, and increasingly leaning towards fascism. | Being diverse and an "international hub" makes this a good starting location for tabletop RPG campaigns. |
3. Harlequinade Embassy | Rivers and streams run through the city. The architecture and aesthetic is a mix of renaissance Venetian, Americana (colonial/Georgian), on brutalist, cement foundations, and a brutalist panopticon in the center. At the top of the panopticon is a cement sculpture of a non-descript harlequinade head. A series of smaller panopticons of a similar design exist throughout the city. The foundations hide tripod-legs, and periodically the buildings will all at once uplift and rearrange themselves, either hopping or skittering, seemingly at random. This rearranging will occur when the panopticon yells: "SWITCH! IT! UP!" | At the southern tip of the continent, closest to Nova Arkham, but serves as the embassy for all of the major kingdoms. Even more recent than Nova Arkham, and not technically a meridian node (although it is only a short distance from the road). | It is clear that the Harlequinade are far more knowledgeable about the history of the world and far more advanced than they let on from the embassy alone. The embassy has been mostly generous and diplomatic with the major kingdoms, but most suspect that the Harlequinade have some grander and more sinister goal. |
4. Dogu Kingdom | Covered in a soft, steamy-pollution haze. The buildings are colorful and exotic, with pagodas, arched shrines, and onion domes, utilizing clockwork and chain-link technologies and magics which rotate on extradimensional and imaginary planes turning paradoxically. Also utilizes steam and direct current electricity. The kingdom was built on the ruins of a prior, positronic civilization, and they still maintain positronic pylons which serve as both advanced defensive turrets, as well as a data network hub. | Has a class system assigned at a young age determined mainly by aptitudes towards invention, alchemy, engineering, and other pursuits of applied knowledge. High social equality despite class system, due to strong social welfare programs. Only major kingdom in which slavery is illegal (although indentured servitude is still legal). Overall quality of life below average due to food shortage, corruption, and nepotism. | The positronic pylon network gives them a large advantage in defense, and its value as an information hub is unrivaled by the other major kingdoms. Has a large kobold minority. |
5. Deino Kingdom | Sophisticated biodome, bioengineering, and environmental protection technologies and magics, but otherwise less technologically or magically advanced as the other meridian kingdoms. Elements of austere and brutalistic palaces and gothic, steepled buildings. Many turrets and tall buildings suitable for aether tactics. Kept warm and somewhat muggy. | Philosophically Zen Fascist. The development of the state always comes first. A rigid class system, but relatively little class disparity. However, non-deino tend to find the deino kingdom unbearably oppressive, and the primarily mutant slave class are treated poorly. Only the most exceptional mutants thrive in the deino kingdom. | Other than for a rebellion/resistance style story, the deino kingdom might be a difficult starting place for a campaign. It is better served as an antagonistic or cold war-style location. |
6. Tartarian Kingdom | Full of black stone structures with neon gems and crystal veins, carved into pyramids and other exotic and awe inspiring forms, supplemented by steam (and more recently diesel) powered structures and devices. Many buildings were constructed with non-euclidean geometries running through extra-dimensional spaces. | Has a class system assigned at a young age determined mainly by aptitudes towards math and basic science. Rigid but meritocratic. Resource-rich, overall high quality of life. Little care for environmental, political, or other grounded concerns. | Might be a bit difficult as a starting/primary location for a campaign, but less restricted/impractical than e.g. deino kingdom. |
7. Tartarian Woods | Forest, swamp, and marshlands populated by tartarian and mutant villages. The trees are cursed by fey; twisted, gnarled, char-like or vantablack. Most of the "flora" besides the cursed trees are softly glowing, white, semi-translucent, crystalline plant- or coral-like invertebrates. The swamps and lakes are full of bioluminescent or inky algae-like creatures, giving them unique and identifying colorful features. Though often covered in a low fog, the sky is always clear and pure, and non-euclidean geometric patterns and auroras can be seen clearly in the sky, which mostly cannot be seen elsewhere. | A short ways off the meridian system. The villages are not directly associated with the kingdom. Although the villages are small and seemingly vulnerable, many of the woodsfolk are such talented hunters, warriors, daemon-summoners, and science-witches, that the kingdom generally leaves them alone. Rich in elemental resources and powerful magical and technological artifacts. | Mutant or tartarian players could be from one of these villages, and this could be a potentially good entry point for players with little knowledge of the setting, as their character could also reasonably not know much about the rest of the world. |
8. Quenduin Desert | A massive desert region. Contains sands of various common and exotic colors, large portions of perfectly smooth, or rocky and cracked glass, and regions of unidentifiable technological detritus. Few creatures thrive in the desert, mostly impossible organisms, or organic life so strange as to be indistinguishable from the impossible. | There are few settled towns or villages even within the portions of the desert on the meridian system. Most of the quenduin and mutant tribes in the desert are nomadic. The quenduin do have a loose confederation, but do not generally identify as a kingdom. | Similar to the tartarian woods in terms of usefulness as a starting location for a campaign. Good for survivalist-style adventures. |
9. The Wilds | Not a single place, but a sprawling network of lands off the meridian system. Vibrant, pastel, rainbow, neon, like a kids cartoon from the 1980's-90's. Full of exotic and surreal animal and plant life and lesser fey. | Though all the world is Weird and Wonderful, it is also full of Worry and Weariness. Except, that is, for the Wilds. It is the embodiment of the abstract concept of all that is Wonderful about the natural world, bare of civilization. | With the exception of certain lesser fey, it is generally not possible for impossible organisms to survive long in the Wilds, and likewise anything made of the ordinal elements or otherwise impossible in nature will become inert and break down over time. |
10. Deep Time | Art Deco meets Googie meets Cyberpunk aesthetic. Objects in the environment look as though they've all been scrambled like reality blended through multiple asymmetric kaleidoscopic lenses. Objects pop in and out from different angles as though not on the same plane. Faces likewise scramble, as if features were cut from a photo and oddly repasted. When speaking, newspaper and magazine letter cutouts project, but the legibility and visual clarity of the words are relative to the degree of attention paid to them, such that inaudible conversations appear as ellipsis. | A "debug" universe outside the paraverse. Can coursely be used as a model of the paraverse. Those whom have been to Deep Time are, by definition, Paraversal beings- beings outside the paraversal algorithm whose actions, upon return, may change its nature. Home of the Dada-DA (Dada Defense Artists), a paraversal organization whose goal is to keep the paraverse safe. | Usually, I do not tell my players about the full nature of the paraverse, nor of Deep Time, at the beginning of the campaign, and instead let it be a big discovery / plot point. That being said, having players be Dada-DA from the get-go could be a good starting point for a campaign too. |
11. The peculiar city for which, by intention, there is no name, or in any case has a name which is revealed only on a need-to-know basis, and as it happens you do not need to know (aka Deep Time City). | Tight, shikumen-style buildings made from a mixture of normal building materials and bone. The tight alleys and wall-like buildings make it difficult to get a sense of the larger city, but from the skyscrapers (greater than those in Nova Arkham) one can see that some of the taller buildings are giant skulls. Most of the "flaura" are actually invertebrate-like impossible organisms. Illuminated by impossible light, bathing everything in indescribable, paradoxical, chimeric colors. | Built on the remains of what are believed to be dead gods or titans, many of which have been incorporated into the city itself. Considered a "neutral zone" for any parties who might otherwise be in conflict in the paraverse. Because Deep Time is outside the paraverse, various species or civilizations extinct in the "present" are alive and well in Deep Time. | Contains a mix of lifeforms from throughout the paraverse (in time and space) and impossible organisms or other extra-dimensional or extra-universal beings. |
12. Perdition | This suburb is mostly empty space and yellowing, poorly maintained grass. There are two main strips, as well as some houses, buildings, and parks vandalized and in disrepair throughout. The first main strip is the downtown. There are a few shops of questionable repute still open, but most of the buildings are empty. A few people walk down the street but not many; of those few, most look just a little shady, disturbed, or defeated. The second strip is a series of houses, which look like they may once have been decent, but now have broken or boarded windows and faded and peeled paint. A few people sit at their porch, doing drugs, listening to unpleasant music, or engaging in Weird activities. | The mutant community developed during an early exploratory/colonial period of Deep Time. A lot of money was poured into the town in the hopes of finding resources or other vague/misguided future plans, but eventually the funding fell through and the community has been stranded with no economy to speak of for nearly a generation in local "Deep" time. The local mutants are mostly humanoid, with pale skin and a vaguely ape-like appearance. The gangsters speak in a strange accent. Examples of dialect: "Hue" - Who're you? "Gon, yon blong he" - Go on, you don't belong here. "The non he froo" - There's nothing here for you. "Wegon ha prom?" - We gonna have a problem? | This is not necessarily the only suburb in Deep Time, although most will be similar. Should reek of hopelessness, emptiness, and broken dreams. Should feel isolated and isolating. If the players don't want to be there, you are doing it right. |
13. Octopus Kingdom / Jellyfleet | Jellyfish of varying sizes and shapes have been bio-engineered by the octopi into form-fitting electrical bio-armour symbiotes, personal modes of transport, and gargantuan bio-electric cities. The octopi are not immune to the electrical tendrils of most of the jellies, but they are programmed to open for their owner or affiliated peoples. | In the open ocean, where movement is free in three-dimensions, one cannot stay still. The bio-engineering of the jellies allows the octopi to live comfortably and develop a civilization, while still freely traversing the ocean. | Keep in mind that the jellyfleet can be anywhere in the open ocean at any time, whatever the plot demands. It is also not necessarily the case that the entire fleet will be together. To the limited extent that the Meridian Kingdoms have interacted with the Octopi, it is actually not clear to what extent they are even a single kingdom. |
14. Coral Forest-Fortresses | Bio-engineered forest-fortresses of a coral-like species throughout the ocean bed. In addition to their sturdiness and sharpness, the corals can project filaments with rapid-digesting enzymes to melt and consume intruders. | The coral forest-fortresses are nearly impenetrable as compared to the jellyfleet, but the forest can only support a small quantity of specific prey species. Most octopi use the forests only for mating, laying eggs, and raising young. | Should be hostile to any non-octopi or unaffiliated octopi. Few direct enemies besides octopi, but the environment is itself the biggest threat. |
15. The Choir | A semi-perpetual / semi-maintained complex of sound-induced waves in the ocean, creating a barrier against enemies, maintaining direction and motion, transmitting information, and inducing cognitive states through neural entrainment. | As with the jellyfleet, the choir allows the dolphins to stay in motion while also being able to develop a stable civilization. By producing sounds at different frequencies they can transmit information, or send signals which entrain brainwaves for e.g. mood and sleep. Together, these phenomena support a dream-like cognitive and linguistic system. | The force of the waves themselves may be semi-visible, but The Choir as a "place" is recognizable more so by the mass of dolphins, or by its physical force or sound. As with the jellyfleet, personal or small-scale choirs are possible, but less efficient and more temporary than the jellyfleet. That being said, the main choir is more stable and easier to maintain than the jellyfleet. |
16. Blue Moon | A giant ocean of impossigen. The liquid forms in gyri and sulci, and other odd and a-logical or non-euclidean shapes along the surface and within the ocean. The atmosphere is thin with foamy, evaporating impossigen. | Without special equipment, only impossible organisms can survive on the blue moon. Additionally, the moon is home to the god Yagak-Sha and its "bees" and Deep Ones, making it hostile to all. | The three moons do not exist in the same physical dimensions as the world, instead they are more like wormholes connecting the world to another part of the paraverse. Things must be very desperate for the players to come here. They must need Yagak-Sha to do the impossible... |
17. Red Moon | A red desert interspersed with stormy or twilight-colored patches of compressed astrium. The physical and astral planes are blurred here, creating a psychedelic and ever-changing landscape of warping dimensions and objects and spaces inverting and contorting, like pulling at the edges of a tesseract connecting to the vertices of a cube. | A place of objects-as-spaces and spaces-as-objects. As much an idea as a place. The Blu who reside there are comfortable with this way of being, but most others are not. There are no other flora or fauna strictly speaking, but one who can handle the inter-dimensionality of objects and spaces can learn to thrive on ideas themselves. | See first additional note for blue moon. Can be difficult to conceptualize. If the object/space relationship is unclear, one could take inspiration from mind-bending, psychedelic, or psychological works e.g. the astral plane in Grant Morrison's New X-Men, the last two episodes of Neon Genesis Evangelion, the dreamscapes of Inception. |
18. Green Moon | Its atmosphere is rich in noxium, leaving it in thick fog and tinting everything in greens along the impossible light spectrum. Reality itself waves as if tearing. Fat lines of light in intricate and symmetrical patterns snake through the air. Densely over-built by the anti-mutants, and what land has not been anti-urbanized is covered in fields of prasium. | Organic beings or other objects not in-phase with the noxium will be torn apart. Even impossible organisms not in some stage of anti-mutation cannot sustain themselves long. Given the nature of anti-mutants, it can sometimes be difficult to distinguish large individuals from buildings. Although city-like, there is a certain symmetry and independence in design that is totally unlike the systems designed by normal organisms. | See first additional note for blue moon. Often times cosmic/existential horror focuses on impossible or atypical geometries and asymmetry. However, these are still systems, even if beyond our comprehension- what makes the anti-mutants so uncanny is how a-systemic they are. They are disturbingly perfect and symmetrical- each building appears as though it were designed in total independence, and yet is near-identical to everything around it. Utility in design as organic life would understand it does not exist. |
19. Vortekka | A world surrounded by a vortex of multi-colored, shimmering, luminescent ocean dotted with islands. Has a land mass core of a series of disjointed plates floating in place. Life exists both on the plates, and on the inner-surface of the vortex. From the core, the sky appears like the inside of a massive surfing wave. | The centripetal and centrifugal forces between the vortex and core allow for gravity on both planes. After reaching a critical distance away from their respective source of gravity, objects are pulled in the opposite direction. This has created a three-dimensional ecosystem blurring the lines between land, air, and sea. | Vortekka is another dimension or universe interacting with Phantasmos at the bottom of a great lake. I had originally conceived of it as its own setting, and I still think it could easily work entirely independently of the main setting. Deosheba is one of the major gods of this world. |
20. Carnopolis (aka Mimic City) | An ever-expanding city, far to the west of the meridian system, composed of shoglite "nanomachines". In parts appears "normal", while in other parts the slimy, gummy shoglite is exposed. The city can quickly re-arrange itself to take on different forms, compartmentalize areas, and populate itself with various sorts of mimic objects and mimic-drones. By encrypting information in its structure, can create "augmented/virtual-reality"-like spaces. | Most within the meridian system are not aware of Carnopolis. It is not known how long it has been growing. The post-apocalyptic-like civilizations within have limited records or ability to record history, but it would seem the city has existed for generations. All life (of what little life there is) is hunted by the mimics, who cannot be reasoned with. | As with Vortekka, this could very easily work as a setting unto itself. Keep in mind that the shoglite city can manipulate itself at such a fine-grain scale, that the distinction between physical reality and augmented/virtual reality is no longer meaningful. It is possible that some or all inhabitants are entirely or at least in part unknowingly shoglite (androids/cyborgs) themselves. |
Spells
Like with the classes table, this one was tricky because it's system neutral. Also, while I think some of the latter entries in particular are pretty cool, I realize that a lot of the spells on this list are a little more basic, and more about expanding the roles of some of my classes. In the future I intend to do another spells list that will hopefully be more truly Weird ideas.
Spells/Abilities (1d20) | Effects | Cost | Additional Notes |
---|---|---|---|
1. Class Designation | Designate a target as a class, e.g. ?, ?. Any phreaking spell targeting that class will affect all and only targets of that class. | "Minor" action, cantrip or low point-cost. | Phreaking spell. |
2. If... | By casting a spell with If (class), the spell will affect all and only targets of that class (even if AoE). | "Standard" action, the metamagic increases point-cost of spell, takes a spell-slot, or makes spell count as one level higher without changing its effect. | Phreaking metamagic. |
3. If... else... | A more advanced version of If, which can be used to not just target a given class, but also a secondary spell on all other possible targets. | "Full Round" action, same cost as "If..." spell, plus the "...else" metamagic also adds a cost, and the second spell must be of lower level, but counts as same level for the purpose of cost. | Phreaking metamagic. |
4. For loop (For i in 1:x...) | For x rounds, the spell will be recast on the target(s) at no additional cost (besides taking the action itself). | Same metamagic cost as "If...", plus any additional cost for combining with other metamagics. | Phreaking metamagic. The loop cannot be broken until after the xth iteration. Even if there are no available targets, the loop is still active. |
5. Break | Can be used to disrupt loops or other ongoing spells | Cost equal to all spells and metamagics being disrupted, and takes a "Full Round" action. | Phreaking spell. Can be used to disrupt self-initiated loops or those by others. |
6. Tesselation | Several adjacent moments in the paraverse are collapsed into one. This allows for multiple actions to co-occur within the same moment. These actions can be paradoxical. | For however many "actions" co-occur (up to some maximum determined by GM), the caster is absent from the paraverse for twice as many turns thereafter. | Garlic Knight special ability. |
7. Yellow Tumor | One or more extra-dimensional eldritch tumors in the shape of the caster manifest in physical spacetime. They are indistinguishable from the caster, and are effectively illusions in how they interact with physical spacetime. | "Standard Action", > cantrip cost. | Jamming spell. Must use an IFOD to cast. |
8. Vagus Violation | Apoptomantic hijacking of the vagus nerve or equivalent structure (organic or golemite) to induce an immune response such as sickness, fatigue, inflammation, allergic response, cell necrosis, etc. | "Standard Action", > cantrip cost. | Apoptomancy spell. |
9. Make Unliving | Activation of eggs, stem cells, or simple organisms. The Unliving will be a simple, pale, twisted version of its "true" self, and follow the orders of its creator absolutely. | Ritual (generally several hours- may depend on base organism). | Apoptomancy spell. Unliving are usually weak and unstable/temporary, although some apoptomancers have long-lasting Unliving companions. |
10. Metamorphosis | A complex apoptomantic transformation of another organism or self. Can be temporary or permanent. Can be treated as a mutation. Permanently transformed organisms are often enthralled to their creator. | One or more "Full Rounds" for temporary metamorphoses, depending on effect, and medium level spell slot/cost. Ritual for permanent metamorphosis (generally several days or weeks- may depend on base organism). | Apoptomancy spell. Mid/high level apoptomancers often have a metamorphosed companion, or have metamorphosed themselves (more so Cancervores / Cancer Druids). |
11. Wave Tag | By tagging a location with graffiti encoding a wavespace signature, objects can be stored or retrieved from wavespace. Some tags can be encoded to activate by a single touch- useful for traps. | "Standard Action". Low cost. | Primarily zooming spell. Can also be used by others with sufficient knowledge of wavespace such as materialists. |
12. Parapraxic Perception | A strobe of impossible light. Those in the light experience "objective" hyper-reality, and have heightened awareness of their unconscious and the subjective perception of others. | "Standard Action". Low cost. | Materialism spell, or can be imbued upon an item (e.g. potion, grenade). |
13. Blightbolt | A magical bolt of absolute solid. The target will feel ennui, anti-love, and inverse-nirvana. | "Standard Action". Low cost. | Materialism spell, or can be imbued upon an item (e.g. a bolt or arrow). |
14. Foie Fooey | An orb of glassy liquid starfire, shatters like a grenade. Those touched by the liquid starfire will be grease-burned, develop instant acne, and feel heavy, but also gain temporary manic energy. | "Standard Action". Low cost. | Materialism spell, or can be imbued upon an item (e.g. potion, grenade). |
15. A-logical Analysis | A "third" eye opens on the target- made of anti-information. The eye allows temporary a-logical cognition, increased perception to impossible physics or organisms, and can be used to access the targets highest impossible chakra. | "Standard Action". Low cost (mid or high cost if used to activate chakras). Can be ongoing, but each additional turn risks permanent thought disorder. | Materialism spell, or can be imbued upon an item (e.g. a pill or magical scroll/tablet). |
16. Form Foucault Fuchsia Phosphene | A fuchsia spot of light forms in the perception of the target. Target will grow paranoid that they are being watched by the fuchsia phosphenom-panopticon (they likely are being watched). Under the oppressive force, they will submit. | "Standard Action". Low-mid cost. | Fuchsia Phosphenomenology spell. |
17. Form Funky Fuchsia Phosphene | A fuchsia spot of light forms in the perception of the target(s) and caster. All within the "scene" become less consciously aware of anything besides each other. Pre-existing feelings and dynamics subside, and new ones emerge within the scene. The caster may intend for a particular kind of scene, but depending on their force of will or preseence and that of the other participants, the scene will develop organically. | "Standard Action". Mid-high cost. | Fuchsia Phosphenomenology spell. Interesting things happen if the "4th wall" of the scene is broken... |
18. PAMP Ping | A pathogen or pathogen-like signature. Intelligent lifeforms will subtly and unconsciously feel compelled to swarm around the Ping as a living system. The more populous the area, the more powerful the effect. The behavior of the system will depend on the nature of the Urban Organism, although the caster can influence the behavior. | "Standard Action". Low-mid cost. | Apoptomancy / Cancer spell. |
19. Bloodfont | Through lethal bloodletting, the abstract concept of "life" is re-affirmed within the caster. The caster becomes superliving, blood flowing out of them from every orifice and evaporating into a bloodmist. In addition to increasing their magical/necromantic abilities, as a bloodfont they are a greater "presence" in the paraverse. | "Full Action". High cost. | Necromancy spell. |
20. Synesthetic Symphony | The target(s) enter a dream-like state. They feel their skin open. They enter themselves, able to act as both an object within themselves, and as the space. Their body is full beautiful beings producing synesthetic music. Their whole body tingles. If multiple targets, they feel themselves linked as one shared space with no boundaries. | "Standard Action". High cost. | An object-as-space spell which could be induced through yellow magic, apoptomancy, fuchsia phosphenomenology, a-logical materialism, or astrium psychokinesis. |
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