My Games

Sunday, September 2, 2018

Antikythera Nova Pt. 1: Premise and History (REDUX)

This is the first of what will likely be three posts for my science fiction space setting Antikythera Nova, as part of my attempt to post easily digestible "micro-settings".

You'll notice that this is a REDUX- I decided I wasn't happy with the first post, and I don't want to move forward with the other posts until I think I've got this very basic first step to an acceptable point. I got some good advice about how to make this better, so hopefully this version succeeds where the first failed. I'm going to leave the original post as well for posterity, but unless you're really demanding to know more about this setting RIGHT NOW, stick to this ;). Hopefully this is an improvement, but if not, then expect a REDUX 2 in the near future...

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In a galaxy consumed by war and chaos, human and alien alike squabble in the shadows of familiar-looking computational eldritch beings. Nobody understands who they fight or what for, as centuries of misunderstood tensions based on accidents and lies come to a head. For all of their technological achievements and special abilities, mortals and gods alike fight for the high-energy cintammani crystals and for a sense of purpose in a cold and uncaring universe.

Over the course of 500 years, much has changed for humanity. The world powers of the 20th century mostly receded or collapsed; their greed, bloat, and outdated infrastructure were their undoing. In their wake, new powers rose in Africa, the Middle East, and Southeast Asia, benefiting from infrastructure built from the ground-up with 21st century technology and sensibilities in mind.

After a tumultuous early 21st century, these new nations advanced and thrived, not just technologically and economically, but psychologically and socially as well. It was just a matter of time before humanity took its "second small step". The generation ship, Malik Tous, departed on its 300 year journey to colonize the Antikythera Sector of the Pickman Galaxy, from which it would not return.

It was a difficult journey, to say the least. Over the course of 300 years, the peoples of the ship nationalized, warred, committed genocide, and in some cases even splintered throughout the universe. 200 years and one dark age later, the human peoples of the Antikythera Sector achieved a relative state of peace and stability within the Kaddai Federation of Planets (KFP), and the Hun-Long Confederation (HLC).

These two factions have been separated for so long that they are only capable of communicating in mathematical code and broken dialects of ancient languages. They know little of each others ways of life, nor do they remember why they separated in the first place. Except for the occasional skirmish over a newly discovered, cintammani-rich planet, the sector is blanketed in a perpetual, cold curtain of fear and misunderstanding.

Meanwhile, on Earth, humanity went on to explore another new frontier. Without the trials, tribulations, and limitations of the generation ship, humanity progressed exponentially, evolving into the post techological-singularity being(s) known as the Singularities. They converted Earth, and much of the matter in the solar system, into "gray goo", pure computational (sub-)nano machines. Some of the transhumans, who chose not to merge with the Singularities and who more closely resemble their ancestors, work in symbiosis with the Singularities, acting as harbingers, travelling the universe to find suitable sources of cintammani for the Singularities to convert into or power the computational matrix of gray goo.

The intelligent alien species known as the gabor, after an aggressive encounter with these transhuman harbingers on their cintammani-rich worlds, aggressively retaliated against both the KFP and HLC, confusing them for the transhuman harbingers, although neither human faction were even aware of the existence of the Singularities or any of the events on Earth since the departure of the Malik Tous half a millennium prior.

By the time all parties realized the misunderstanding, there was too much bad blood for the war to stop. The KFP and gabor fight a hot war that nobody wants but nobody wants to stop, even as each decides how to respond to the (ominously silent) Singularities. As best as the KFP can tell, the HLC have factionalized- some embracing the Singularities, others allying with the gabor against the KFP. The gabor themselves seem to have factionalized, or maybe it was never so simple as a single gabor nation and the KFP are only just realizing this now. Nobody really knows what's going on- it's a galaxy in chaos where human and gabor alike squabble in the shadows of eldritch computational gods. Each faction must decide whether they want war or peace; and whether they want individuality or singularit(ies).

Thursday, August 30, 2018

Goblins

Goblins (1d20)Description
1. Mirage GoblinsWhimsical creatures inhabiting a plane parallel to reality. No matter how far one travels, no matter how wonderful their world may seem, they exist always, tantalizingly, just on the horizon.
2. Forget-me-not GoblinsBlue or pink-skinned creatures with poisonous scorpion stingers and petal-like manes. They are not immune to their own venom, and accidental goblin-slaughter and suicide is not uncommon. They have low self-esteem and must receive praise for everything they do, deserved or not, and to deny them their recognition can be fatal.
3. Chattering GoblinsCovered in dentate armour, with mouths full of large, chattering and gnashing teeth. Their armour, despite providing protection, is sensitive to the touch. They are nervous creatures, put on edge by even a gentle breeze.
4. Dissonance GoblinsThey reject all religion, science, and philosophy. They rely solely on heuristics and never analytics or evidence-based reason. They engage in repetitive, ritualistic behaviors for seemingly no reason. They lack imagination or abstract thinking skills. They never change their mind. Many of their beliefs and behaviors are contradictory, and no amount of arguing with them will get them to acknowledge this fact, even if they demonstrably understand the arguments being made.
5. Hate GoblinsFat, orange-skinned creatures with tiny appendages. For countless generations they have thrived on the riches acquired by their ancestors, which they have leveraged towards unearned and ineffective economic and political influence. Their words are mostly nonsensical, but empathic meaning can be inferred from their tone. In most cases, the empathic meaning is hate. They are hate-mongers, full of impotent rage. As the world advances, rather than facing their increasing irrelevance and making any effort to adapt, they reject progress and double down on their meaningless hate.
6. Dysmorphia GoblinsCreatures with exaggerated features- lanky, squat, weird bulges, eyes just a little too far apart. Their appearance changes based on the physical insecurities of those around them.
7. Viscera GoblinsTranslucent down to the circulatory system and organs. Their internals bring to mind raw and bloody steak, bacon, sausage, and other commonly consumed meat products. Villages near viscera goblins often lean towards vegetarianism.
8. Atavism GoblinsA degenerate goblin-like species, the inbred progeny of the royalty of a once glorious civilization. Very rarely, one will be born resembling its ancestors; a celestial, demi-god-like being. Most live short lives of pain, poisoned by their own tainted blood or driven to destruction by their jealous and dysfunctional society, but an even rarer few rise above these circumstances.
9. Twilight GoblinsBright, fluorescent, every slight bodily function or movement is audible and grating. Nocturnal creatures who enjoy the company of others. Will convince you to stay out for one more drink, to work for just another hour, to express your every racing thought all throughout the night. Fun in an indulgent way, but most people find the lifestyle unsustainable.
10. Panic GoblinsBody of a wolf, face like a lemur with the jaws of a hyena, curled goat-like horns, covered in oily black fur. Semi-intelligent goblins bred as soldiers, hunters, and police. They have excellent climbing, stalking, and striking skills, and work tactically as a pack. They are excellent hunters, but also herders, able to induce controlled panic and funnel crowds. Wild panic goblins lack discipline and are notorious for playing deadly tricks on unwitting victims like wandering gangs in a war-torn land.
11. BlackcapsCraft machinists, intelligent but myopic. They are creative and expressive solely for the purpose of personal gain or sowing mischief, but can't see the bigger picture of the consequences of their short-sighted actions. Their blood is like a sludgy diesel that leaks from their pores and orifices. They have no brain, the sludge is a distributed neural network. They have no skullcap, but a continual combustion force projects from the top of their head like an oily, inky, black, upside-down funnel.
12. Anthro GoblinsThey revere humans as gods, seeing themselves and other goblins as poor reflections of facets of humanity. Unfortunately, the traits they identify with humans are their size, ferocity, and materialism. Anthro goblins have bred themselves to be human-like but exaggerated in their features.
13. Genocide GoblinsSome anthro goblins practice "dark arts"- killing other goblins to absorb their power. Killing a family, a village, a city, an entire people, provides non-linear increases in power. The more goblins they kill, the larger and more monstrous they become, from hulking brutes to titans.
14. Singularity GoblinsSome anthro goblins are human-passing or close to it, and their goal in life is to trick humans into mating with them. These hybridized half-goblins are often the most exceptional and creative machinists, as the singularity of human and nature. Their machines are thought to contain a nature unto themselves; a fey, djinn, ghost, or tsukumogami.
15. Ru GoblinsThese goblins do not build machines, they build themselves as machines. Sometimes grinding themselves and re-composing their meat as golems and biomachines. In other cases the machine is abstract, a consciously designed bureaucracy of goblins who identify only as the whole.
16. AnonygoblinsThe anonygoblins have no faces, and their bodies are each identical. Their consciousnesses are not fixed to their bodies, and they regularly exchange bodies between themselves. They avoid expressing personal traits, and in fact have made themselves quite homogeneous in belief and behavior.
17. Knife GoblinsMasters of the knife- specifically in the trading of them. They revere the power of the knife; the more knives a knife goblin can acquire and sell (specifically to other knife goblins), the more powerful they become. The king of the knife goblins is demi-god-like in power, but his power is contingent on the belief in the power of the knife by the knife goblins.
18. Deference GoblinsSexual, masturbatory, orgiastic beings. They do not engage in these activities for the pleasure or art of it, but nervously and compulsively, as a way of avoiding other obligations. They do not seek sustenance or engage in any survival skills. Those who join The Orgy eventually transform into them- this is their only means of reproduction. Unfortunately, The Orgy can be a tantalizing thing.
19. Binata sa punsoBorn in the foundation of buildings, particularly grand buildings using modern techniques or modern architectural sensibilities. They struggle to fit into the world, always thinking too far ahead, but those who treat them with care and respect, and attempt to learn from them, often benefit in the future, as the world conforms to the binata. Those who reject, offend, or exploit the binata, especially the middle-aged or elderly, are cursed to be forgotten in their eldest and most vulnerable years.
20. ScapesatyrGoat-men sculpted from gold. Whimsical, magical, musical, mischievous, selfish, somewhat a-moral but mostly well-meaning creatures. They are always the life of the party, always the best lay, and always able to bring someone out of a funk. However, it is impossible to get anything done around them, and those who embrace them will transform into animals, fey, or other beings of nature. As a result, powerful institutions turn their people against the scapesatyrs, often undeservedly.

Wednesday, August 29, 2018

Antikythera Nova Pt. 1: History

This is the first of what will likely be three posts for my science fiction space setting Antikythera Nova, as part of my attempt to post easily digestible "micro-settings". This setting is intended to be somewhere between hard sci-fi and space opera; gritty and "realistic", but still crazy aliens and a little bit of space magic. I'd say it's more Starcraft or Mass Effect than Star Wars or Flash Gordon. I've tried to subvert the tropes of the genre, while still being true to it, so let me know what you think!


History

In the near future, the global hegemonic powers of the 20th century receded as the result of war and environmental disaster. The new world powers of the 21st century were in the Middle East, Southeast Asia, and Africa; nations which developed their infrastructure from the ground up around new technologies, and not the outdated institutions of the past.

After roughly a century of relative peace, prosperity, and technological advancement, the world governments united to create a generation ship, the Malik Tous, to terraform the Antikythera Sector of the Pickman Galaxy. The ship took 300 years to reach its destination, and along the way underwent many disasters and cultural upheavals. Early in its journey, nearly three quarters of the passengers either died or separated from the main ship during a period which has since been referred to as the Dark Age. Certain known, notable events which occurred during or shortly after the journey were the formation of the Kaddai Empire, and the origins of the Häksen, a class of people used as livestock during the Dark Age, who are now a free but marginalized ethnic minority.

Colonization of the Antikythera Sector took roughly 100 years. During this time, the Kaddai Empire transitioned into the Kaddai Federation of Planets (KFP), although shortly after this transition, a subset of KFP planets, moons, and orbital colonies broke off to form the Hun-Long Confederation (HLC).

For another 100 years, there was relative stability, until the Gabor Invasion. Given their extraordinary abilities (NOTE: This will be hyperlinked when I post the factions), the war was initially one-sided in favor of the gabor. However, despite their abilities, the gabor lacked the principled scientific knowledge of the human factions, and eventually the humans were able to develop counter-technologies and tactics to turn the tide of war in their favor. It eventually came to light that the gabor did not view themselves as the aggressors; they had been attacked by another faction of humans, and not realizing the difference, believed they were retaliating against their invaders.

During the 500 years since the journey of the Malik Tous, the humans of Earth, still in a golden age and with no hardships of space travel and limited resources to hold them back, continued to advance. Shortly after the Malik Tous left, Earth underwent a technological singularity. This event culminated in the dissolution of the solar system into gray goo; nanomachines coordinated in a series of virtual and augmented realities, or a set of matryoshka universes- in other words, a giant computational space. Most Earth-humans advanced into an entity or entities known as the singularities, an advanced intelligence(s) beyond the understanding of humans or other intelligent life. The remainder of humanity on Earth, while still part of the gray goo, chose to maintain enough of their human identity to preserve autonomy from the singularities, and live in symbiosis with it. The singularities is incredibly powerful, with the ability to access, manipulate, and communicate with beings in other dimensions (and possibly other universes), in addition to space-warping, faster than light travel. However, these abilities demand high resource consumption. This resource demand has created a bottleneck on the ability of the singularities to expand or exert itself. The singularities uses its faster than light capabilities to send out scouting parties of human symbiotes, which search for energy sources for the singularities to consume. It was when the symbiotes discovered the energy-rich gabor that the singularities invaded gabor space and attempted to assimilate the gabor into itself, leading to the Gabor Invasion of the Antikythera Sector.

Even after this came to light, the war had gone on too long, and too much bad blood remained between the humans and gabor, and so the war continues. However, it has since become much more muddled from when it started. The gabor have split up into multiple factions, including those desiring peace with the humans, while others wish to assimilate into the singularities. Likewise, many in the KFP wish for peace, and many in the HLC are attempting to join the singularities.

Thursday, August 23, 2018

SHIELDBREAKER: Play Report 1

Last night I GMed my first LotFP game! The game was set in my Phantasmos campaign setting. On the whole I think it went pretty well, but I'll discuss it all in detail below. Also I don't know what the hell happened with the formatting on this post, it's clearly a mess but I can't figure out how to fix it so it's just gonna be what it's gonna be >.<.

The Premise
    The players are part of the Pearl Panthers, a mercenary group hired by the Grim General in Blue to resolve issues that Nova Arkham can't or does not want to directly involve itself with. The kingdom utilizes a program known as SWORD & SHIELD. Through unknown (and implicitly shady) means, the kingdom has acquired a large quantity of deceased axols, humanoid axolotl-like mutants born in pairs, where one sibling is a powerful psionic nematode-like creature. They reanimated the axols as Unliving, programming the humanoids into SHIELDs and the psionic siblings into SWORDS. 
    
    The SHIELDs are like tactical idiot savants, they have little to no ability to communicate rationally and little to no individual will, but are geniuses at urban tactics, manipulating the workings of the capitol in their favor. The SWORDs are like super-wolves, programmed to be the ultimate hunters. The SWORDs are programmed to hunt the SHIELDs, and the SHIELDs are programmed to divert the SWORDs. As the SWORDs learns the SHIELDs' tricks, the SHIELDs must improve their tactics to survive. The intel gathered from the SWORD & SHIELD program is utilized by the Grim General to better predict crime, re-organize the capitol for maximum efficiency, and tighten his grip on Nova Arkham. 

    One of the SHIELDs has gone rogue, manipulating the SWORDs and the capitol city of Nova Arkham itself. It is not known how, or why, but it is wreaking havoc in its wake.

The Characters
    Unfortunately only two players were able to make it to this first session, but fortunately they were both great!

    Cynope (played by Dan D): A quenduin amazon. She works for the Pearl Panthers to make money to take care of her sick sister.
    
    Xx_Slayer_Queen_69 (played by Michael Kennedy): Also known as X or Slayer. A mutant phreaker and thrillseeker. She's a goth cyberpunk hacker-type with a scarlet mohawk, spiky black jacket, automagic PMC strapped to one arm, and a roth obsidian visor covering her red eyes.

Play Report
          The party started at Helnwein's Tavern, celebrating their first successful mission, having busted a Dogu mafia electrocoil gun deal. They discussed the course of events to their handler, Arnold Tanaka. X charmed the entire gang and Cynope literally punched through their faces. Some embellishment may have occurred, but forever after that's how it will be remembered.

          Arnold planted a mesmeric suggestion into the party, effectively allowing them to maintain mental communication with him and each other. The communication is actually a neural network-like model estimate; the longer they go between mesmerism sessions, the more communication errors will occur.

          He gives the party the following intel
  1.           The SHIELD was seeing the psychiatrist Doctor Hyboria before going rogue.
  2.           A SWORD manipulated by the SHIELD intercepted the Phantom Sheriff during an arrest, releasing two dangerous outlaw mutants. Their victims are being treated at Quickie-Cut Barbershop and Feldshery.
  3.           The Oracle owes Arnold a favor, as a last resort they can seek consultation.
  4.           Arnold's mesmerist network predicts the danger of the rogue SHIELD with a doomsday clock. As they travel from place to place, the doomsday clock moves closer to midnight.
    The party traveled to Doctor Hyborea's mansion. They got lost along the way, but the constantly developing urban sprawl of the capitol is confusing, and the mansion is a bit off the meridian system... Anyway, they fail to find any major lead on the SHIELD, except that Doctor Hyborea does seem to know something, but also seems to be going dangerously insane.

    They travel to the Sheriff's office. The Phantom Sheriff gives them zir's intel. Most of it is redacted, but they learn that the outlaws were involved in some gang war, and their names are Barry and Terry. Barry is a barracuda-like bioluminscent mutant. When blue, he's docile, when red, he's psychopathically violent. Terry is a large humanoid mutant with super strength and loose skin which he calls his "foldy flaps". By stretching and scrunching the foldy flaps, he can tell fortunes and make predictions, making him not just strong, but also smart.

    They travel to the barbershop to interrogate The Feldsher and the victims of the fight with the outlaws. They learn that the outlaws were working with professional-looking goons associated with Occulon, and that the conflict involved a fight with electrocoil gun-wielding Dogu mafioso. Occulon is a powerful businessman who spends much of his time at the Forum, and has been gunning for the Grim General's job. While ostensibly above-board, everyone knows he's a crook.

    They travel to the Forum to investigate Occulon. Along the way, they get lost again. The Forum is located in the entertainment district and the party definitely knows how to get there. They realize that the SHIELD must be manipulating the city against them. X is ambushed by a SWORD, nearly killing her, before stalling momentarily and then running off. The party chooses not to track the SWORD, instead sticking to their original plan of investigating Occulon. Investigating the urban sprawl they were attacked in, they find a dead goon whose head was missing, as if entirely nullified. On the goon they find 30 gold and a potion that they could not identify.

    ... and that's where we left things off, with the Doomsday Clock at 4 and the party just outside the forum. Looking forward to seeing what they do next!

The Breakdown
    On the whole I think we had a good time and I'm reasonably happy with how this first game went. I generally prefer to have 3 or more players, but Dan and Mike were both awesome and made it work. I struggled a bit with the mechanics, not because LotFP is difficult, but because the sensibilities of OSR are so different from what I'm used to. I definitely over-relied on rolls when I should have made certain situations more streamlined. I also made some other mistakes that I'm kicking myself for because I know that I know better, and I think between being a bit rusty (my home group hasn't met in a while) and trying to get the feel for OSR, I stumbled a bit more than I would have liked. I also think I may have over-prepped a bit, to my disadvantage, and over-relied on exposition. I'm going to try to work on these things before the next game. That being said, Dan and Mike seemed to appreciate the mystery, the world, and the NPCs, so I think if I can clean up my GMing things will come together well for next play session. I anticipate this adventure taking 1-2 more play sessions, and from there we'll see where things go!

           


       




Tuesday, August 21, 2018

Qualia Elves and the Overlight by way of DeepDream




The mental images or thematic apperceptions of psychological projective tests; the objects seen in clouds; the phosphenes and hypnogogic imagery before sleep; pareidolia. Abstract like a Van Gogh painting or a projection of an elf through DeepDream. On sunny days they stream through physical space across sparse clouds on bolts of invisible lightning composed of the static charges of qualemes, the smallest units of subjective thought. They exist in and out of consciousness on the sunny plane of foggy minds known as The Overlight.

I ran this drawing by the artist Belibr of Merisiel from the tabletop RPG Pathfinder by Paizo through DeepDream, as a crude representation of the Qualia Elves and the Overlight from my list of 20 Weird & Wonderful Elf Subtypes. The "Overlight" was just some dumb bullshit I came up with on the spot as sort of a joking nod to the Underdark, but I was really happy with my writeup of the qualia elves and now I kind of actually want to write up a mini-setting for the Overlight. I dunno, is that something you would be interested in seeing? Let me know!

 

Monday, August 20, 2018

Elves

Unless I'm completely forgetting something, I believe this is my first Weird & Wonderful table that is setting-neutral and decidedly NOT Phantasmos. Elves in the traditional sense don't really exist in Phantasmos, but everyone likes elf subtypes, so I figured I'd if  I was going to do a non-Phantasmos table, this is where I'd have to start. My main goal will still be to focus on this setting (and at some point post about my other settings), but if people like these, I might do some more non-Phantasmos works now and then.


Elves (1d20)Description
1. X-Ray ElvesMostly translucent, shadow-like skin, muscles, and everything else up to the skeleton. Can project X-ray beams for X-ray vision.
2. Gamma ElvesGlowing neon-green skin, gigantic and muscular, violent and quick to anger, radioactive. Can project destructive gamma beams. Many wear special suits to contain their radiation and protect those around them.
3. Radio ElvesBat-like ears which allow them to hear with greater spatial resolution and across a wider range of frequencies than typical elves. Have a mechanism in their throat like a cross between vocal chords, direct current generation, and the visual system, allowing them to emit and transduce radio-wave signals.
4. Cock ElvesRaptor-like warriors. Their hands and feet are bird claws, their forearms and lower legs are covered in feathers (usually white, brown, black, red, yellow, or less commonly green or teal). Males tend to have more exotic colors, and long, curled tail feathers (females have shorter tail feathers). Have a mohawk-like comb, sometimes feathered and sometimes hairy or bald. Commonly wear weaponized beak-masks.
5. Pestilence ElvesMottled, jaundiced, green or blue skin. Rashes, parasites; bugs, mold, fungus. No hair or wispy and white. Pink eye. Rotten yellow or black teeth or gingivitis gums. STDs. Flesh-eating bacteria. Virulent. Can't be killed by any kind of disease, but can't live a life worth living either.
6. Purple ElvesSkin various shades of purple. Shiny obsidian hair like a starry sky. Fae-like in demeanor; whimsical and musical and brilliant and out of touch with reality. Dress lavishly, exotically, erotically, erratically, anachronistically, unconstrained by gender or class or race.
7. A-Gnostic ElvesLike a photo-negative of a black and white photo. Immune to any kind of divinity, divine presence, divine magic, faith, belief, or religion. Their very presence challenges the existence of gods, even in a world where gods or their divinity are tangible. Draw anti-divine power from themselves like a libertarian paladin, or jazz or blues or punk-rock bard.
8. Karma ElvesBorn backwards- they spontaneously appear as elders, ending their natural lives as a sack of egg and sperm cells in meiosis. In their early elder stage they are nigh-invincible, full of karmic presence like an asura. They are childish, impulsive, and materialistic, but not necessarily evil. As they (de)-age, their karma drains, they detach from the material world, and their physical presence weakens. They can extend their stages of development by clinging to the material world, and in rare cases even reverse development, but in such a case they will inevitably and irreversibly transform into an asura, regardless of the cause or intention.
9. Asura ElvesKarma elves who, even if for noble reasons, became too attached to the material world. Incredibly powerful, but so driven by their base, material desires, that they no longer have a soul. They are still conscious, intelligent beings, but lack agency. Any intelligent being with a soul or agency innately finds them pathetic, unattractive, or disgusting, no matter how powerful, attractive, noble, wealthy, skilled, or accomplished the asura elf may be. For all their strength, they are perceived as children full of impotent rage.
10. Mu ElvesElves from a sub-sub-atomic quantum relativistic microverse where logic is not only many-valued, but linear and effectively continuous. Causality as we know it does not apply, but can be roughly interpreted as backwards-causality. Their consciousness is a state of nonbeing; pure awareness prior to knowledge or experience.
11. Qualia ElvesThe mental images or thematic apperceptions of psychological projective tests; the objects seen in clouds; the phosphenes and hypnogogic imagery before sleep; pareidolia. Abstract like a Van Gogh painting or a projection of an elf through DeepDream. On sunny days they stream through physical space across sparse clouds on bolts of invisible lightning composed of the static charges of qualemes, the smallest units of subjective thought. They exist in and out of consciousness on the sunny plane of foggy minds known as The Overlight.
12. Starborn ElvesLong ago, alien beings of light came to this world. The plants that absorbed the light merged with the celestial essence, transforming them. Able to absorb and manipulate light so efficiently that they can grow and move as rapidly as animals animate. Attuned to the world's electromagnetic field and plantae-sphere.
13. Shadow ElvesThe distortions left behind in the presence of the divine- the platonic shadows of the gods themselves. Neither better nor worse than the gods from whom they are shaped. Manipulators of holy fire and the lesser shape of things, beings defined by absence.
14. Sex ElvesFor every sexually reproducing species in every ecosystem, there are one or more ideal sexual types. They take on these types, co-opting the breeding pool of a species. Some take a form that will attract the most mates, others take a form that will attract a specific type of mate.
15. Blue ElvesBlue-blooded, tinge of blue to their skin. Vampiric, superhuman, superintelligent oppressors. Formed from the desire of other hierarchically-organized species to absolve themselves of responsibility for the state of their own civilization. Derive power from others believing in them, like Gaiman-esque gods or the desperate delusions of conspiracy theorists who want to feel important or believe there is order in the universe.
16. Lost ElvesNearly indistinguishable from half-elves or even humans. A collection of elves all of whom were once of other kinds, but in failing to capitalize on their abilities, gradually degraded. Can be found, but the longer they are lost, the less likely it becomes. In rare cases, a lost elf not only finds themselves, but becomes some entirely different kind of elf.
17. Kink ElvesA homologue of sex elves. Not merely acting on primal "alpha" or "beta" instinct (although some utilize these instincts), they are intellectual and theatrical, charismatic, wielding force of will like sorcery. Systemic power is manipulated like an engineer designing an electrical circuit. Unlike sex elves, they are not necessarily physically attractive, their attractiveness comes from how they manipulate systems, power, and will.
18. Dada ElvesNot truly elves, an abstraction of a post-human fantasy age. Whereas humans bring civilization, science, and logic, the dada elves bring abstraction, critical thought, and uncanny deconstruction and recombination. Like uncanny valley alien anime characters come to life.
19. Reminiscence ElvesFantastical creatures of sweetness and joy and naive adventures. A peaceful but stagnant people. Full of power, but without the desire or wisdom to apply it. Often develop co-dependent relationships with others.
20. Deep ElvesOf the forests, jungles, oceans, and other bodies inaccessible to humans. Majestic, but also fearsome. Animalistic but alien. Generally resemble dangerous, unknown, or long extinct creatures.

Saturday, August 18, 2018

Danscape Play Report (with poorly-edited sprite art by me)!

I played my first game of LotFP/OSR/FLAILSNAIL the other day, with GM Dan D. His play report is great so I don't need to repeat it, just follow the link above. I feel like I have a better sense of what OSR and LotFP are all about now, and I'm looking forward to running my own Phantasmos LotFP game in the near future (was supposed to be this weekend, now I think some time next week :( ).

Despite rolling terribly all game, I'm really happy with how Harabim "Rob" Seraphael, the corrupted Anti-Mutant (former Anti-Cancer Druid) turned out. Ze was a little bit Data from Star Trek: TNG, a little bit Data doing other characters as he is wont to do on TNG, and a little bit of my own sensibilities.

I really appreciate Dan allowing me to use my own setting content in his game, and despite his caveats about how he was under-prepared, I had a lot of fun with his science fantasy sensibilities and hope to game again with him and the rest of the group soon!

Below is a brief writeup of Rob, and a poorly edited sprite art depiction of zir:

Zirs original name was wiped from zirs memory, along with any other pertinent knowledge of the anti-mutants and anti-cancer druids, after an encounter with an especially powerful urban organism corrupted zirs DNA. Ze nominally still identifies as an anti-cancer druid but has lost most of zirs abilities. Ze was chased off the Green Moon by the other anti-mutants, surviving only by chance after a clumsy escape. Ze has found zirself on a spacefaring vessel unfamiliar to zir, traveling far beyond the world ze knows.

Ze has taken on the name Harabim Seraphael, so named for zirs corruption of form, but after being told that the name sounded pretentious and morose, ze took the nickname “Rob”. Ze has most of zirs prior self-knowledge, but no personality or self-identity to speak of, although ze finds zirself phasing through different identities ze mimics from zir new acquaintances. 

Ze is humanoid, covered in a sleek metallic skin with neon green lines running throughout. Ze wears a vantablack cape and carries a noxium sprayer gun, stuck in the concentrated beam formation. With some effort, ze can feed simple matter such as crossbow bolts into the sprayer to fire reality-shredding beams of noxium. Ze’s head is reminiscent of a raven, and additionally has a neon green feathery plume. Ze also has a milky green, fleshy humanoid face.