My Games

Monday, August 6, 2018

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 DescriptionNotable LoreAdditional Notes
1. Meridian SystemA 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 ArkhamOver-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 EmbassyRivers 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 KingdomCovered 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 KingdomSophisticated 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 KingdomFull 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 WoodsForest, 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 DesertA 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 WildsNot 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 TimeArt 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. PerditionThis 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 / JellyfleetJellyfish 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-FortressesBio-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 ChoirA 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 MoonA 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 MoonA 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 MoonIts 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. VortekkaA 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)EffectsCostAdditional Notes
1. Class DesignationDesignate 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. BreakCan be used to disrupt loops or other ongoing spellsCost 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. TesselationSeveral 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 TumorOne 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 ViolationApoptomantic 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 UnlivingActivation 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. MetamorphosisA 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 TagBy 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 PerceptionA 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. BlightboltA 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 FooeyAn 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 AnalysisA "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 PhospheneA 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 PhospheneA 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 PingA 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. BloodfontThrough 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 SymphonyThe 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.

Unique Items


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

Crafted Items

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

Character Classes

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


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

Intelligent Species

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


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