Anathema (1d20) | Description |
---|---|
1. Chaos Monks | They have the martial technique and spiritual abilities of a monk but the bloodlust of a barbarian. They believe in cosmic balance, but unlike other monks, they believe that the world has become so imbalanced, that acting with rage and ruthlessness is necessary to restore equilibrium. |
2. Green Elves | A forest-dwelling tribe of cross-bred orcs and elves. They are nearly as large and muscular as half-orcs, with short tusks, green skin, and black hair. They have pointed ears, a lean frame, and an androgynous attractiveness. |
3. Objectivist Paladins (God-Killers) | The closest mortals can come to the divine is to seek it from within themselves. To submit to a god or messiah is cowardly, weak, and will ultimately prove fruitless. |
4. Nihilist Clerics | They believe the physical world is futile and reject both materialism and any divinity which acknowledges mortals. Their gods are eldritch and indifferent. They wish to enact an omni-suicide ritual. The ritual can only be accomplished by bringing peace and prosperity to the world; only when all have the luxury of contemplating their metaphysical futility will the ritual be possible. |
5. Divine Liches | Mortals chosen by their gods to serve as their avatars. Their god serves as their phylactory, storing their soul within them, or within a relic. Their bodies degrade over time not due to mortality, but due to the metaphysical strain on their physical form. They undergo uncanny, divine mutations in the image of their god. |
6. Geas Attorneys | Those practiced in arcane and devilry law. They find legal loopholes to break geasa and other deals with devils, and bind devils through these pacts. They are occasionally "requested" to serve as public defenders in purgatory. |
7. Soul Dead | On the verge of natural disaster, an ancient, enlightened civilization enclosed itself, committed mass ritual suicide, and raised themselves as undead. Over the ages, like monkeys with a typewriter, these undead eventually developed new souls and regained their lost knowledge, reopening themselves to the world. |
8. Life Golems | A holy word is willingly imprinted on an individual, sacrificing their soul to host the word. They gain powerful supernatural abilities in relation to the word, but their personality is altered, and they are no longer capable of learning, growing, or in any way changing as conscientious individuals. |
9. Namuh | An uncanny-looking humanoid species. Their facial features are just a little too big, or small, or out of place. Their body proportions are slightly off. Their expressions and body language, and their thoughts and emotions are different from and opaque to other mortals. They were created by a different god or pantheon than the other mortals, and laws of divinity apply differently to them. |
10. Cults of the Xenopantheons | They see themselves as the adopted children of alien gods, creators of other life from other worlds. The powers they derive from their pantheon are divine, not occult, but alien and uncanny, and of a fundamentally different ethical and metaphysical sort than our own. |
11. Church of the Third Dimension | It is traditionally held that ethics exists along two dimensions; structure (chaos to law) and valence (evil to good). However, some believe in a third ethical dimension, attachment, along which are the beliefs of upadana (passion), wu wei (non-action), and wu nian (non-thought). |
12. Ex-Channeler | Holy people who make a deep personal sacrifice; while channeling their divinity, their skulls are opened and their pineal gland lesioned. They will never again channel their divinity or receive any kind of holy reward, but they disrupt any other divinity or divine channel in their presence, no matter how powerful. |
13. Apocryphal Proselytiser | In a world where the divine are present, some still choose to believe in lost gods. Often merely charismatic charlatans, a rare few proselytisers have found a genuine holy book or relic of a lost god, and gain access to the lost powers of the divinity. |
14. Druid, Locus of the Dam (Naacal) | Those who, rather than serving nature, attempt to master it for the benefit of society. They use magics and technologies to manipulate nature. They are architects and carpenters. They control machines, aberrants, and undead as readily as nature. They are neither divine nor arcane and they reject ethical absolutism. Whereas druids believe in the inherent goodness of nature, the naacal believe in the inherent goodness of society. |
15. Critics | Oft-reviled, they are not creators, and they do not draw inspiration from the spirit. They refine. Although often accused of arrogance or ignorance, adventuring parties with critics are smarter, wiser, more versatile, and less complacent. Their parties defy the expectations of linear progression, challenging themselves and each other. |
16. Advocates | Like the Fool, traditionally their job is to serve for, and at the expense of, a king or noble. They dress provocatively and profanely (with tacit admission by the Church), always arguing against the ruler or against the common wisdom. They are brilliant, masters of argument, logic, and abstract or atypical thinking. |
17. Barbarians, Path of the Pedagogue | An unusual sect of barbarians who channel their rage towards argumentation. They are formidable logicians in their own right, but are often accused of over-reliance on pedagogy and arguments of pathos, verbal intimidation, or trolling. Nonetheless, they consistently out-perform other disciplines at swaying the opinion of the masses. |
18. Polimancers | Politicians, those with "presence" (such as sorcerers), propagandists, saboteurs. However information is disseminated, they undermine it. Through charm and social engineering, illusions, psychological or psychic tactics, in rare cases altering reality itself, they undermine facts even in the face of concrete evidence. |
19. Risen Devils | It is easy to fall, but difficult to rise. As such, risen devils are rare, but are often the wisest and most powerful of the divine. Either they represent the concept of change, growth, and self-actualization, or they defy the notion of gods as abstractions for mortal concepts altogether. |
20. Absurdivinity | An ever-changing, uncanny being; disgusting, pitiable, uncomfortable, the way people look at the homeless. A divine argument against the notion of any fairness, order, or reason in the universe. In its presence, one is forced to confront that often good things happen to bad people and bad people win and that good and bad are irrelevant. The other gods are false, there is no afterlife, it's all a mass-delusion, a childish play-pretend power fantasy. In its presence, characters break the 4th wall and players must confront their own personal doubts and flaws. |
"The secrets of PHILOSOPHY and THOUGHT..." - Patrick Stuart referencing a conversation with me. A blog about Tabletop RPGs and other Weirdness.
My Games
Tuesday, September 18, 2018
"Traditional" Fantasy Anathema
These are 20 races, classes, or other concepts that would be considered anathema in many traditional fantasy settings. Either these can be ways to subvert genre expectations in your world by making them non-anathema, or alternatively, the fact that they are anathema could make them plot points unto themselves. Some of these, such as the cults of the xenopantheons, could probably be a whole table unto themselves.
Saturday, September 15, 2018
Discussion: D&D Alignment and the Attachment Dimension
I'm working on a new "traditional" fantasy table, and I don't think it'll be ready for a while unless I find a vein of inspiration, but I wanted to share one of the ideas for that table now and also ask for peoples thoughts on it.
This specific idea is about the D&D alignment system. As a matter of principle, I hate the very concept of the alignment system, and more specifically how it is reductionist, leads to lazy worldbuilding and character-building, and how it devolves into things like "lawful stupid" (lawful good) or "backstabbing murder hobo" (chaotic evil). That being said, I love playing with and thinking about ethical and metaphysical concepts from Eastern religions like Hinduism, Buddhism, and Taoism, or games that utilize these philosophies in interesting ways such as Tenra Bansho Zero.
I should state that I am hardly an expert on Eastern philosophy or religion. I've taken some classes and read some books here and there but don't claim to be perfectly representing these belief systems. If people think I am so fundamentally misrepresenting these belief systems as to be offensive, I can change the language or in some other way dissociate this from them, but hopefully if nothing else it can be appreciated just as a reflection of some of my own thoughts.
With that disclaimer out of the way, here is my attempt at adding a "third dimension" to the D&D alignment system.
Attachment: This dimension concerns the extent to which one engages with the material world and with ones own thoughts. The three categories along this dimension are upadana (passion), wu wei (non-action / neutral), and wu nian (non-thought).
Upadana: Passionate, motivated by events from ones past or the current state of the world. Focused on unresolved personal conflicts. A desire to tangibly affect the world, or be remembered during ones life or after ones death.
Wu Wei: The belief that there is a way of the world (tao), and whether evil or good, chaotic or lawful, that this way is as it should be. As such, one should refrain from acting upon ones personal motivations and desires. This is not to say that one cannot act at all, or have any personal beliefs, nor is it to say that one should champion the status quo. Change itself can be part of the way, and one may act in a manner consistent with the way of the world, as they understand it.
Wu Nian: Intrinsic to the nature of the material world is suffering, and therefore wu wei is to accept and tacitly engage with this broken system. However, upadana is also not the solution, as passion only fuels more passion, unwittingly entrenching oneself deeper in suffering. Instead, one must detach from the material world itself, and to do so, one must necessarily detach from ones own thoughts and desires.
Given that this is already in greater detail than what will go into the brief entry on the table I'm working on, I have not yet thought about all of the alignment permutations with the other two dimensions, and honestly I don't have much interest in doing so since as I've already said I don't like the alignment system in the first place. If people have ideas for these permutations though, I would certainly be interested in hearing them! However, I'm mainly interested in people's thoughts on this ethical dimension itself.
Thursday, September 13, 2018
Vortekka One-Shot Play Report / Adventure Module Outline
While my home group has unfortunately not been able to meet in months, my roommate and I had some friends visiting from out of town and we got to run a one-shot with them! I GMed the game, set in my Vortekka micro-setting. We used Dungeon World, which I have never played before but have wanted to try for forever, so that was cool! I'm writing this as sort of a hybrid play report and Adventure Module Outline, since I think it's simple and straightforward, but also was a lot of fun and I could see myself running it again, and I hope other people can get some value out of it as well. While I think it worked as a one-shot, I also think it would be better spread out over a few sessions.
Premise / NPCs
Players
are privateers aboard The Brown Bowser, with the mission of
discovering new islands for colonization and for the acquisition of lost
treasures, gold, and other resources. In addition to players, a few core
crewmembers are:
Captain
Noah “No Face” Fairman: His entire
head and face is covered in bandages. He uses three parrot-shaped golems as his
eyes; one blue, one red, one green. He is not especially large but is a
ferocious hand-to-hand brawler and sharpshot. He wears an elaborate
rainbow-colored frilly coat, a tall hat, and a curly gold wig. He appears
friendlier and more relaxed than one might expect from a Captain, but has a low
tolerance for insubordination and will turn ruthlessly cutthroat at a moment’s
notice, if necessary. No Face is actually a Shark. He intends to take their treasure
to an island dominated by sharks and kill the rest of the crew.
Cowan: A zapatotian mercenary hired as
security officer and second-mate. He is disliked by much of the crew, in part
due to racism, and in part due to him being a hard-ass. He is frequently seen
swinging from the masts of the ship. Except for a clear disdain for Diego, he
does not otherwise express his feelings towards others openly. In addition to
his natural weapons, he is a master of phalanx tactics with a spear and shield.
Diego Jaramillo: First-mate.
Casually dressed, bronze skin, short black hair, long hoop earrings, wears a
lot of makeup. A drunken lay about, but brilliant ship and airplane pilot,
decent fighter, and charismatic gentleman. He has a dark past; he was once a
captain, but after a mission gone horribly wrong, he was demoted. He will avoid
discussing this, but when drunk, or if he gets to know players better, he may
reveal how his ship was somehow erroneously routed to a dangerous island, and
most of his crew were killed and his precious cargo destroyed. Has an
adversarial relationship both with Captain No Face and Cowan. Cowan may develop
a begrudging respect for him if organized by the players against No Face. On
the other hand, No Face was in fact the one who secretly organized the mishap
on Diego’s ship, and sees Diego as a loose end. He insisted on Diego as his
first-mate to kill him off once and for all.
Characters
Oskar: A swashbuckling rogue with a magnetic energy sword known as the omni-sword. He dresses elaborately and flamboyantly with the full accouterments of a 17th century-esque gentleman. We used the mutant playbook from adventures on dungeon planet, where we re-flavored the "mutations" as abilities from his omni-sword, and I just wrote some custom moves for it. Played by my roommate (referred to as R).
Wilhellem: A scientist and technologist with an all-terrain, amphibious and aerial mech suit. I used the mechanic playbook from Inverse World. Played by our male visiting friend (referred to as M)
Lana: A wizard who desires drink and adventure. Not content to read from arcane books, she wants to explore the islands of the vortex and discover new magics first-hand. This was the only core Dungeon World playbook of the party. Played by our female visiting friend (referred to as F).
Play Report
- I wrote a quick-and-dirty weird science fantasy island generator for this one-shot and pre-generated 4 islands. I knew that there was no way the players would hit all of them in a single one-shot, but I wanted there to be options. Of course I rolled for the largest one, so the bulk of the adventure was on the island or on the ship.
- Randomly roll islands (either in advance or as needed) using island generator. This can go indefinitely. As the session is wrapping up, Captain No Face will lead the ship to the drop-off colony, which has been overrun by sharks. If the players realize Captain No Face is a shark and mutiny, or manage to escape the shark colony alive, they “win”.
- Roll 1d12 for random encounter between islands. (NOTE that in this one-shot, the players only traveled to one island, but for a longer adventure this is what I would have done)
- 1-4: nothing happens.
- 5-6: 1d6 small or 1d4 medium aquatic or aerial hostile creature.
- 7: 1 massive or 1 large and 1d4 medium/small aquatic or aerial hostile creatures.
- 8: Dangerous natural phenomenon (waves/storm/rocky/etc.).
- 9: Friendly ships, merchants, prey aquatic or aerial creatures.
- 10-11: 1d4 small hostile pirate ships.
- 12: Large hostile battleship and 1d4 small ships.
- For each island, there should be some conflict:
- The captain wants to take more resources than would be sustainable for the island’s ecosystem.
- The ancient relic / natural oddity is more powerful than the captain is letting on. He will feign ignorance, adamantly disagree, or authoritatively shut down any conversation on the matter.
- The live specimen is being kept under inhumane (but survivable) conditions.
- The Captain demands they avoid an encounter with a friendly human ship. He either provides no explanation and demands obedience, or makes a weak/speculative argument like it may be a trap or something seems “fishy”.
- The Captain forces the party/crew to do needlessly risky things and holds no regard for their lives. This should be towards the end of the session, when the Captain wants to thin out the crew to make the inevitable betrayal easier.
- Below is the one island that my players visited this game, but if you like this, in the island generator post that I linked above you'll find three others.
Island 4 (Large)
A partially submerged island covered in a vibrant, metallic-colored coral forest. The corals produce usually pleasant humming and singing noises.
Apex Predators: Starfish-shaped robots harvest the coral, without discernment for other present lifeforms within.
Threat 1: Large robots disguised as coral which trap threats to the apex robots.
Threat 2: An underwater hive of flying bee-like pistol shrimp which have evolved to ballistically propel themselves by producing sonic booms, as a means of rapidly targeting prey within the coral forest and avoiding the traps of disguised robots.
Threat 3: Packs of raptors with vibrant metallic colors and frills which disguise them within the coral.
Non-threat 1: Pteranodons with sharp beaks and claws capable of chewing through hard coral. They are only dangerous if threatened.
Non-threat 2: A photosynthetic, slime-like yeast which has developed a symbiotic relationship with the coral. Can provide sustenance, but also causes inebriation or intense hallucinations.
Non-threat 3: A metallic gold-colored tree which produces a multi-metallic-colored tropical fruit pollinated by the flying pistol shrimp. The fruit contains a chemical harmful to the slime yeast, and by extension the coral forest itself. Seemingly an invasive species outcompeting the coral for the same ecological niche.
Treasure: 1200 gold value in slime yeast, to be sold as a recreational drug or as medicine.
Conflict: While the metallic trees were eventually going to overtake the coral forest anyway, collecting so much yeast will give the trees an even larger advantage. The trees will overtake the island faster than the ecosystem can adapt, and the ecosystem will collapse. Additionally, the captain will be draconian in not allowing the crew to consume the slime, threatening death, while flagrantly abusing as much of the slime as he wants. Eventually a crew member will be caught stealing slime and the captain will force them to walk the plank.
- The players investigated the island, encountering all the wildlife. After running some analyses (and consulting with Diego and Captain No-Face), they learned that the slime was extremely valuable, and made it their mission to extract as much slime as possible. They also learned first-hand about the intoxicating effects of the slime, which was quite fun ;). The captain gave them 24 hours to extract the slime.
- There were 4 major pockets of slime. They had to clear out each area of threats so that a safe and efficient pipeline could be established. Their actions, or spending time coming up with plans, would affect how long it took to clear out each pocket.
- They learned that by extracting the slime, they were creating an imbalance in the ecosystem. They decided that they did not want to destroy the ecosystem of the island, so they had to clear out a proportional number of trees to counterbalance the amount of slime they extracted, nearly doubling the time and creating additional complications.
- After encountering and defeating the apex predator, they were able to extract enough slime to satisfy the captain in just the nick of time.
- Upon returning to the ship, Captain No-Face throws a party in honor of a successful mission. While he consumes as much slime as he could want, he does not allow anyone else to sample the goods.
- The players stumble upon Cowan and Captain No-Face getting into a heated argument. They hear shouting, followed by violent noises. They rush in too late, and find Cowan's body brutally torn apart, the office covered in blood.
- No-Face tells the party Cowan had gone crazy. Oskar follows No-Face to discuss the matter further, while Lana and Wilhellem investigate the office.
- In their investigations, they discover that the official documentation of the Brown Bowser's status as a privateer ship have been falsified. Additionally, they find a magical shark tooth.
- Simultaneously, Oskar, not convinced by No-Face, engages him in a duel of honor, where No-Face removes his bandages and reveals himself as a shark.
- The other players, hearing the conflict, rush to his aid, and they all face off against No-Face and his parrot golems.
- Lana magically activates the shark tooth. It turns into a magical sword, but shark teeth in the pommel cut into her hand, embedding the sword into her.
- The party manages to kill No-Face and keep the ship and slime, Diego survives, but Lana's fate is left uncertain.
The Breakdown
Given that this was a setting I've never run before, and a system I've never run before, and M and F have little RPG experience, I was worried about how this was going to go, but actually everyone had a really good time! In retrospect I wish I had just developed one island and put more depth into it, since for a one-shot of course they weren't going to get far, but still they really liked the island. I also felt like I hadn't utilized the NPCs as well as I would have liked, but again I think for a one-shot that's to be expected. I will definitely say that R crushed it! He and I have been roleplaying together for nearly 2 years now and he's always been great, but he really nailed the character concept with Oskar right away, and that kept the game exciting and engaging.
In regards to Dungeon World itself, I thought it was a fun system and I want to play with it more, but also I struggled with the reactive nature of the player/GM relationship and I don't think I leveraged the system to full effect. I also ignored a lot of the GM moves and other mechanics that felt like obvious stuff I would have done anyway, but I wonder if that would have changed the experience if I had stayed closer to those rules. While we discussed the bonds during character creation, they also didn't really come into play during the one-shot. In a longer game where character progression is determined by fulfilling bonds maybe things would have been different, but in a one-shot with limited time, the idea of fulfilling bonds seems at odds with a D&D-style adventure. That being said, even with just this one one-shot, it was clear to me how this system applies a "storygame" approach to a D&D framework that I think is really cool. It feels like a similar thing to what I was trying to do with my WIP LotFP: Decyphered game, where I attempted to fit the design philosophy of the Cypher System to a D&D framework.
Tuesday, September 11, 2018
Vortekka
I will return to Antikythera Nova eventually, but I wrote this micro-setting for a one-shot I ran recently (play report soon), so I thought I'd share this first. Because this blends some of my older writing (my synopsis for Vortekka as a Place in Phantasmos, Zapatotians as an Intelligent Species in Phantasmos), I think it could use some touching up- the synopsis in particular could be "punchier". Maybe I'll eventually rewrite it, but for now I think it's good enough to post as-is.
Synopsis
Vortekka is a world surrounded by a vortex of multi-colored, shimmering, luminescent ocean dotted with islands. It 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. It’s a world of late-17th century-styled adventures of pirates and privateers, with a dash of high fantasy and steampunk. A world largely unexplored, where every island is a unique ecosystem challenging pre-conceived notions evolutionary adaptation.
Species
Humans: The dominant
intelligent lifeform of the central landmass. Only recently have they developed
the magi-technologies to reach the inner surface of the vortex, bringing about
a new age of growth and exploration. Unlike the halflings, they are more
concerned with the discovery of lands to settle and resources to exploit,
rather than discovery and scientific inquiry. They are the most magi-technologically
advanced species, but the least adapted to life on the vortex.
Zapatotians: Orangutan-sized
land-dwelling octopi. Their eyes have adapted to above-water light and visual
conditions. They breath air, but also have vestigial gills. They have long
torsos, and hind tentacles differentiated such that their two lateral hind
tentacles are longer, capable of snake-like locomotion, and of raising the body
such that their beaks are raised above ground. Their front tentacles are
utilized for carrying objects. They are fast on the ground and swinging in the
trees, have powerful beaks, and are expert hunters in forests and jungles. Their
society is simple, stone-age or barbarian-esque, but they are not necessarily
unintelligent. Even in direct combat they are excellent warriors. In the modern
era, they are often employed as mercenaries by other factions.
Indri (halflings):
Halfling-sized
lemur-like humanoids. They have large eyes, protruding snouts, strong,
elongated limbs, and large rounded ears. They are more magi-technologically
advanced than the zapatotians but less so than humans and are likewise more
adapted to life on the vortex than humans, but less agile traversing the island
jungles and forests than the zapatotians. They have a shamanistic and
scientific culture and have taken it upon themselves to catalog life across all
the islands on the vortex.
Korora
(penguins): Penguin-like amphibious creatures averaging over 7’ tall with
short limbs and pear-shaped bodies. They have short but powerful beaks with
rows of sharp teeth, blueish scales, and white bellies. They are the least
maneuverable of the major intelligent species on land, but the most adept in
water. Their scales also provide strong natural armour. They are generally
simple people with simple wants and needs, but given their size, relative
intelligence, and amphibious nature, they are perhaps the most thriving
civilization on the vortex surface.
Sharks: A species of
imperfect shapeshifters. They are always hairless, and no matter the form they
take, they always have the gaping, toothy grin and cold, flat eyes of a shark.
With the right costume and a bit of magic, some sharks can disguise their form
enough to be passable as whatever species they are mimicking. Little is known
of their civilization except that it exists somewhere deep within the vortex.
They seem to be primarily interested in spying on and manipulating the island
peoples on the surface of the vortex towards some malicious end. With the
recent discovery of the humans, they may even have begun to explore the
floating core.
Magi-technology
and Ecology
Between the competing centripetal
and centrifugal forces and the air currents of the vortex, it is easier to take
flight on Vortekka than on Earth but flying creatures must be heavier and
stronger to control their flight. As a result, large, flying animals of all
kinds are common, including those as adept in the sea as they are on land or in
the air. Apart from these more ubiquitous creatures, life across the small and
vastly distant islands has evolved each in relative isolation. Usually there is
one large, dominant land-dwelling species or a social, intelligent species, and
many smaller species, including flying or aquatic creatures too small or weak to
be able to travel far, adapted hyper-specifically to the concerns of their
island. Except for the larger aerial or aquatic beasts and their effects on the
ecosystem, life on the floating core is more like life on the continents of
Earth.
While the air currents make it
easier to take flight from the vortex than from on the core, the limited space
and lack of natural resources across the islands has kept the intelligent
species on the vortex islands from developing the necessary magi-technology to
launch towards the core. Only in the last 50 years have humans developed the magi-technology
to reach the vortex, and it is still an expensive and inefficient process. As a
result, the human colonists, privateers, and explorers on the surface have
limited communication with the core and cannot rely on assistance.
To go from the core to the vortex,
individuals in winged flightsuits must literally be rocketed into the air, and
although the process has been refined, it is still not uncommon for the rockets
to explode or fail to launch far enough to pull the rocketeer into the centrifugal
force of the vortex.
From the vortex, larger one or
two-person aerial vehicles, like a cross between a canoe, sailboat, and
biplane, can take flight without the need for a rocket. Likewise, individuals
in flight suits can be launched from moving watercraft like paragliders. Some
ingenious individuals have even developed transformable mechanical suits
(mecha), smaller than airplanes but larger than a flight suit. Although often
still somewhat bulky and impractical, the versatility of mecha in air, sea, and
land have made them valuable assets on a ship. However, the technology is yet
to be standardized and mass produced.
Naval ships, airplanes, mecha,
flightsuits, and these other technologies are often facilitated using magic and
alchemy. Outside of fairytales and legends, most magic is relatively simple,
practical, and mundane. Likewise, while humans on the core are starting to
develop steam technology and have conceived of even greater technologies using
resources like demon water and lightning, in the present these are little more
than pipe-dreams.
Sunday, September 9, 2018
Vampires
This is the third in my series of Weird & Wonderful tables of "traditional fantasy" elements, the first two being Elves and Goblins. As with my goblins table (and the latter elves), my intention for these vampires is that each one represents some sub-textual or thematically-relevant aspect of vampires. Additionally, as with the goblins, I'm going with a broad definition of vampire, including not just the European creature but also creatures such as the Hindu Vetala or Chinese Jiangshi, or any creatures which steal blood, energy, lifeforce, etc. It's interesting, looking at vampiric creatures across different cultures, that vampirism and deviant sexuality, specifically female-empowered sexuality (which would have been considered deviant in those cultures), as well as liminal consciousness, sleep paralysis, sleepwalking, and out of body experiences, are so co-morbid. I also took inspiration from animals known for being vampiric or carrion-feeding, other biological or chemical vectors for blood or energy transference, and more abstract forms of emotional vampirism. These entries definitely stray pretty far from the traditional Dracula-derived modern vampire, but I tried to relate each entry to these concepts.
Vampires (1d20) | Description |
---|---|
1. Dilation Vampires | Psychic beings that make you think of a single, uncomfortable event. The event grows in your mind. It no longer reflects reality. It grows beyond what your brain can contain. The blood pressure builds, crushing your brain as every blood vessel bursts. |
2. Blood Gnolls | Androgynous female hyena-like humanoids with blood-red fur and bright green eyes. Supernatural hunters and scavengers. Their teeth drip a crimson enzyme which can dissolve bone. They are often hired by desperate desert wanderers. As payment, they demand a sacrifice of a male virgin with a hyper-masculine personality. |
3. Agnatha | A crimson-colored creature with a worm-like body and a large, round orifice for a face, layered with sharp teeth, and a large eye on its chest. Has eight appendages like a squid, with webbing between the appendages giving the appearance of a cape. The witch attracts those who are lost but have not lost hope, and offers them care and a place to rest. It nibbles at its guests each night, forming a small, infectious wound that burrows ever deeper towards the heart. |
4. Floxforos | Cyan skin, blue or white hair, a burning aura. They consume heat produced by the metabolism of intelligent life, or artificially produced, life-sustaining sources of heat. They require a precise equilibrium; too little heat and they die, too much and they explode. They use fire and water magics to maintain this equilibrium. |
5. Byakhee Lords | Neck and wings of a vulture, face like a cross between a reptile and raven. They enter your life after you've lost a loved one. They take the form of whatever you need most in that moment. They make you forget your loss. They replace your dreams with fantasy adventures of just you and them. They make you love them like you did your lost love. They make you give them everything. And then they leave you. They leave a void in your soul in place of your forgotten loved one. They feed on others until they have consumed every memory in the world of your loved one. |
6. Playwright Vampires | A chameleon-like shapeshifter. It searches for talented but inexperienced actors. It offers them their dream role and everything they could ever want, and feeds on their sense of fulfillment. Everyone and everything in the production is an illusion except the actor and the playwright; even the audience is not real. It strings the production along for years. The actor never improves their craft because the audience loves them exactly as they are. When the actor is well past their prime, it reveals the ruse, leaving the actor with nothing to show for their life's work. |
7. Plague Vampires | In their first stage of life, they are dog-sized insects which hop on powerful hind legs and stab their prey with their proboscis. Their torsos engorge with blood, and they form into a blood chrysalis. In their secondary stage they are humanoid insects with beautiful wings like a butterfly and toothy, beak-like mouths. They prefer to feed on the weak and sick, cultivating the bacteria and viruses into even more potent diseases. Once their new disease is ready, they infect the healthy. |
8. Dracul Vampires | These vampire dragons gain power from accumulating zero-sum wealth. The less resourceful steal and hoard treasures, while others own property and profit from the fruits of their exploited workers' and slaves' labors. They fear economic and industrial disruption, and act as an inertial force on economies. Some are charming, and these are the most dangerous ones. They will convince you they have your best interest at heart even as they exploit you for everything you are worth. |
9. Asphyxiation Vampires | A plant intelligence distributed across a field of poppies and thorny roses. They induce pleasure and psychedelia in those who pass through the fields, feeding on the blood dripping down the thorns and oxidizing their circulatory system, shutting down their muscles and trapping them. Unlike most plants they are oxygen breathers, and their trapped prey blissfully suffocate on the carbon dioxide exhausted in the field. |
10. Manic Vampires | They supercharge hematopoiesis in the marrow. The lifeforce courses through their victims, stimulating every nerve ending and every neuron as if the body were alight with holy fire. Their victims live hard and fast until they (metaphorically) burst, and the vampire feasts on the ripe, juicy remains. |
11. Holobiotic Vampires | A parasitic organism that lives in the gut like a fungal or bacterial infection. It hijacks white blood cell production, manipulating the immune system, both to make the gut microbiome more hospitable, and to manipulate the thoughts, emotions, and even physical form of the host. The identity of the host is usually so radically altered that the host's original identity effectively dies long before the body is fully consumed. |
12. Lost Boys | Angels created by long-forgotten gods on a faraway world. They are alien and beautiful, child-like but world-weary. They inspire faith and good will in others but have none for themselves. Inevitably, the faith they garner is squandered or corrupted. They are not malicious, they are simply lost. |
13. Memetic Vampires | They drink from the collective unconscious of a culture, acquiring its history, knowledge, and customs, but not its soul. They love the culture, in their own way, but don't really understand it. They trap it, exploit it, pervert it, and indoctrinate others into the corrupted culture. They lack restraint or consideration for their actions, and eventually they kill the culture that they grew to love. |
14. Azure Vampires | Human-passing save for their bluish and coppery metallic skin. In post-industrial worlds they are lords, in pre-industrial worlds they bide their time. They are a dangerous people, in that they are savant-like in both their abilities as engineers and technologists, and also in business and finance. They are captains of industry, moving civilizations forward only to exploit them. They drink the blood of the poor and exploitable. They are the greatest argument against innovation and progress. |
15. Liminal Vampires | They appear in hypnagogic visions, interacting with the physical world through the pineal gland and the electricity produced by myoclonic jerks. They oscillate in dissonance with your brain just before you fall asleep. They feed on your physical essence, degrading you each long and wakeful night. |
16. Primordial Vampires | Deformed creatures with clubbed feet, shriveled lungs which wheeze and croak at each breath, and overly large or small or misshapen heads. They prey upon women with unwanted pregnancies, violently aborting the fetus and feeding on the amniotic fluids. |
17. Vampire Blood Golems | Golems made from the blood of vampires. The circulatory system must be given life within the (un-)living vampire. When the vampire feeds, the circulatory system routes the blood only for itself, starving the vampire host from the inside. Eventually, the vampire starves, and the golem sheds its host. It is a powerful, magical being, and it hungers. |
18. Black-blooded Vampires | Titan-like magical beings hiding within civilizations. They are far too powerful to find nourishment in blood. Instead, they must wait millions of years for heat and pressure to transform organic matter into fossil fuels, a far greater concentration of life than blood. |
19. Ego Vampires | They are hopeless romantics, feeding on the vibrancy of passionate love and lusty sex. However, as soon as the passion burns out, so does any interest they had in their relationship. When they leave, their former lover must come to terms with the relationship, or transform into an ego vampire themselves. |
20. Lymph Vampires | Obese, yellow and bluish degenerate creatures which feed on lymph, hemolymph, and hemocyanin. They take a blunt approach to solving problems, and lack a sense of nuance. They live in squalor and filth, taking as little responsibility for themselves as possible. They survive mainly on the cockroaches and other vermin attracted to their filth. |
Saturday, September 8, 2018
Weird Science Fantasy Island Generator
I will be running a one shot in my Vortekka micro-setting using Dungeon World later this evening! I had included Vortekka in my list of Places in Nova Arkham, but this version is a setting unto itself. Play report, micro-setting post, and possibly some other related posts will come soon, but for now, here is the very simple generator I created, with four example islands I created using this generator. This generator is very bare-bones, but worked well enough for my purposes, I think.
First you decide the size for the island, which affects the amount of treasure available on the island, and can influence whether or not there is intelligent life, or how many unique kinds of lifeforms to produce for it or how many weird properties you want to give it.
The intelligent life is based on the species in Vortekka but could be replaced with other species easily enough.
Roll 1-2 times on the flora / island properties table and 1-3 times on the weird table to get a general framework for the island which can be used as a theme for the various species you populate in it.
Each island should have 1 apex predator species, ~1-3 other threatening species, and ~1-3 non-threatening species which exist mainly for flavor. Larger islands can have more species. While you should roll 1-2 times on the apex predator and threat properties, respectively, you can also think about properties which would make sense given the other island properties or other species you've already populated the island with.
First you decide the size for the island, which affects the amount of treasure available on the island, and can influence whether or not there is intelligent life, or how many unique kinds of lifeforms to produce for it or how many weird properties you want to give it.
The intelligent life is based on the species in Vortekka but could be replaced with other species easily enough.
Roll 1-2 times on the flora / island properties table and 1-3 times on the weird table to get a general framework for the island which can be used as a theme for the various species you populate in it.
Each island should have 1 apex predator species, ~1-3 other threatening species, and ~1-3 non-threatening species which exist mainly for flavor. Larger islands can have more species. While you should roll 1-2 times on the apex predator and threat properties, respectively, you can also think about properties which would make sense given the other island properties or other species you've already populated the island with.
Size (d4) | Flora / Island properties (d8) | |
Tiny | Tall, sparse trees | |
Small | Short grass or mossy | |
Medium | Flowery | |
Large | Fungal forest | |
Coral forest | ||
Dense woody forest | ||
Volcanic | ||
Ancient advanced relics | ||
Intelligent Life (d12) (size small+, or shipwrecked for tiny) | Weird (d10) | |
None (1-8) | Singing flowers | |
Human colony | Scattered ancient advanced relics | |
Halfling tribe | Bathed in celestial light | |
Zapatotian tribe | Perpetual, localized storm | |
Penguin tribe | All predators have humanoid heads | |
Color palette (2d10: R O Y G B I V K W P) | ||
Metallic-colored | ||
Synthetic (plastic, metal, etc.) | ||
River of cold blue magma | ||
Floating building-sized plates | ||
Animal Types (d8) | Apex Predator Properties (d8) | |
Mammal | Poisonous | |
Bird | Camoflauge | |
Reptile | Massive | |
Plant | Super fast | |
Fungus | Super durable / armoured | |
Fish | Super strong | |
Arthropod | Swallow whole | |
Other (robot/golem/etc.) | Breath / area attack | |
Treasure (1d4) (1d4 x size x 100 Gold value) | Threat Properties (d8) | |
Natural resources (wood, skins, metals or minerals, lost jewels and coins, etc.). Low maintenance but requires space. | Poisonous | |
Ancient relic or natural oddity (mundane). Low weight / space demand but easily lost, stolen, or broken. | Camoflauge | |
Ancient relic or natural oddity (special). As above, but may be dangerous (or useful). | Far range | |
Live specimen. Depending on specimen, may require space, high maintenance, dangerous, etc. | Large | |
Fast | ||
Durable / armoured | ||
Strong Trap |
||
From this table, I pre-generated the following 4 islands for the game tonight. The "conflict" sections are specific to the scenario, which I'll post in full in the near future:
Island
1 (small)
Covered in the relics
of an ancient advanced civilization. Plates of land and bodies of water float
over and around the island, slowly rising and falling
Apex Predators: Amphibious,
deceptively fast barracudas which jump and glide from the ocean to bodies of
water on the floating plates
Threat 1:
Dog-sized hermit crabs which have made powerful shells out of the relics. Some
of the shells may have special magical or technological abilities.
Threat 2: Strong
dive-bombing albatross-like birds
Non-threat 1:
Glowing pig-like bugs which eat photosynthetic algae which continue to produce
sugars for some time in their gut before being digested.
Non-threat 2: Hand-sized
bipedal flowers, look like little people. Not intelligent.
Treasure: 200 gold
value of ancient treasure.
Conflict: To get
to the treasure, the vault must be blasted open by the ship, destroying many of
the relics
Island
2 (medium)
Covered in a
rainforest of tall, dense trees supported by a perpetual, localized
thunderstorm. The island also contains a hesitantly friendly penguin tribe.
Apex Predators: Bear-like
mammals with a humanoid head. Their saliva contains a powerful neurotoxin.
Threat 1: Tiny fish
that jump between the transient pools formed by the constant thunderstorm. Upon
close examination, their tiny humanoid heads can be seen. When threatened, they
release superhot explosive gases, turning the pool into an area-of-effect
torrent of blistering steam.
Threat 2: Halfling-sized
lizard people with humanoid heads and chameleon eyes and tongues. They launch
compacted mineral pellet feces from their tongues high in the canopy, like
snipers.
Non-threat 1: Nocturnal
tarsiers covered in spines. Not dangerous, unless provoked.
Non-threat 2: Lemur-like
reptiles, larger than the spiny tarsiers and more active in the daytime.
Treasure: 1200
gold value for a spitting hominid-bear with a metallic orange coat.
Conflict: The
local penguin tribe hold this bear sacred and must either be circumvented or
destroyed (the captain prefers the latter plan). Subsequently, the captain’s
plan to take down the bear is to throw as many of the crew at it as possible
with nothing but clubs and nets. Additionally, once captured, the captain keeps
it muzzled and in a cruelly small cage. Liquid food is injected directly into
its gut.
Island 3 (medium)
A volcanic island
spewing cold, blue magma. It is bathed in a celestial blue light and covered in
a layer of soft, minerally, blueish snow.
Apex Predators: Yeti-like
fungi with blue flesh covered in snow-like whitish-blue fur that provides them camouflage.
Threat 1: Cold
lava golems swim in disguise along the magma rivers, instinctively attacking
non-native lifeforms.
Threat 2: Whitish
blue birds adapted to the cold environment. Their beaks are superhot, and their
droppings supercold.
Non-threat 1:
Miniature, friendly, monkey-like versions of the fungus yetis.
Non-threat 2:
Crystalline-looking iguanas somehow adapted to derive energy from the cold
light and blue magma.
Treasure: 600 gold
value to gather as many fungus monkeys as possible.
Conflict: The fungus
monkeys are not suited to the warm climate of most of the vortex. Most will die
during the journey, and the rest will likely die not long after unless properly
cared for. The plan is to sell as many of them as possible, as quickly as possible,
as pets or curiosities to any buyers.
Island
4 (Large)
A partially
submerged island covered in a vibrant, metallic-colored coral forest. The
corals produce usually pleasant humming and singing noises.
Apex Predators:
Starfish-shaped robots harvest the coral, without discernment for other present
lifeforms within.
Threat 1: Large
robots disguised as coral which trap threats to the apex robots.
Threat 2: An
underwater hive of flying bee-like pistol shrimp which have evolved to ballistically
propel themselves by producing sonic booms, as a means of rapidly targeting
prey within the coral forest and avoiding the traps of disguised robots.
Threat 3: Packs of
raptors with vibrant metallic colors and frills which disguise them within the
coral.
Non-threat 1: Pteranodons
with sharp beaks and claws capable of chewing through hard coral. They are only
dangerous if threatened.
Non-threat 2: A
photosynthetic, slime-like yeast which has developed a symbiotic relationship
with the coral. Can provide sustenance, but also causes inebriation or intense
hallucinations.
Non-threat 3: A
metallic gold-colored tree which produces a multi-metallic-colored tropical
fruit pollinated by the flying pistol shrimp. The fruit contains a chemical
harmful to the slime yeast, and by extension the coral forest itself. Seemingly
an invasive species outcompeting the coral for the same ecological niche.
Treasure: 1200
gold value in slime yeast, to be sold as a recreational drug or as medicine.
Conflict: While
the metallic trees were eventually going to overtake the coral forest anyway,
collecting so much yeast will give the trees an even larger advantage. The
trees will overtake the island faster than the ecosystem can adapt, and the
ecosystem will collapse. Additionally, the captain will be draconian in not
allowing the crew to consume the slime, threatening death, while flagrantly
abusing as much of the slime as he wants. Eventually a crew member will be
caught stealing slime and the captain will force them to walk the plank.
|
Tuesday, September 4, 2018
SHIELDBREAKER: Play Report 2
This is the second session in what I'm calling the SHIELDBREAKER campaign. On the whole I think things went more smoothly this time, although I forgot to prep those NPC cards / setting cheat sheets which I will definitely do before next time. Still, I'm glad to see things are coming together! Also, I still cannot figure out formatting in blogger for some reason, so this post is a bit messier than I'd like :/.
Characters
· Cynope: Quenduin Amazon. She works for the Pearl
Panthers to afford care for her sick sister, but has grown fond of the thrill,
bringing a professional wrestling persona to her work.
-- Player: Dan D
· Jim Casper: Tartarian-Mutant Specialist. Working in
a storehouse in the tartarian kingdom, he learned about a mysterious martial
cult, and has since been attempting to learn more about it. Has a mutation, a
slit on his body which must be fed ancient artifacts.
-- Player: z_bill
· Razlow: Kobold Garlic Knight (Fighter). In the
early stages of transforming into a Garlic Berserker. Was a soldier in the dogu kingdom but deserted when he discovered he was turning into a garlic berserker.
-- Player: Murdoc
Play Report
- · Since unfortunately Michael Kennedy couldn't make it this session, I retconned it so that Slayer was incapacitated by the SWORD at the end of last session, explaining why she is not present this session and providing an excuse for Arnold Tanaka to send the new party members as backup.
- The party went to The Forum. Occulon was giving a talk, and in addition to his goons were a table of union representatives, dogu (who may or may not have been associated with the mafia), and a table with the Grim General's daughter Zeffre and Nova Arkham soldiers.
- Cynope wrestled with Zeffre WWE-style as a way of taking attention away from / annoying Occulon. Zeffre was into it, they had fun, she gave her a note with a set of coordinates.
- They follow Occulon and some of his goons down an alley and hear them mention something about the dogu and the SHIELD, but are found snooping.
- They head to the upper floor of the Forum to get a map or some other information. After bribing a bureaucrat, they get a map which adapts in real-time to the changes being made to the city, including those changes made by the SHIELD.
- They head to Zeffre’s coordinates. On the way they fight a DNEa, a double-helix shaped snake-like creature. The DNEa dropped 30 gold worth of its weird blood, and a partially-digested frog-like creature that seemed like it could be valuable or have special properties, but could not be properly identified.
- They talk with Zeffre and choose to ally with her, agreeing to work with her behind the Grim General’s back in exchange for assistance tracking down the SHIELD. She does not disapprove of her father per se, but wants some kind of independence from him and leverage against her brother and the savant Edward Nzimbe. Her mesmerist alters their mesmeric network to sync her into it. Arnold Tanaka, the party's handler, seems to have some kind of acquaintanceship with Zeffre.
- They head to Dengo Sensorium, as they know Asimov Dengo is the head of the dogu mafia, and the dogu mafia are somehow tied up in a gang war with Occulon, who seems to be involved with the SHIELD. They try to find Dengo but are routed to a manager, a handsome dogu male with blue hair who goes by Noma but is actually Tezura Niko working undercover, and his female blue-haired assistant (who is actually his golemite companion Aleph). He gives them Dengo’s passcode to the private bath on the top floor.
- They begin a negotiation with Dengo, but he takes a hostile stance. After they convince him to give up some information (that Occulon is working with the SHIELD), Tezura and Aleph attack Dengo. The party chose to fight Dengo with them. They nearly kill him, and then get him to give his partial decryption of the SHIELD’s location, somewhere connected to either the Forum, Occulon’s factories, or the Grand Stable system. Tezura says Dengo will be taken to jail and possibly extradited.
The Breakdown
I'm happy to say I think I'm starting to get a better feel for OSR, and I think this session went really well! I regret forgetting to put together the NPC cards and cheat sheets that I had intended to, but will definitely do so before next time! In retrospect, having the first arc be such an elaborate intrigue in a setting the players are not familiar with may not have been the best plan 0.o; I'm used to my home group who have been playing in this setting long enough to be more comfortable with that sort of thing. That being said, the feedback I'm getting is that the group had fun and are ok with being a little overwhelmed with all the moving parts.
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