My Games

Showing posts with label tarsos theorem. Show all posts
Showing posts with label tarsos theorem. Show all posts

Thursday, July 11, 2024

Game Design Pattern: Concept Crafting

As part of WORDS!: The July 2024 Blog Carnival hosted by Beneath Foreign Planets, I thought I'd revisit one of my favorite game mechanics of all time: 


Credit to Saker Tarsos, his Crafting with Concepts post from 2020 was the last TTRPG mechanic that truly inspired me. I'm sure there's other really innovative things I haven't given sufficient consideration or am not aware of, let me know in the comments, but this one was a game changer.

I have been under-inspired lately so I'm not going to re-hash too much. 

The core mechanic is as follows:

WORD1 + WORD2 = WORD3

e.g.:

FIRE + BALL = FIREBALL

Go read his original post or any of the following.


In my original Mecha Gear post I describe a system for building Mecha with Concept Crafting, but this could easily also apply to Power Armor or Battleships or other mechanical things.

I created three spark table posts for creating various kinds of weird mecha:
I also wrote Pre-Gens for a Super Robot Wars (videogame series)-style crossover Post Apocalyptic Mecha setting including the Ichinana from Mazinger Z, Jet Alone from Evangelion, and Hyakku Shiki from Mobile Suit Gundam.

The final play report of my Maximum Recursion Depth Volume 2 Campaign has a writeup of an awesome Concept Crafting-based Mecha boss fight, with an index to all the other PRs. The penultimate play report also had a really cool sandbox survival module that leveraged Concept Crafting for a variety of things like salvaging resources and constructing a base.


I also proposed a "monster" collecting mechanic using Concept Crafting (e.g. Pokemon, Dragon Quest Monsters, Shaman King) in the form of Anima Crafting for Maximum Recursion Depth Volume 3.


I've talked to people who were not aware of Saker Tarsos' post but had independently come up with a similar idea for things like a magic system (Maze Rats' magic system may have worked similarly, I don't remember anymore), or for something like Zelda Breath of the Wild / Tears of the Kingdom.


I hope this blog carnival brings more awareness to Concept Crafting and that more people begin to design around this mechanic. I imagine there's a whole lot more that could be done with it if people put their minds to it.

Friday, January 28, 2022

Mecha Gear with Tarsos Theorem Crafting

My Into the Odd Mecha Hack proof of concept Get into the Machine, Shinji! will be the basis for the integration between Pilots and Mecha in Maximum Recursion Depth 2, replacing the generalized Into the Odd mechanics with MRD mechanics and some other changes given playtesting and additional thought.

However, I knew that I wanted one more unique mechanical or procedural element to Mecha in MRD2, something that would provide the satisfaction of "kitting out" a Mecha's Gear, but wouldn't pigeonhole the game into a tactical Mecha combat system.

MRD2 will contain many of the Buddhist / Chinese syncretism themes from MRD1 but will also contain themes from Jewish Philosophy, and so I'm tentatively thinking of referring to the Mecha in MRD2 as Golems. One key concept of Golems in Jewish Mythology is that they're often "programmed" with a script, and empowered by words and the nature of words, such as having the Hebrew word Emet (Truth) inscribed onto them, but can be destroyed by changing it to Met (Death). I was also inspired by the Golem game Emet by Evan Saft in Doikayt: The Jewish TTRPG Anthology.

This led me to thinking back on Tarsos Theorem's Crafting with Concepts, which you should go read before continuing with the rest of this blog post. I loved that idea, and it's been simmering in the back of my mind for a long time that I wanted to do something with it, but I was never quite sure what, but now I realize it would be perfect for a Mecha Gear system.

It works especially well with MRD2 because the crafting components are words, and so the mechanics for the Gear can just as easily be an abstraction for physical components as literal Golem word magic, but you could easily just do the abstraction part and it could work as a rules-light, flexible, but still interesting Mecha Gear system for a generalized Mecha setting.



Mecha Core

Mecha have a Core, or chassis, or whatever you want to call it, defined by a two word construction. There aren't too many mechanical implications, but these words say something about the Mecha. So for instance:

(SOUL + CLONE) = Evangelion
(SPACE + EVOLUTION) = Gundam
(FLAME + REBIRTH) = Phoenix Mecha

I prefer this more symbolic approach, but you could also be more literal:

(BIOLOGICAL + ARMOR) = Evangelion
(METAL + ENERGY) = Gundam
(FIRE + BIRD) = Phoenix Mecha

If the core were to be broken, this reflects both some kind of literal damage or transformation, but also something more symbolic as to the nature or purpose of the Mecha.

Mecha Gear

Gear work similarly. There isn't too much in the way of strict mechanics, it's more FKR-ish in this regard. Mecha start with three pieces of Gear, each composed of two words. Loot for Mecha will consist of more words, which can either be modded onto pre-existing Gear, or two or more words can be combined to create new Gear. There isn't a strict limit on number of Gear a Mecha can have, or specific Gear slots, just whatever is sensible as ruled by the GM.

(FLASH + ZOOM) = Head Gear: Photo-Sensor Array
(FLASH + ZOOM) = Weapon Gear: Long-Range Stun Gun
(FLASH + ZOOM) = Leg Gear: Supersonic After-Image Jet Boots

And after getting into a metaphorical race with an extra-dimensional kaiju, reminiscent of that trippy scene at the end of 2001 Space Odyssey or some Jack Kirby psychedelia, the PC acquires the word DIMENSION:

((FLASH + ZOOM) + DIMENSION) = Head Gear: Extradimensional Photo-Sensor Array
((FLASH + ZOOM) + DIMENSION) = Weapon Gear: Tachyonic Stun Gun
((FLASH + ZOOM) + DIMENSION) = Leg Gear: Blink Boots (like Nightcrawler from X-Men)

You should keep track of the word combinations with parentheses like this, because...

Gear Targeting

I want to have my cake and eat it to, where we can have some unique conflict mechanics for Mecha around all of their Gear, but that's still rules-light, flexible, and interesting. I had conceived of a Gear Targeting system before I even thought to use this crafting system, but it was too crunchy and too limiting.

Here, the Targeting could be an actual fight, or it could be hacking, or it could be some more symbolic gesture (non-violent conflict is something I've tried to explore with MRD and that extends to the Mecha).

It might involve just making a Save to either Target enemy Gear or defend against Gear Targeting, but the consequence will be the (temporary) dissolution of the words. So in the case of the three-piece Gear above, DIMENSION would be dropped and the Gear would return to its original form.

While normally one-word Gear are not a thing, if a two-word Gear is Targeted successfully, one of the words could be dissolved for the duration of the encounter, such as:

((FLASH + ZOOM) - FLASH) = Head Gear: Telescopic Viewport
((FLASH + ZOOM) - FLASH) = Weapon Gear: Scoped "BB-Gun"
((FLASH + ZOOM) - FLASH) = Leg Gear: Jet Boots

Word Bank?

My inclination would be to create a word bank similar to how Saker Tarsos suggests, and maybe to include a generator as well. The word bank can inform the setting, and the generator would be useful for quickly generating enemy Mecha or loot.

That said, it might be better at least for starting Mecha, for Players to use the word bank more as a frame of reference, but come up with their own words or choose their own words from the bank, in order to determine the Core and the starting Gear.

I may prototype some word banks and see if I can't make a decent Weird & Wonderful Table of Mecha generated randomly from this system.

Wednesday, October 21, 2020

Saker Tarsos: Weird & Wonderful Interviews

This is an interview with Saker Tarsos of Tarsos Theorem. He was one of the first people in the OSR blogosphere I became friends with, and I've always been a big fan of his. He's bringing some really interesting ideas to tabletop RPGs, particularly through his use of coding tools and generators, but also through various other kinds of alternative mechanics (which in retrospect we did not discuss as much as I would have liked, but goblin's henchman has also discussed one of these). Also, we talked about some heavier and more personal topics in a few places, and I really appreciate Saker opening up to me and being willing to discuss these things for this interview.


Max: You and I started our blogs around the same time, I want to say around Spring or early Summer 2018. We've had conversations of this kind at various points, but for the sake of this interview, I'd be interested to know how you think the TTRPG scene has changed since we started blogging? And I guess as part of that, can you explain where you think the TTRPG scene was a couple years ago?

Saker: I think the TTRPG scene has constantly had to adapt. We arrived on the scene right before G+ went down, so we've never really been around in a long period of normalcy. We've had to find new social media homes. Social justice in our TTRPG circles has come a long way. Technology is being integrated into our TTRPGs due to social distancing. It's all very overwhelming to be honest. And, to be honest, it's hard for me to think back to how the scene was a couple years ago, I'm always so preoccupied with what's next.

Max: I hadn't necessarily thought of it that way before but you're right, I guess there's never really been much of a status quo for us.

Saker: It feels like right when we get settled down, something big happens that gets us up out of our seats again. And a lot of innovation and change comes out of it. This time it's the pandemic, and it's spurred an increased interest into online/socially distanced games.

Max: Are there any settings, or systems, or other aspects of TTRPGs, that you think have specifically become more prominent as a result of these changes (e.g. the pandemic, the increase in social justice and awareness of social issues)? Or less prominent, for that matter?

Saker: I think online and socially distanced environments favor simpler systems. The energy needed to engage with a game system gets magnified the more distance (physical or informational) that lies between the players. A lot of my thought recently has been towards how to make games easier to engage with, and specifically, how can I use coding automation to achieve that.

Max: I knew we were going to get to that topic eventually :).

Saker: I could see the increase in social justice awareness affect game settings and premise. One think that has stayed on my mind for years is changing the narrative of domain play away from the player being some kind of king or hegemon fighting with other rulers over scarce resources. It's a struggle because that schema is very deeply coded into the genre of domain play, and because that situation, though colonialist, can admittedly lead to situations that my mind finds very engaging. I've been thinking of creating domain games around community survival in very harsh environments, which I hope will foster a sense of the players needing to overcome differences and work together in order to succeed. And ideally, that situation would have players look at other communities as potential allies against the harsh environment rather than potential foes to be "othered". I think the idea still needs a lot more refinement... I am very interested in how social justice awareness will affect changes in game systems and game mediums, but that might be a whole nother discussion in and of itself xD

Max: No I agree, violent conflict and those kinds of colonialist / dominance values are very deeply rooted in, not just TTRPGs, but all media, but I think especially in games (including videogames), and it can be hard to break from that. Personally, I think that's why I've tried to find ways to use what are traditionally combat mechanics in non-violent conflict situations, to sort of blur the lines between violent conflict and other forms of conflict, and normalize that.

Saker: It's made me think on how dependent RPGs (both tabletop and videogame) are on the concept on violent combat in order to work, thematically and systematically. Killing is the (mostly) unquestioned means by which new loot and advancements become available to the characters, and by interfering what is essentially the big progression pipeline, the designer causes sweeping changes throughout all aspects of the game. You're doing good work, and fighting an uphill battle, by subverting that. I think it's going to prompt stepping back further and rethinking the entire premises of RPGs. I think one promising direction change is to tie progression to exploration and discovery, (for example, research and discoveries in Zoa of the Vastlands). There's still some colonial themes in the whole exploration of uncharted lands concept, but it's a huge step in the right direction.

Max: I'm actually not familiar with Zoa of the Vastlands. I don't know if this is where it's from, but I think post-G+, it seems like you've gotten involved in RPG Twitter and certain other circles that I'm just totally oblivious to.

Saker: It's a sort of follow-up module to the Ultraviolet Grasslands by Luka, I think you'd get an absolute kick out of it! And its creature generator gets an A+ in my book.

Max: Oh ya, I haven't sunk too deep into UVG but Luka does good stuff. I'm definitely a sucker for a good creature generator...

Saker: I used it for ~80% of the creatures in Interdimensional Voyages

Max: Want to talk more about Interdimensional Voyages?

Saker: I think so. it's been so hard to put to words in a blog post. Every time I sit down to write one, I end up ADD'ing off somewhere else.

Max: Oh I get that, the struggle is real. It requires a really deep focus to write effectively, at a broad level, about real projects of that scale. Maybe it would help to focus in on a specific aspect of it then. We already brought up coding, let's swing back around to that. I've said before that I think the way you use coded automatic character creation is unlike anything else I've seen, and really interesting, and a great demonstration of the unique value that coding can bring to TTRPG beyond just as a convenience tool or simulation tool. Can you talk more about that?

Saker: Gotta give Spwack credit here, the prototype of the Interdimensional Voyages character generator is based on his INCREDIBLE Die Trying character generator. It then metastatized through several evolutions to become the monstrosity it is today! On coding in TTRPGs: for me, it is definitely a convenience tool. I got into coding TTRPGs because I wanted to make tools that would allow me to continue to run TTRPGs as my free time and energy dwindled for various reasons. Me and my friends back home, who were my original audience, are very busy, and stressed, and don't always have physical spaces available for us to play games. Coding these tools is a means to try and make games more accessible to people who are short on time, energy, and space.

Max: Oh that's true about Die Trying, and I even interviewed Spwack as well lol. Well in any case though, I do think you've carried that mantle alongside him.

Saker: I think there are, indeed, times where coding in TTRPGs can have inherent value in and of itself. Modules in mothership, for instance, have the unique opportunity to become immersive objects in the fiction itself. But I do think trying to code for its own benefit can miss the point, which is that it should be making peoples lives better, easier, or more accessible.

Max: I like that idea with Mothership. Speaking of moving away from violent combat, you could imagine a TTRPG where the game mechanics are basically just light coding- like even stealth-teaching people how to code. I agree that the coding should serve some purpose, but I do want to kind of push back on the idea that it should just be a tool of convenience. Again, I think even what you're doing with it, it's more than just a convenience tool, I really think it allows you to do things that wouldn't otherwise be possible, or wouldn't otherwise be fun. I do think it can actually change the nature of a game.

Saker: I could see that game being very helpful. The initial learning curve for basic coding concepts is... not optimal. But unfortunately I think such a game would be rather complex in nature (compared to the games I play, which are very simple and thus I have a very high standard of simplicity) and hard to introduce to new players.

Max: Ya... I do think it can be done, but would require some thought. Cryptomancer does that, to an extent. Kind of a tangent, but speaking of social justice in games, their game Sigmata is also worth checking out.

Saker: You are absolutely right to push back there! I would not be coding if it didn't provide me some sense of wonder that defies its utility. And when coding is capable of doing things that otherwise wouldn't be possible, it becomes very valuable. In my recent projects, I've been using coding to try and bypass a lot of the busy work in games, and to save a lot of time by performing calculations that would otherwise be done by the DM. This, especially, allows me to make games that are more complex than I could on paper, because the players will not ever witness the complexity itself, only its results. But, now that I think about it, I do think these cases still provide utility and usability above all.

Max: Well, it's sort of both, right? It's utility/usability, but as you say, it allows you to add a level of complexity that normally I would not find palatable for TTRPG, but do enjoy, but because it's automated, it works.

Saker: Pretty much, my project at the moment is to code a discord bot that will be able to replace a DM in a simple but detailed TTRPG.

Max: I've actually recently developed an interest in Solo RPGs. Haven't done much of them and only just begun to think about them, but I think there's potentially some shared logic between those two ideas.

Saker: I love me some complex games in theory, I just don't like running or playing them. Automation allows me to enjoy the fruits of complexity without having to actually labor for them, heh

Max: Absolutely. I really like the conditional logics in Interdimensional Voyages character creation, for instance, but I would not necessarily like to do that by hand.

Saker: Oh yes, that would be a nightmare.

Max: I found when I was making my character for IV, I'd just keep clicking the generate button to see what weird combinations I'd find. Those conditional logics felt like easter eggs. Then I just ripped your source code lol. But it didn't ruin the magic, if anything, it only enhanced it.

Saker: It's my hope that in future renditions, there will be even more of those easter eggs and conditional logics. My hope when tuning it was that things in the character sheet loop into themselves logically, making the character as a whole make thematic sense. I think the nicknames do a lot for that specific experience: the first thing the player sees is the character's nickname, which foreshadows one of their life path events. Then they see the life path event and go aha! and the connection is made that ties up the character. The more of those little tricks exist, the harder it is to see the character as a procedurally generated jumble of words, and the easier it is to see them as a fictionally realized being.

Max: Ya, on the one hand, with combinatorials, you can exponentially increase the number of possible unique results, but... for a character in an RPG, it's not necessarily the case that all combinations will be interesting. By adding conditional logics that tie certain parameters together, you do lose some possible combinations, but you gain in coherence.

Saker: In the book "Procedural Storytelling in Game Design", one of the essays (I forget which one) describes a sort of spectrum of procedural generation. On one end there are very focused generators, with relatively small design space to work with, that generate very consistent results. On the other side of the spectrum, you have very wide, wild generators that cover large swathes of design space and can output results with extreme variance. The goal is to find that sweet spot in the middle, where the results will be focused enough that they are useful, but varied enough that they can still continually surprise you. Conditional logics can be time intensive to program, but can help you stay in that sweet spot. And so the interesting thing is, I'm a Lit major. Not exactly the person you'd think would be coding, but all those writing and narrative skills come into play in weird areas in the coding process. Like working with combinatorial word generators. Or being able to tune a generator so it more consistently outputs results that make narrative sense.

Max: I'm a software engineer with a psych degree so I get that. My favorite peers tend to be those who also have atypical backgrounds like that, we're weirdos!

Saker: Yes! And that's a great example for people who might be interested in coding, but feel intimidated because they didn't come from a compsci background (aka me in early 2018)

Max: Oh I look back now on the kind of coding I was doing back then compared to now, i don't know how I was able to get anything to work back then lol.

Saker: Saaaaame!!

Max: Eh, honestly my understanding is that many people coming out of compsci don't necessarily actually understand the principles behind software engineering anyway, but that's a whole other conversation. But I do think, people who have both a liberal arts or basically non-STEM background but also know STEM... I think there's a sort of non-linear gain on that. The things I've learned about statistics, machine learning, and software engineering, have actually enhanced my ability to talk about, think about, and act on, my views towards cognitive neuroscience (my former work), but also society, literature, and all sorts of things.

Saker: Agreed, it feels like, rather than learning new things taking up limited brain space, that they expand the things you already know exponentially.

Max: I would really encourage everyone who can afford the time and effort, to really try to learn at least a little coding and stats. I really don't think it can be overstated just how valuable it is on every level, even if just intellectually, and you really don't have to be a genius. I barely passed my math classes even in college lol.

Saker: I'm actually going back to take a stats class once the current semester is over. It feels Necessary (in a good way). I've pretty much hijacked my library science degree into an information science degree so there are so many missing holes in my knowledge to shore up xD, stats being one of them.

Max: That's awesome! I'm really excited for you. Getting off the soapbox though, and maybe back on track, I think we should wrap things up soon, but do you have any other RPG-related topics you still want to talk about?

Saker: Hmm let's see, I think I did my Technology Is Good, Do Not Fear It soapbox.

Max: lol ya but if we reinforce each other on that we'll bore everyone away pretty quickly!

Saker: I guess talking about my current place in the scene? It's been hard to consistently post because the projects I have been working on have been difficult to describe in blog posts. Honestly ADD makes it really hard to keep consistent lines of communication through social media, and to be consistent in projects as well. That's something I've always struggled with when it comes to being part of an online community, and I'm starting to identify its source.

Max: I can imagine how that would be difficult. I've been trying to focus in on a smaller number of projects but going deeper and doing bigger things with them, but it is not easy to do even without ADHD.

Saker: As such, I feel like a comet. Occasionally coming back into orbit after long periods of time then hurtling off again.

Max: That kind of outsider-ness, of being like a comet, I think like we were saying with being someone with both a humanities background and an interest in quant, I think that gives you a unique perspective. I don't know if it's too personal, but when you say you're trying to identify the source- that's a sentiment I strongly agree with, when it comes to tackling any kind of issue, really. Maybe I'm not so much asking what that source is specifically, but I guess a better question is, how, if at all, do you think ADD and the struggle to overcome it, and so on, has affected how you approach TTRPGs or your creative efforts? For instance, you've talked a lot about wanting tools to make running games more manageable...

Saker: Yes. Absolutely. I would say it has always subconsciously defined my entire approach to TTRPGs. All my automation efforts could be seen as attempts to reduce the breadth of cognitive load that I would experience by running games. Let the computer take care of these certain areas (the computation, the details), so I can focus more on the stuff that matters to me (ideas, dialogue, having fun with my friends). And hopefully, by extension, other people with ADD and just other people who are busy and stressed in general.

Max: I just handwave those complexities ;), but your approach is perhaps a more rich and fulfilling one in the long run.

Saker: So far, ADD has proven a serious obstacle in my attempts to be a productive member in this community, but because of that, being part of an online community has helped me identify the ways it was, and is, affecting my life. And this community is providing me with the motivation to tackle it. So, thank you for being a very positive aspect of life!

Max: Well, that's probably a genuinely more worthwhile accomplishment than anything else I've done with my blog, and I don't mean that self-deprecatingly, so thank you very much! And likewise, my blog has been, and continues to be, a real source of personal accomplishment and value to me, and it has helped me through some hard times. Early on, when I was struggling to get the ball rolling and having real doubts and confidence issues around my blog, you were a very early source of support, and I can't thank you enough for that.

Saker: You're very welcome, and likewise! Seeing your blog was the inspiration that got me to start mine!

Max: Ya, wow, ok... I think that's a good place to end this interview haha, but thank you very much for your time and for the conversation. It's been an interesting couple years, I hope we have even more to discuss a couple more years down the line!

Saker: Indeed!

Tuesday, March 24, 2020

A Very Incomplete Periodic Table of Elementals

This is something that Saker Tarsos and I started a long long long long long time ago and never got even close to finishing. The periodic table is big, a lot of the elements aren't that interesting, and also working on this was a good reminder that I know embarrassingly little about chemistry and therefore couldn't really leverage this to its greatest effect. Many of my entries are a mix of my poor understanding of the chemistry, real-world applications, any historical or mythological significance of the element, or random stuff that popped into my head. I haven't re-read these in probably at least a year so I'm sure they're full of mistakes. It is unlikely that I'll ever finish this, although I'm realizing we missed some good ones so maybe I'll come back to some of them. Any suggestions also appreciated. A lot of the entries are repetitive for reasons I've already kind of explained. Each entry starts with its symbol, name, period (I think that's what it's called...), and then the creator (ST is Saker, MC is me). Hopefully some of these are not terrible.

EDIT: Blogger is being obnoxious and making it inexplicably difficult to edit new entries in, but look to the comments for Nerdhogg's entries until I can figure out why this isn't working.


H Hydrogen Nonmetal ST They have witnessed the beginnings of the Universe, and the experience has left them terribly scarred. They meld with others to forget themselves, or flee to the upper atmosphere to get away from it all. They have an explosive temper when in large numbers. Those that remain in the troposphere will combine with Oxygen to become standard Aristotelian water elementals, or with Carbon to become Hydrocarbon Moleculars.

He Helium Noble Gas ST Self-reliant Helium elementals seek to rise above the troubled memories of their creation, for they were either smashed together from bits of Hydrogen in the forges of the gods, or spat out from angst-filled Uranium or Thorium elementals in their fits of self-harm. They are calm and collected, regarding themselves as being above asking other elementals for help. They have long memories and are thus wise and knowledgeable if questioned, but hard to locate.

Li Lithium Alkali Metal MC They are migratory beings, traveling along bolts of light between the positive and negative planes. The gods designed their routes as a circuit, which they channel to power their divine machines. It is thought that mortals were designed from those same circuits, which explains why some mortals find emotional balance and comfort in their presence.

Be Beryllium Alkaline Earth

Be Boron Metalloid

C Carbon Nonmetal

N Nitrogen Nonmetal

O Oxygen Nonmetal MC Ethereal and ubiquitous elementals of life and death. In their purest form they enrich and refresh those around them, but in less pure forms make the air heavy, crackling with ozone. In sufficient quantities they can produce powerful winds, suppress flames, or feed them. While they provide energy and strength, they also oxidize metals and carbons, draining and corrupting the host. Some cultures accept oxygen elementals as spirits, above good and evil, and embrace their gift and their curse, while others see them as parasites and vampires, and others still as weapons to be harnessed.

F Fluorine Nonmetal MC Pinkish-white creatures. Known as the celestial sword-and-shield, they can pierce the heavens, but they can also harden and form a protective barrier around objects. They are able to take a form like heavy water elementals, and naturally repel water.

Ne Neon Noble Gas MC Normally colorless, odorless, inert gaseous beings. They dislike interacting with other elementals or materials of any kind. Some will dance across the skies, but most traverse the cosmos, preferring the vacuum of space to atmospheres. When forcibly extracted from the air and caged in glass tubes and electric containers, they produce a bright reddish-orange laser light. Such neon lanterns are highly valued for ornamentation and are seen as a sign of wealth.

Na Sodium Alkali Metal

Mg Magnesium Alkaline Earth ST Born from tumult, they carry within themselves the slumbering rage of stars. They form themselves into wicker-wire forms of dull metal that burn with intense heat and light should they suffer insult.

Al Aluminum PT Metal

Si Silicon Metalloid

P Phosphorus Nonmetal

S Sulfur Nonmetal

Cl Chlorine Nonmetal

Ar Argon Noble Gas MC Gaseous, blue-green glowing creatures found mostly high in the sky. They do very little, but also keep very much from happening in their presence. It is nearly impossible to start a fire around them, and most magics are silenced. For this reason, their presence is often requested for diplomatic meetings or to maintain order at neutral grounds.

K Potassium Alkali Metal

Ca Calcium Alkaline Earth

Sc Scandium Trans Metal MC Sporty, silvery, yellowish-pink metallic elementals with auras like sunlight. They forms objects like baseball bats and lacrosse sticks from themselves. They're more interested in playing than fighting, but have no problem throwing down, especially if their favorite team is insulted.

Ti Titanium Trans Metal

V Vanadium Trans Metal

Cr Chromium Trans Metal

Mn Manganese Trans Metal

Fe Iron Trans Metal MC Large, bulging muscles, thick veins with perfect blood flow, the prototype of bodybuilding. Despite their unwieldy size and musculature, they are surprisingly flexible and adaptive, and are one of the more prosperous and abundant of the periodic elementals. They are seen as allegories of technological advancement and progress, both for good and ill.

Co Cobalt Trans Metal

Ni Nickel Trans Metal MC Silvery-white with a gold tint, and often covered in veins of greenish salts embedded in pores. They are hard and highly ferromagnetic. While valuable in their own right for their strength and magnetic properties, and as a measure of the value of a currency, they are known for their trickster behavior, misleading miners towards useless veins of fool's copper. As a result, they are often seen as an omen of bad luck, or gifted as an insult.

Cu Copper Trans Metal MC Sometimes they take humanoid form, usually feminine, but mostly they form as bundles of wires in relatively simple circuits. Although relatively soft, they are durable to environmental conditions and highly electroconductive, and are in fact the most abundant of the electroconductive periodic elementals. Blue blood courses through them, rich in oxygen and prized by deep aquatic life. While their skin is metallic and reddish-brown or pinkish-orange in color, they develop a greenish layer of rust when exposed to air. While many find this rust attractive and embrace it, others diligently scrub their skin. They are toxic to bacteria and fungi, and are therefore often sought after for the natural sanitation they provide.

Zn Zinc Trans Metal

Ga Gallium PT Metal MC Silvery-blue metallic elementals covered in blue and violet LED lights along circuit-lines. They have what appears to be a microwave in their solar plexus, which is actually a powerful ion beam cannon. They can sense infrared radiation on their skin. They have a low melting point and will seamlessly transition from liquid to solid and back based on the temperature in their environment or the temperature of those touching them. In addition to being superconductors, they can make other metallic periodic elementals weak and brittle by touch.

Ge Germanium Metalloid MC Nanofibrous beings invisible to the naked eye and infrared. They collect like string in a pocket, but the jumble is not random, it is a mathematically impossible circuit. The fibers weave throughout molecules, bending them into super-dimensional polymers. The weave bends light, magnifying and contorting sensory stimuli, interfacing with life and transmitting the signal directly into the brain. The circuit is like a superconducting transistor, amplifying the signals it collects from light and from the molecules in its weave, like an exponentially growing singularity.

As Arsenic Metalloid MC On some worlds they are the most fundamental elementals of life, treated like gods or demigods or progenitors. On our world, they are often seen as an harbinger of death. They come in three forms; the most common being gray and brittle and the most electroconductive, another form yellow, soft, and waxy and the most poisonous, and a third form black, glassy, and brittle and mostly inert. They are sometimes merged with lead elementals to strengthen them, but are most often employed as assassins, given their toxicity to many carbon-based lifeforms.

Se Selenium Nonmetal

Br Bromine Nonmetal

Kr Krypton Noble Gas MC Thick, flowing lines and beams of gaseous laser, mostly white but sometimes red or other colors. They are ethereal and can take on many forms as a gestalt of laser, although they often take a roughly humanoid form when dealing with humanoids. In addition to lumination, they can produce stunning flashes of light, which also serve as perfect photographic memories. Their gaseous form is heavy, and has a tranquilizing effect on oxygen-breathing lifeforms in their vicinity if i close proximity or tightly enclosed.

Rb Rubidium Alkali Metal

Sr Strontium Alkaline Earth MC Silvery-yellow metallic humanoids with a CRT monitor for a head, covering their entire face up to their mouth, which bares humanoid but inhumanly large, strong teeth. They are immune to X-ray radiation, and by lifting a glass visor over their face, can emit harmful X-rays. They can also project burning-hot crimson fireworks from their hands, and are phosphorescent in the dark. They were once bountiful and highly sought after for their ability to safely project messages streamed at electromagnetic and magical frequencies, but in recent years have been replaced by newer tools, and have significantly declined in number. They have a bit of a chip on their shoulder about this.

Y Yttrium Trans Metal MC They form in lung fluids as a silvery, crystalline cluster, like a cancer. They spread throughout the body, turning the host into a superconductor. The host's skin becomes phosphorescent. They emit light from their orifices like a cathode-ray tube. Nerve clusters light varying colors like a circuit of LEDs. Electrodes develop over the surface of their body. Outside the host, they cannot survive unless they merge with rare earth metal elementals, although there is no known method of testing whether a rare earth metal elemental is carrying the yttrium infection.

Zr Zirconium Trans Metal MC White-gold metallic elementals, resistant to heat and corrosion. By smashing their bodies they can create powerful flames from the particles, but they are otherwise better suited as workers or defenders in hot, radioactive, or corrosive environments.Each Zirconium elemental is born as a pair with a Hafnium elemental, but the Hafnium elemental is often absorbed into the Zirconium elemental shortly after birth/creation.

Nb Niobium Trans Metal MC Crystalline, normally gray creatures, although they can take on many colorful, iridescent forms. In addition to electromagnetic powers, they are also able to strengthen many other metallic elementals into steel alloys. Niobium elementals sexually reproduce. Their litters count in the dozens, but most are killed or consumed by other elementals long before reaching full maturity.

Mo Molybdenum Trans Metal

Tc Technetium Trans Metal

Ru Ruthenium Trans Metal

Rh Rhodium Trans Metal MC They appear like a sleek automobile, usually like a sports car, and are white-gold in color. They are highly resistant to corrosion, and their fumes are actually just recycled air that has had toxic or dangerous substances filtered out. For these reasons, they are often prized as mounts (although they are intelligent and will take umbridge with this description of their relationship with their driver), or called upon for assistance in toxic environments.

Pd Palladium Trans Metal MC They are a lustrous white-gold in color, and appear as a feminine humanoid. They are engineer-soldiers, masters of craft and warfare, their natural armor and weapons always at least one age advanced as compared to the rest of the setting, and always banded and studded like jewelery. They offer their knowledge to enlightened societies, but are keenly aware of the consequences of such knowledge. They teach the concept of discrete time, but acknowledge the anxiety it may induce. They provide medical and dental care as they fill the cavities caused by sugar refinement and clean the air polluted by their technologies. They are generally well-meaning, but cannot accept complacency, even if comfortable.

Ag Silver Trans Metal

Cd Cadmium Trans Metal

In Indium PT Metal

Sn Tin PT Metal MC Soft and silvery-white, with a liquid crystal display somewhere on their body, often as their face or on their chest, and studded with artistic punches outwards from their skin. They are able to shift between a metallic beta form, and a non-metallic, crystalline, gray alpha form. They are electroconductive, weaker than rare metals but useful for their ubiquity, and are resistant to water corrosion.

Sb Antimony Metalloid MC Silvery, crystalline elementals with striking, beautiful eyes accentuated by naturally-forming kohl. They are both invisible and immune to evil eyes. They are naturally brittle, but can harden lead elementals, particularly against fire and acids.

Te Tellurium Metalloid

In Iodine Nonmetal MC They are scouts and medics, able to perform a wide variety of chemical and spectral analyses on an environment and regulate endocrine systems in many lifeforms. They have a blackish-purple color, and vary in shape, but mostly humanoid or aquatic. They often have a briney, salty smell like the ocean. When set aflame, they glow a brilliant violet.

Xe Xenon Noble Gas MC Although technically an invisible gas, they emit bright and colorful lasers, and tend to be showy. They are like an EDM or disco DJ, producing shows of laser light, but also their lasers can alter the neurochemistry of their partygoers, giving them energy or sedating them.

Cs Cesium Alkali Metal

Ba Barium Alkaline Earth

La Lanthanum Lanthanoid MC They appear as komuso monks, but are more like ninja in disguise. Their heads are covered in a flammable mantle, covering their gas lighter heads. They are capable of producing powerful, focused arcs of flame, but are soft and vulnerable in a direct fight.

Ce Cerium Lanthanoid

Pr Praseodymium Lanthanoid

Nd Neodymium Lanthanoid MC They are naturally silvery metallic elementals, but are often found in a glassy form of pinkish or bluish color. In their metallic form they are powerful magnets, often constructing metal shells around themselves in the shape of microphones, automobiles, and computers. In their glass form they project infrared laser beams, and have mastered the art of transmitting information onto hard disks via lasers. Between their magnetic properties and laser-transmission properties, they have become prized librarians or mentats of powerful alchemages. Nonetheless, they are not only drivers of alchemagic, but also of nature magics. In their glass form they often take a shape reminiscent of roses or other flowers, and in fact have the ability to enrich soil and promote plant development.

Pm Promethium Lanthanoid MC Small, phosphorescent creatures. They are radioactive, can be used to produce energy, and have x-ray vision.

Sm Samarium Lanthanoid

Eu Europium Lanthanoid

Gd Gadolinium Lanthanoid

Tb Terbium Lanthanoid

Dy Dysprosium Lanthanoid MC Silvery metallic elementals that can change their shape using magnetostriction, literally restructing themselves through application of ferromagnetic force. They often have one or more metal-halide lamps on their body, which hum and radiate red, green, or white light and give off heat. They have the ability to produce infrared laser beams, are resistant to radiation, and have fine-grain control over electromagnetism.

Ho Holmium Lanthanoid MC Naturally silvery-white, they are fragile beings, corroding to yellow and pink and often partially aflame. They do not live long, but they live their brief life to the fullest and are known for their magnetic personality. In fact, they are the most magnetic of any of the periodic elementals. Even when taken against their will, they are prone to Stockholm Syndrome.

Er Erbium Lanthanoid

Tm Thulium Lanthanoid

Yb Ytterbium Lanthanoid MC Shining and silvery, with an emerald green aura of flame and radiation surrounding them. They can control their radioactive output to be (relatively) safe, and can harness the energy for X-Ray vision and imaging. They are masters of precision, from their internal atomic clock to the strength and sharpness of their self-cut blades.

Lu Lutetium Lanthanoid

Hf Hafnium Trans Metal MC Born as a pair with a Zirconium elemental, it is almost identical in appearance except for having a filmic iridiscence. It shares many of the abilities of its sibling only stronger. Most Hafnium elementals are absorbed by their Zirconium sibling shortly after birth/creation, so they are more rare. Hafnium elementals can be summoned by an occultic/alchemical ritual involving the mass sacrifice of Zirconium elementals.

Ta Tantalum Trans Metal

W Tungsten Trans Metal

Re Rhenium Trans Metal MC Silvery-white and honey-comb patterned. They are durable creatures, resistant to melting and when melted resistant to boiling. Their guts extend from their body like a hernia, in the form and with the function a jet engine, dripping gasoline and jet fuel.

Os Osmium Trans Metal

Ir Iridium Trans Metal MC Yellowish-white, metallic, with humanoid female traits. They are (arguably) the densest of the elementals, hard, and almost entirely resistant to burning, melting, or corrosion. They are often utilized by the gods as messengers, shot ballistically on beams of rainbow across the cosmos. In their pure state they are brittle and generally shatter on arrival, but are nearly indestructible and unstoppable along their rainbow trajectory. Occasionally they are used as ballistic, planet-killing god-weapons.

Pt Platinum Trans Metal MC Silvery-white elementals known for their rarity. It is considered a sign of wealth to employ platinum elementals or to have a concentration of platinum elementals within a kingdom. In addition to their electromagnetic abilities, they are also known for their ability to act as catalysts for various alchemagical transmutation spells.

Au Gold Trans Metal MC Although soft, these reddish-yellow metallic beings are some of the most useful and sought after of the periodic elementals, complicated by their relative rarity. The malleable elementals are often shaped by alchemists, wizards, and craftsman into exotic forms as fashion accessories. They are also highly electroconductive, making them useful weapons, but also useful for electrical transmission. They can also reflect electromagnetic radiation, and even have anti-inflammatory properties that make them useful to apoptomancers. They are also often used as the benchmark for a currency, where the value of the currency of a kingdom is measured by the quantity and quality of gold elementals in service to the kingdom.

Hg Mercury Trans Metal

Tl Thallium PT Metal MC Like tin treants with a subtle green aura. They harness light, integrating cognitive processing and circulation into one photoreceptive mechanism. They can see in infrared and are poisonous to the touch, making them excellent nocturnal assassins. They hide in forests, waiting for nighttime passersby to brush into them, sealing their fate. Their favorite snack is hair.

Pb Lead PT Metal

Bi Bismuth PT Metal MC Iridescent, rainbow-colored, metallic elementals with a stair-step crystalline structure that psychedelically bends and warps like a four-dimensional MC Escher painting. They are healers, treating digestive discomfort and certain infections. While not humanoid in form, they will often bond with an intelligent lifeform that is beautiful on the inside and out, worn like exotic jewelry, but also painting their eyes and nails, an aura like splotches of shimmering paint builds along the surfaces surrounding them, disappearing as they pass.

Po Polonium PT Metal

At Astatine Metalloid

Rn Radon Noble Gas MC Gaseous elementals that are normally odorless, colorless, and tasteless. They are also highly radioactive, making them silent and dangerous killers, but too slow and too unwieldy for singular assassination. When cooled to a solid state, they have a yellow or orange-red radioluminescence. They mostly reside safely underground, although accidental deaths sometimes occur around hot springs where radon elementals bathe.

Fr Francium Alkali Metal MC Native yet unstable elementals, they spend most of their lives as astatine, radium, and radon elementals. They are highly radioactive, making their francium form more like a last-ditch kamikaze effort.

Ra Radium Alkaline Earth

Ac Actinium Actinoid

Th Thorium Actinoid

Pa Protactinium Actinoid

U Uranium Actinoid MC Silvery-gray metallic elementals with neon-green circuits that glow under UV light. They are normally weakly radioactive, and take the form of small, innocuous lizards. When enriched, they grow to monstrous, kaiju proportions, wrecking havoc physically and radioactively in the environment. Some have learned to harness the power of the enriched elementals to produce energy and magics.

Np Neptunium Actinoid MC In the shape of a horse, their color varies from silver to dark purple, yellow-green, green-blue, light reddish-pink, or dark green. They are nuclear powered and able to move on land or in the sea (transforming into a hippocampus), and are prized as mounts even amongst the gods. They may self-destruct in a highly radioactive nuclear fission explosion.

Pu Plutonium Actinoid MC They usually have a dull gray shell of oxidation, although sometimes yellow or olive-green, but in their purest state they are silvery-gray. They are highly radioactive, but containable and fissible. At a high cost, plutonium elementals can be summoned or birthed, and used for massively powerful explosive alchemagics or as a source of alchemagical energy. They are sometimes in humanoid form, but often phallic and with aerodynamic features.

Am Americium Actinoid

Cm Curium Actinoid

Bk Berkelium Actinoid MC Feintly silvery-white, metallic elementals that reflect mostly in infarared. They are weakly radioactive, but generally not a passive danger.

Cf Californium Actinoid MC Silvery-white metallic elementals soft enough to be cut by a blade. They are radioactive, and have the ability to activate other radioactive elementals. They can also harness their radioactivity into a "sixth sense", an ability to sense the radioactivity and other chemical properties in an environment.

Es Einsteinium Actinoid MC Naturally silvery-white and metallic, they glow hot blue with nuclear energy. They usually take the form of or are covered in cubic crystals, although sometimes they take on a hexagonal crystalline structure instead. Most are unstable, synthetic creations, like short-lived kamikaze bombs. A rare few are wrapped in a paramagnetic field which weakly attracts metal, but is more so a containment suit for the elemental. However, even within the containment suit they are soft elementals and not suited for much more than being a bomb.

Fm Fermium Actinoid MC These elementals are birthed in the aftermath of disaster, particularly nuclear disaster. They are short-lived and radioactive, a brief after-image of holocaust.

Md Mendelevium Actinoid

No Nobelium Actinoid MC Rare and myserioud elementals, with properties similar to ytterbium elementals. In our universe they are radioactive and rapidly decay. They come from another universe or dimension where the laws of physics are slightly different, allowing them to be stable.

Lr Lawrencium Actinoid

Rf Rutherfordium Trans Metal

Db Dubnium Trans Metal

Sg Seaborgium Trans Metal

Bh Bohrium Trans Metal

Hs Hassium Trans Metal

Mt Meitnerium Unidentified MC Rare and mysterious elementals, with properties similar to cobalt, rhodium, and iridium elementals, except highly radioactive. They come from another universe or dimension where the laws of physics are slightly different, allowing them to be stable.

Ds Darmstadtium Unidentified MC Rare and mysterious elementals, with properties similar to nickel, palladium, and platinum elementals, except highly radioactive. They come from another universe or dimension where the laws of physics are slightly different, allowing them to be stable.

Rg Roentgenium Unidentified MC Rare and mysterious elementals, with properties similar to gold, silver, and copper elementals, except highly radioactive. They come from another universe or dimension where the laws of physics are slightly different, allowing them to be stable. To summon a Roentgenium elemental is to summon nuclear death.

Cn Copernicium Trans Metal MC Rare and mysterious elementals, with properties similar to zinc, cadmium, and especially mercury elementals, except highly radioactive. They come from another universe or dimension where the laws of physics are slightly different, allowing them to be stable. They are gaseous in our universe, and when they bond with gold elementals they become volatile.

Nh Nihonium Unidentified MC Rare and mysterious elementals, with properties similar to boron, aluminum, gallium, indium, and thallum elementals, except highly radioactive. They come from another universe or dimension where the laws of physics are slightly different, allowing them to be stable. It is believed that in a sufficiently heavy enviornment, these elementals could be made stable in our universe, and much could be learned about the extra-universal/dimensional elementals from examination within these heavy, stable islands.

Fl Flerovium PT Metal MC Rare and mysterious elementals, with properties similar to lead. In our universe they are radioactive and rapidly decay. They are superheavy, but at room temperature are gaseous, creating a heavy, suffocating field. They come from another universe or dimension where the laws of physics are slightly different, allowing them to be stable.

Mc Moscovium Unidentified

Lv Livermorium Unidentified

Ts Tennessine Unidentified

Og Oganesson Unidentified

Wednesday, June 5, 2019

SWORDDREAM

So my friend Saker Tarsos from tarsos theorem made me aware of this interesting new RPG movement on twitter called #SWORDDREAM. You can learn more about it on the graverobbers guide blog.

Nobody had done it, so I took the reins and made a subreddit. In keeping in the spirit of SWORDDREAM, it's "unofficial by design". If you want a convenient, centralized place to discuss SWORDDREAM-related stuff, it's there, and if you don't want to, then you don't have to!


Sunday, February 24, 2019

Weird & Wonderful Blasted Lands: Tarsos Theorem Appreciation

I still don't have as much time or energy as I would like for tabletop or blogging right now, but one thing I've wanted to do is a series of posts where I take some of the generators and other tools that my friends have made, and do 'something' with them. In some cases it may be building worlds or monsters from their tables, or adding entries to their tables, or making scenarios. I'm leaving it loosely defined. Likewise, I'm not making a finite list of who I'll cover or when. I want to show appreciation for the awesome people out there, but I don't want people to think if I don't get to them right away that it means I don't appreciate them! I'm just doing these when I can, how I can, for whoever I can, as they pop into my head randomly.

I'm going to start this series with Tarsos Theorem. Saker Tarsos was one of the first friends I made in the blogosphere community, and currently he's working on some really impressive stuff, so it seemed like a good time to do this already.

So with that:

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There is a planet, a gas giant with beautiful rings which contain many broken ships, slowly hurtling towards the sun.

Within this ecosystem of refugee ships, there is one ship of particular interest to the treasure hunters of the stars, the Oberon Mariner Tango. It is rumored that within the ship are mineral resources, priceless ceramic artifacts, and databases of ancient cryptocurrencies. It is known that civilization on the ship all but collapsed nearly a century ago, after a disastrous collision with another ship containing rare and dangerous lifeforms from throughout the galaxy. Few historical records remain, and they come from dubious sources at best. Even so, they provide a rough account of events preceding The Impact:

Three hundred years ago Grodlise, the High Priest of the Unsteady Haven, forsook all the taboos of their fellow Refugees, learning the Uplifting arts of Savagery, in order to prepare for dark days ahead. It is believed that Grodlise traded an arm and a leg to Limb Dogs in exchange for the silicon eye of a long-dead god. The eye gave them the power to summon creatures and extract life essence. Through hideous experimentation, they combined bits and pieces of summoned creatures and siphoned the life essence of a most cherished, deceased friend. They did not know that the silicon eye was madness-inducing. They believed they revived their friend. It was their revived friend who taught them the uplifting arts of savagery. It is ironic that the fall of Oberon Mariner Tango's greatest civilization would occur as a result of the actions of the once great High Priest Grodlise.

Two hundred years ago Sirilise, Slaver of the Reassuring Caravaneers, led the reconstruction of the Haven of Salvage, in order to fill starving bellies. Sirilise was known for his deadly marskmanship, and his Gabor wave-rifle. An amateur programmer, he used his wave-rifle to program the AI of a dangerous android, accidentally triggering a Schrodinger reaction. Thus, the enslaved Reassuring Caravaneers became unwitting quantum waveform undead outlaws, said to swagger across the circuits of the Oberon Mariner Tango to this day. It is ironic that the revival that was to come, could only have occurred as a result of the actions of a slaver.

One hundred years ago Korliseing, the Gang Leader of the Unsteady Temple, forsook all the taboos of their fellow Prospectors, learning the Uplifting arts of Rediscovery, bringing hope to the downtrodden. Korliseing was opposed by the natural predator of all progress, the Spirit of Degeneracy. It is said to appear as an alert, droning old man with tiny, constantly fidgeting hands. In its presence, one will experience a sense of deja vu, yet to speak in the past tense will dissolve any sense of motivation. Some believe that the Spirit is some manifestation of Grodlise or their friend, or perhaps one of the undead waveforms of the Reassuring Caravaneers. It is ironic that just as civilization on Oberon Mariner Tango was about to reach its second apex, The Impact occurred.

All that is known about the impact is that the captain of the invading ship was Xixaka, a wriggling mantis monk who could command androids, had a penchant for mutilating dead bodies, and was adventuring for sweet, sweet vengeance. Of all the monsters he brought with him in The Impact, one is feared most. It is believed to be a giant maw on comically small legs, with a roar that triggers specific panic responses in sentient beings' brains. As a survival mechanism, it can spit forth a tiny clone of itself upon death. It is believed to be a creature from another dimension. Its guts are interdimensional worms that can be harvested as a means of faster-than-light wormhole travel. Some say it was metaphysically drawn to Oberon Mariner Tango by Grodlise.

********************

And here are the tools and generator results that went into this creation

Disreputable Wizard
You find this individual trying to bring their most cherished friend back to life through hideous experimentation. They are feeling contemptuous. They have the power to Summon creatures from other worlds. Once, long ago, they lost an arm and a leg to a pack of Limb Dogs. They currently have the madness-inducing silicon eye on a long-dead god.

Rambunctious Apocalyptic Outlaws

  • You find these rapscallions ineptly programming the AI of a dangerous android.
  • They are swaggering.
  • They are bizarre in that they exist as a waveform of probably outlaws yet to be collapsed into a concrete reality.
  • Recently, they were caught in the blast of a Schrodinger-Bomb and now are simultaneously alive and dead.
  • They are led by a deadly marksman with a high quality sniper rifle.

Wandering monster appears: The enemies' natural predator.

  • You find this creature starving and searching for its next meal.
  • It is feeling suspicious.
  • It is a giant maw on comically small legs
  • With a roar that triggers specific panic responses in sentient beings’ brains
  • That can spit forth a tiny clone of itself upon death that tries to escape.
  • Long ago, this creature was exiled from its own dimension.
  • Guts that writhe like snakes can be carved from its corpse. 
This spirit appears as a droning old man with tiny, constantly fidgeting hands. It is feeling alert. It was once tasked with opposing all change. You will know when it is near when you experience deja vu. In its presence, you must never speak in the past tense or else you will lose all motivation for your current goal.

This ship is called the Oberon Mariner Tango. It is a uninhabitable Mining Frigate with no survivors. The engine, thrusters, and jump drive are non-functioning. It contains 146 scrap, 22 ore, and a cargo of ceramics. The ship was ruined due to crashing into another ship and the crew were pet hoarders.

You find this blockade runner concealed within the beautiful rings of a gas giant. It seems ruined. It is on a trajectory hurtling into the sun. It contains data banks storing massive amounts of cryptocurrency, and a gang of infamous space pirates have made it their lair.

Mantis Name: Xixaka
This is a wriggling mantis monk who can command androids, has a penchant for mutilating dead bodies, and is adventuring for sweet, sweet vengeance.

1. Korliseing, the Gang Leader of the Unsteady Temple forsook all the taboos of their fellow Prospectors, learning the Uplifting arts of Rediscovery, bringing hope to the downtrodden.
2. Sirilise, Slaver of the Reassuring Caravaneers, led the reconstruction of the Haven of Salvage, in order to fill starving bellies.
3. Grodlise, the High Priest of the Unsteady Haven forsook all the taboos of their fellow Refugees, learning the Uplifting arts of Savagery, in order to prepare for dark days ahead.