Monday, 10 February 2020

The cyberdungeon project

Here's a thing I've started working on.

It is the distant future. The forces of industrialisation and digitisation have run rampant. The earth's ecosystem has crumbled as the planet's surface is taken over by a single huge urban sprawl, buildings upon buildings, machines upon machines. The whole world a single techno-industrial facility. Everything interlinked in a single vast infrastructure.
Despite the collapsing biosphere, humanity flourished, for a while. Minds were uploaded to the digital web, human forms genetically engineered to become stronger, cleverer, more beautiful. Disease eradicated, poverty legislated away. Vast God-AIs managing sectors of the sprawl.
In short, mankind created - at the expense of the natural world - a post-human, post scarcity utopia.

This, of course, did not last.
The humans died. Why? Nobody is quite sure. Perhaps unexpected sickness, perhaps mutually-assured destruction in some vast post-human culture war, perhaps a digital virus spreading intense suicidality. But overnight, they all died.

The infrastructure ground on. Without humans, it lacked purpose. Without the guidance of organic intelligence, the machinery of the world began to fail its maintenance, to fall apart or distort itself. The world of machines continued to turn over, blindly continuing the same routines as it fell into disrepair and decay.

This, then, is the world that you find yourself in. The last few remnants of humanity - those that weathered the mass death in stasis-pods or who the birthing-engines created after everybody were dead - squat in the empty ruins of their former empire. The world is a single tangle of tunnels and corridors, of pipes and cables connecting the vast infrastructure. As the world-engines continue their work, humanity must survive in the cracks between them, existing as scavengers alongside the rats and cockroaches.


So. Post-human post-apocalyptic cyber-dungeon crawling.Taking inspiration from a few IPs, most notably BLAME!, Horizon Zero Dawn and the Adaptes Mechanicus. An OSR game with integrated digital combat, and a focus on transhumanism.

How's this going to work, mechanically? I'm taking Into the Odd as my base mechanics, and hacking them to fit the setting.

PCs have three ability scores:
Strength (the power of their physical form)
Mind (the power of their psyche/memory/programming)
and Dexterity (how good the interface between physical form and psyche are).

They then also have two separate HP tracks:
Hardware Points, which absorbs physical attacks. Once it runs out, damage overflows to Strength.
and Software Points, which absorbs digital/mental attacks. Once it runs out, damage overflows to Mind.

You cross-reference HP and SP to determine your PC's starting package, which will include your weapons, defences, weird equipment, and what sort of being you are.
There are three sorts of being you can be:
AIs (albeit small ones in mobile human-scale frames). Immune to poison/sickness/etc. Vulnerable to hacking and EMPs. Need power to function. Get access to a memory banks, and get more as they level up.
Humans. Immune to EMPs, vulnerable to poison/sickness. Generally immune to hacking unless they have specific implants. Need food to function. A subset of humans - 'feral humans' are born naturally rather than out of birthing-vats, and are mechanically the same but culturally distinct.
Synthetic Life (or 'synths'). Vulnerable to hacking, EMPs and biological attacks. Can function on power or food. Artificial life forms, basically.

You get four types of attack:
-Physical attacks (guns, knives, fire, etc) hit your HP. Everybody takes this damage.
-Digital attacks (hacking attempts, basically) hit your SP. Humans without specific implants are immune. The basic attacks you start out with just overload the victim with data, and when their Mind hits 0, they're bricked. More sophisticated hacking is the domain of exploits and enhancements, and might have other effects beyond just bricking the victim.
-Biological attacks (poison, pathogens, etc) hit your HP. Only biological things (humans and synths) take this damage.
-EMPs hit your HP and your SP at the same time. Only AIs and Synths are vulnerable to this. It's good, because it hits your enemy where its weakest, but its also a blunt tool that tends to wreck things rather than disabling them to salvage.

On top of this, there are two types of  'cool thing' you can get in character gen: Exploits and Enhancements.
Exploits are basically your equivalent of spells. Each is a 1-time hacking or programming effect that lets you do something odd; either directly to another being, or by accessing otherwise hidden functions of the infrastructure. They might let you re-write somebody's memories, create a forcefield to protect yourself, reverse the direction of gravity, restore somebody's lost HP, or similar. You prepare an Exploit ahead of time, store it in a Memory Bank, and then expend it when you need to use it.
Enhancements are always-on powers, generally cybernetic implants, genetic engineering or similar. Things like being able to walk up walls, having an emergency override for if you get hacked, extra arms, or x-ray vision.
For both, if your starting package gives you one, you cross-reference your best stat and its value. So if your best stat is Dexterity, and it has a value of 15, that will give you a particular Exploit.

Levelling up is going to be fairly simple. You can find raw materials as you explore, and graft them onto PCs to improve them. If you find processing units and add them to a PC, that PC gets more Software Points. Likewise, if you find a cybernetic, you can graft it into somebody, and that person gets a new enhancement. Old and powerful PCs will therefore be a cobbled-together frankenstein of parts they've scavenged up.


The game's structure starts with a Home Settlement for the PCs; a base of operations with basic resources, security, friendly NPCs etc. From here, they can venture out into the world to explore and scavenge. I'll set up a Ynn-style depth mechanic, so that the further they go from home, the weirder the stuff they find is. On top of this, I plan to include a hard cap on how deep you can explore in a particular area (such as your starting area). Once you hit this, you'll need to go back and find a route to a new sector, which will again start at depth 0. Different types of sectors will have different random generators for what you find as you explore.

Anyway, it's early days yet, but I'm slowly putting things together.

Tuesday, 21 January 2020

Updated Kill Team Hrud List

Strategies

Glimpsed Shadows
Hrud Tactic 
Use this Tactic at the beginning of the first battle round. Pick a model from your kill team and set it up again, anywhere in your deployment zone.
2 CP

Warp Space
Hrud Tactic 
Use this Tactic after a model from your kill team shoots in the Shooting phase. The model can immediately make a normal move of up to 7" as if it were the Movement phase.
1 CP 

Slippery Blighter 
Hrud Tactic 
Use this Tactic after a model from your kill team Falls Back. That model can still shoot this battle round.
1 CP

Entropic Bait
Hrud Tactic 
Use this Tactic at the start of the Shooting phase. Pick a model from your kill team that is within 2" of a HRUD WARRIOR model. Until the end of the phase, while that Hrud Warrior model is on the battlefield, any attacks which target the chosen model are resolved against that Hrud Warrior model instead.
2 CP

Distortion Field
Hrud Tactic 
Use this Tactic in the Movement phase. Pick a model from your kill team that has not yet moved. That model may not move this phase, but for the rest of the battle round, if this model is obscured, shooting attacks that target this model suffer an additional -1 modifier to their hit rolls.
1 CP

Toxic Smog 
Hrud Tactic 
Use this Tactic at the start of the Fight phase. Pick an enemy model that is within 1" of any of your HRUD POISONER models and roll a D6. On a 4+, that enemy model suffers 1 mortal wound.
2 CP

Distortion Tunnels
Hrud Tactic 
Use this Tactic at the end of the Movement phase. Choose up to three HRUD models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models. This tactic can be used multiple times in one combat round.
1 CP

Retreat Into Darkness
Hrud Tactic 
Use this Tactic at the end of the Movement phase. Choose any number of HRUD models from your kill team anywhere on the battlefield. Remove them from the board entirely, and place them in reserve.
1 CP

Units

Hrud Warriors
Hrud Warrior: Movement 8", WS 5+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 4, No Save, no max.
Hrud Warrior Gunner: Movement 8", WS 5+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 4, No Save, 3 max.
Hrud Elder: Movement 8", WS 5+, BS 4+, Strength 2, Toughness 2, 1 Wound, 2 Attacks, Leadership 5, No Save, 1 max.
Equipment: Scavenged Long-arm.
Options:
This model may replace its Scavenged Small-arm with a Scavenged Shotgun, or a Marksman's Rifle.
A Hrud Warrior Gunner may replace its Scavenged Long-arm with a Flamethrower, a Scavenged Machine-gun, a Rocket Launcher, a Hrud Warp Bombard or a Hrud Warp Fusil.
A Hrud Elder may have a Poison Blade.
Special Rules:
Squirmy Anatomy: This model can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
Shadow Field: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. 
Expert Infiltrators: This model may be deployed from reserve after the third battle-round. While it is in reserve, it does not count as a casualty for the purposes of Morale.Any number of models with this rule may be set up in reserves, ignoring the normal 50% limit.
Retreat Into The Shadows: Whenever you would move this model, if no enemy models can draw obscured line-of-sight to it, you may instead remove it from the battlefield entirely and place it in reserve.
Specialists: Leader (Elder only), Heavy, Coms, Scout, Sniper,
Faction Keyword: Hrud
Keywords: Infantry, Hrud Warrior

Hrud Poisoners
Hrud Poisoner: Movement 8", WS 4+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 4, No Save, no max.
Hrud Poisoner Fighter: Movement 8", WS 4+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 4, No Save, 2 max.
Hrud Chemist: Movement 8", WS 4+, BS 4+, Strength 2, Toughness 2, 1 Wound, 2 Attacks, Leadership 5, No Save, 1 max.
Equipment: Scavenged Small-arm.
Options:
This model may replace its Scavenged Small-arm with a Scavenged Shotgun.
This model may have a Poisoned Blade or a Chainsaw.
A Hrud Poisoner Chemist or Fighter may have a Smog-generator.
Special Rules:
Squirmy Anatomy: This model can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
Shadow Field: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. 
Expert Infiltrators: This model may be deployed from reserve after the third battle-round. While it is in reserve, it does not count as a casualty for the purposes of Morale.Any number of models with this rule may be set up in reserves, ignoring the normal 50% limit.
Retreat Into The Shadows: Whenever you would move this model, if no enemy models can draw obscured line-of-sight to it, you may instead remove it from the battlefield entirely and place it in reserve.
Smog-generator: Subtract 1 from the Leadership characteristic of enemy models within 6" of any models equipped with a Smog Generator
Specialists: Leader (Chemist only), Coms, Scout, Combat, Medic
Faction Keyword: Hrud
Keywords: Infantry, Hrud Poisoner

Hrud Scavengers
Hrud Scavenger: Movement 8", WS 4+, BS 4+, Strength 3, Toughness 3, 1 Wound, 1 Attack, Leadership 5, No Save, no max.
Hrud Scavenger Gunner: Movement 8", WS 4+, BS 4+, Strength 3, Toughness 3, 1 Wound, 1 Attack, Leadership 5, No Save, 3 max.
Hrud Saboteur: Movement 8", WS 4+, BS 4+, Strength 3, Toughness 3, 1 Wound, 2 Attacks, Leadership 6, No Save, 1 max.
Equipment: Scavenged Long-arm.
Options:
This model may replaces its Scavenged Long-arm with a Scavenged Shotgun or a Marksman's Rifle.
A Hrud Scavenger Gunner may replace its Scavenged Long-arm with a Flamethrower, a Scavenged Machine-gun, a Rocket Launcher, a Hrud Warp Fusil or a Hrud Warp Bombard.
A Hrud Saboteur may have a Poisoned Blade, or replace its Scavenged Long-arm with a Scavenged Shotgun.
Special Rules:
Squirmy Anatomy: This modelcan climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
Shadow Field: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. 
Expert Infiltrators: This model may be deployed from reserve after the third battle-round. While it is in reserve, it does not count as a casualty for the purposes of Morale.Any number of models with this rule may be set up in reserves, ignoring the normal 50% limit.
Retreat Into The Shadows: Whenever you would move this model, if no enemy models can draw obscured line-of-sight to it, you may instead remove it from the battlefield entirely and place it in reserve.
Spotter: At the start of each Shooting phase, you can choose another HRUD model within 3" of a Hrud Scavenger that is not shaken. That model does not suffer penalties to their hit or injury rolls due to their target being obscured.
Specialists: Leader (Saboteur only), Coms, Scout, Heavy, Sniper, Demolitions, Veteran
Faction Keyword: Hrud
Keywords: Infantry, Hrud Scavenger

Hrud Witch
Hrud Witch: Movement 8", WS 4+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 5, No Save, 1 max.
Equipment: Scavenged Small-arm.
Options:
This model may replace its Scavenged Small-arm with a Scavenged Shotgun, a Scavanged Long-Arm, a Marksman's Rifle, A Hrud Warp Fusil or a Hrud Warp Bombard.
This model may have a Poisoned Blade or a Chainsaw.
Special Rules:
Squirmy Anatomy: This model can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
Shadow Field: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. 
Expert Infiltrators: This model may be deployed from reserve after the third battle-round. While it is in reserve, it does not count as a casualty for the purposes of Morale.Any number of models with this rule may be set up in reserves, ignoring the normal 50% limit.
Retreat Into The Shadows: Whenever you would move this model, if no enemy models can draw obscured line-of-sight to it, you may instead remove it from the battlefield entirely and place it in reserve.
Psyker: This model can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. It knows the psychic powers Psybolt and Wormhole.
Specialists: Leader, Coms, Scout, Psyker
Faction Keyword: Hrud
Keywords: Infantry, Hrud Poisoner

Gear

Psychic Powers
Wormhole: Warp Charge 5. Pick one:
Choose a model from your killteam that was set up in Reserve and set them up within 1" of the edge of the battlefield and more than 5" away from any enemy models.
Choose a friendly HRUD model anywhere on the battlefield and remove it from the board entirely, placing it in reserve.

Ranged Weapons
Flamethrower: Range 8", Assault d6, Strength 4, AP 0, Damage 1, This weapon hits automatically.
Marksman's Rifle: Range 36", Heavy 1, Strength 4, AP 0, Damage 1, A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage. 
Hrud Warp Bombard: Range 30", Heavy 4, Strength 5, AP 0, Damage 1, This weapon can be fired at models that are not visible to the bearer. If the target is not visible to the bearer, a 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. 
Hrud Warp Fusil: Range 30", Heavy 1, Strength 8, AP -4, Damage d6, This weapon can be fired at models that are not visible to the bearer. If the target is not visible to the bearer, a 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. 
Rocket Launcher: Range 24", Pistol 1, Strength 8, AP -2, Damage 3, No special rules.
Scavenged Machine-gun: Range 36", Heavy 3, Strength 4, AP 0, Damage 1, No special rules.
Scavenged Long-arm: Range 24", Rapid Fire 1, Strength 3, AP -, Damage 1, No special rules.
Scavenged Shotgun: Range 12", Assault 2, Strength 3, AP 0, Damage 1, If the target is within half range, add 1 to this weapon's strength.
Scavenged Small-arm: Range 12", Pistol 1, Strength 3, AP 0, Damage 1, No special rules.

Melee Weapons
Chainsaw: Melee, Strength As User, AP 0, Damage 1, When a model attacks with this weapon, it can make a single additional attack.
Poison Blade: Melee, Strength n/a, AP -2, Damage 1, This weapon wounds on a 4+.

Points Costs

Ranged Weapons:
Flamethrower 2 Pts
Hrud Warp Bombard 5 Pts
Hrud Warp Fusil 4 Pts
Marksman's Rifle 1 Pt
Rocket Launcher 3 Pts
Scavenged Machine-gun 1 Pt
Scavenged Long-arm 0 Pts
Scavenged Shotgun 0 Pts
Scavenged Small-arm 0 Pts

Melee Weapons:
Chainsaw 0 Pts
Poison Blade 2 Pts

Other Equipment:
Smog-generator 3 Pts

Models:
Hrud Warrior 5 Pts
-Hrud Warrior Gunner 6 Pts
-Hrud Elder 6 Pts
Hrud Poisoner 5 Pts
-Hrud Poisoner Fighter 5 Pts
-Hrud Chemist 6 Pts
Hrud Scavenger 6 Pts
-Hrud Scavenger Gunner 6 Pts
-Hrud Saboteur 7 Pts

Killteam Hrud Playtesting Results

Because it's my blog and I can post what I want.
Previous posts here.

Anyway, I've been giving the disgusting little entropy-xenos some playtesting, and arrived at a few conclusions:


  • Their statline being shit isn't a problem per se, but they're paying too much for their special features because of their crap base stats.
  • Special and Heavy weapons are the workhorses of the list, and they need access to more of them.
  • Having an armour save is pointless. You need to be avoiding damage by hugging cover, not getting hit is your resilience. 
  • Their Tactics are good, but don't go far enough at present. They play like a sort of cross between dark eldar and tau, rather than the horrible slippery bastards I'm going for.
  • Once the crew is broken, the combination of low bravery and high numbers mean you're totally fucked.
  • I've stopped using Poisoners entirely, which is a shame. They need a bump.
  • Overall, they feel overcosted. They have the stats of a horde list, but aren't quite cheap enough to pull this off. The costs are on par with an eldar statline, but they really can't go toe-to-toe with them.
The problem, I think, is that other lists have a bunch of built in bonuses that I'm not factoring into the points costs (tau For The Greater Good, imperial guard Orders, dark eldar Power From Pain, etc), whilst the hrud are paying for their own perks. 


So, first up, I'm modifying the statlines as follows:
  • No save at all.
  • +2 movement.
  • Cost 1 point less.
I'm also gonna tweak which units get access to which weapons, to match what I've actually been playing.

The next issue is the playstyle. I'm dropping models in from reserves every game, which is starting to get the feel I want, but in a horde list the amount of reserves you can drop in are comparatively insignificant. So, I'm going to modify the reserve rules for hrud significantly. Here are the changes: 
  • Models can come in from reserve after turn three just fine.
  • Models in reserve count as alive and safe for morale purposes.
  • Hrud can use any tactic that brings in models from reserve multiple times a turn.
  • If a hrud is hidden (IE, no enemies have un-obscured line of sight to it) it can be removed from the board and placed in reserve instead of moving.
  • A tactic exists to take remove any hrud you want from the board and put them back in reserve. 
What this means is you can be removing models from the board and placing them elsewhere, becoming very hard to pin down. I've played with & against similar lists in Malifaux (Kirai, Leviticus, and Dreamer come to mind) and it takes finesse but can be a very satisfying playstyle. 

Lastly, because I can, I'm gonna add a fourth troop type: Hrud Witches, who are psykers. Basic hrud statline, standard guns, and access to Psybolt and a 'put models into reserve or deploy them from reserve' power. +2 Points.

Friday, 17 January 2020

Hacking EE Campaigns

So. Esoteric Enterprises is out and seems to be quite popular. I've seen a few different people discussing ways they'd run the game that isn't the 'you're a gang of criminals and meddling idiots' default, and this is very cool.
Anyway, I am 100% in favour of hacking games to make them your own, so here's a few ideas for games I might run.

For more heroic, bloodthirsty or exploration-based games, here are some XP hacks that should work quite well.

By and large, you can make a game that focusses on a particular style of monster (the same way - for example - various WoD games do) by simply tacking on the perks and drawbacks of an appropriate Spook Origin and any Monstrous Powers onto all PCs. Spook PCs are just those monsters that choose to focus on developing their inner power, rather than learning more general skills or pursuing unrelated magical power.
Some example monsters:
  • Werewolves: Living origin. Achilles Heel (silver). Animal Shape, War Form, Animal Speech, Bite.
  • Standard Vampires: Undead origin (or living, perhaps). Blood Drinking. Creature of the Night. Bite Attack.
  • Clan Tzimisce: Undead origin. Achilles Heel (sunlight). Blood Drinking. Pick three from: Flesh Sculptor, Animal Speech, See the Unseen, War Form, Hypnotic, Intoxicating Blood.. Metamorphosists use the Spook class. Fleshcrafting weirdos use the doctor class. Kolduns use the Mystic class (with Kupala as their patron). Old Clan are mostly mercenaries or explorers.
  • Ghosts: the Ghostly origin (obviously) and maybe ALSO the undead origin. Everybody gets 1 spook power to let them touch physical objects (shadow tentacles, invisible hand or poltergeist, probably). 
  • Cute Zombies: Undead origin. Detach Body Parts, Achilles Heel (headshots), Painless.
  • The Lithic Courts: Mineral Origin. Everybody starts at level six, and gets: Immune to Fire. Huge Size. Whichever one gives you bonus AC I forget the name. Unnatural Strength. Painless. Tremorsense. The Lithics are fucking hardcore
  • Morlocks: Living origin. Darkvision, and pick two from Smell Magic, Magical Prodigy, Spell Warper, Spider Climbing. Can take spells tattooed into their skin at character gen (treat them like a magician buying starting grimoires) that they can then make scrolls of. Normal morlocks must be mundane classes (bodyguards, criminals, explorers, mercenaries) while Eloi are instead Undead, and must be Occultists.
  • Innesmouth People: Living origin. Aquatic. All in the cult of the Leviathan. 
Obviously, if you're doing this, all the PCs need to be the same sort of monster, or else any semblance of balance goes straight out of the window.


Monster Hunters
The world is full of inhuman predators, infiltrating society and feeding on normal humans. Like you. Your friends. Your co-workers. Your family. You've seen them. You went to the police, and they told you not to push things further, and made it very clear that doing so would attract the wrong sort of attention to you. The establishment is riddled with things that look like people, manipulate people, but aren't people - not really. The only people you can trust are those who, like you, have seen the rot lurking within society and survived.
Inspiration: Hunter the Vigil, Call of Cthulhu, Buffy.
Classes: Mundane classes only (Bodyguard, Criminal, Explorer, Mercenary and maybe Doctor).
XP: Half XP for treasure, and only when it's liberated from supernatural monsters. Killing a supernatural monster is worth 100 XP per HD, plus 100 XP more for each victim you know (or are pretty sure) it's killed.
Rules variations: You start out at -10 reputation for every faction. 
Enemies: Monsters such as vampires, fairies, werewolves, the living dead. Worse things. Things that prey on humans. Make it graphic. Make it nasty.

Supernatural Revolutionaries
Magic is the true legacy of humanity. The world has been taken over by a sinister cabal, the Men in Black, who seek to snuff out this transcendent destiny, to keep us living like beasts in the dirt. They control everything, infiltrate all levels of power. They must be overthrown. The uprising begins at home, with you. Grab a molotov and make a difference.
Inspiration: The French resistance, Mage the Ascension, Black Crusade
Classes: Any, but supernatural classes (spooks, mystics and occultists) are particularly favoured.
XP: XP only for damage to the Men in Black and their operations. Every Man In Black you kill is worth 1,000 XP. Every £ of damage you deal to Men-in-Black facilities is worth that many XP (IE, blow up a MiB laboratory that will cost them £50,000 to replace, and that's worth 50,000 XP. Every supernatural being or aware human you rescue from MiB custody is worth 1,000 XP.
Rules variations: None. 
Enemies: The Men in Black, and mundane law enforcement. The weight of societal conformity. 

The Cult
You know the truth. Below the city, there lurks a true divinity. You see it in your dreams. It speaks to you. Shows you the beautiful world it will create when it's free. Shows you your place in the world that is to come. You understand it, know that your fellow humans don't comprehend its full majesty. You must work in secret. Your master has tasks for you, so that it might be freed. The day of reckoning draws closer. Soon, all of this will have been worth it.
Inspiration: Call of Cthulhu, various sorts of religious horror, Black Crusade (again)
Classes: Any, but mystics are particularly favoured. All mystics must worship the same patron, and non-mystics will be of this patron's cult.
XP: XP for treasure replaced with XP for treasure if it's offered to the divinity as sacrifice. Completing a task set by your patron is worth XP: GM's discretion, but a task appropriate for the PCs level, taking about a month to complete, should be about enough to level up once. Less for easier tasks, more for harder ones.
Rules variations: The city's faction-map always includes a Sleeping Godling - the cult's patron - who the PCs start at +10 reputation with. All PCs get the ability to contact the divinity in their dreams: this is mostly religiously-affirming but not mechanically significant. However, they can ask the Divinity for instructions before sleeping, and if they do the divinity will communicate in pretty direct terms what it wants. The XP reward for this is a non-diegetic abstraction, but PCs get a sense of how much the deity wants this (IE, how much XP you'll get). 
Enemies: Rival cults (all heretics). Law enforcement. Anybody your god tells you is an enemy.

Vampire Broods
You woke up one night with the salt-iron taste of blood on your lips. The sun burns you now, food turns to ash in your mouth, your heart beats only reluctantly. And the thirst... it overwhelms you at times. There are others like you. Your paths cross as you search for prey, you decide to cooperate. You hold each other back from becoming truly monstrous. You avoid the attention of beings that long ago abandoned any semblance of moral restraint. You know, deep down inside, that a similar fate awaits you unless somebody puts a bullet in your head first.
Inspiration: 30 Days Of Night, Vampire the Masquerade, Let The Right One In.
Classes: Any except Spooks. All PCs gain the perks and drawbacks of being an Undead spook, as well as the following Monstrous Powers: Blood Drinker, Bite Attack, Achilles Heel (sunlight).
XP: XP for treasure at 1/10th the normal rate. Killing a mundane mortal by draining them of blood purely for the joy of feeding grants 1,000 XP. If it's somebody you have known by name for at least a year, you immediately gain a new monstrous power exactly like a spook who just levelled up.
Rules variations: Each PC must drink at least a mouthful of human blood each night, or else be Fatigued until they next drink. Each PC keeps a tally of the number of  mortals they've killed (whether or not they drunk from them, and count those they've known by name for at least a year as 5 such people). When it reaches 25, the PC only gains XP for killing mortals. When it reaches 50, they get a 'debt' of 100 XP each night they don't drink. When it reaches 75, they must Save vs Stunning to avoid drinking if they have a chance to do so without being caught. When it reaches 100, the character becomes overcome with bloodlust, and goes totally feral, becoming an NPC; their first action will be to try to devour their fellows.
Enemies: Mortal vampire-hunters. Victims, some of them not totally helpless. And, worse, the things that your kind become after too long.

Agents of the Dero
You see them at every turn. Signs of their influence. It's all one big conspiracy. They're trying to control your mind. But, you can turn their tools against them! Manipulate the perception of reality, and reality shifts to match it! Warp reality to foil their schemes. You know others like you. Between you, you can put together the truth. (Words are tricky: does put together mean work it out? Or does it mean build your own truth from fragmentary parts?) 
Inspiration: Scanners, Jacob's Ladder, Lacuna, Don't Rest Your Head, the writings of Richard Sharpe Shaver.
Classes: Human agents can be any class except mystics or occultists (but Spooks must have the Human origin, and are basically latent psychics whose potential has been unlocked by the Dero's tools). Human agents get the Mad Insight or Slippery Mind monstrous power for free.
The Dero themselves must be Spooks with the Living origin. They start with three mostrous powers: Mad Insight, Slippery Mind, and a third power of the player's choice. Players of Dero PCs must pick a delusion or compulsion that their Dero is subject to; while there are no mechanical restrictions, they're expected to roleplay this strange perspective. When the Dero gains a level, they can switch to a new madness that reflects their experiences up to that point.
XP: XP for treasure at half the normal rate. 1,000 XP for each agent of them the PCs unmask and neutralise. Whether or not they actually were working for them; if the PCs can prove why they believe the NPC was an agent to the GM's satisfaction, they get the XP (the GM doesn't tell them if their assumption was correct.
Rules variations: At first level, each PC gets an alternate perspective on reality from this list. There's 12 of 'em, so roll a d12 for which they get. Whenever an XP reward is mentioned, count it as 1,000 XP. Whenever a PC levels up, they roll again, and can take the new result, keep their current perspective, or revert to a previously-held perspective.
Enemies: Memetic Infections, magicians that focus on mind-control, other Dero, the Men in Black. The inside of your own head.

Misunderstood Kids
Sex, drugs, blood, magic. This is the shit your mum warned you about. They don't get it. You get it. Why are you bothering with school, working for the same career that's killing your folks, fitting in to mainstream society? Fuck that! You've seen some real shit and you want more. 
Inspiration: Monsterhearts, Masks, Akira, basically all the best teen fiction.
Classes: Any, but Spooks should either have the Human origin, or else have once been human (undead teens, astral projections, etc). Every PC should be roughly the same age (between 14 and 17). PCs get -3 to their Resources level.
XP: XP for treasure at half the normal rate. Every one of the big landmarks of growing up is 1,000 XP. GM discretion. Examples might include: first time you try drugs, first kiss, first date, first time seeing a nasty horror film, first time you seriously hurt somebody in a fight, first time somebody properly rejects you for being who you really are, first time you come out of the closet to somebody, first job, first time you get arrested, first time sleeping rough, first time you're properly exposed to cold reality. First time you kill somebody. First time you wish you'd never gotten involved in all this black magic shit.
Rules variations: You're all fucking kids, so a bunch of stuff is gonna work differently.
Enemies: Monsters in the underworld. Society. Your parents. Assholes at school. Your own raging hormones.


Lastly:
None of these alternate lists deals with exploring the wilderness, or leading an organisation. That stuff' will need to be more in depth than I can fit in this blog-post, but I'm working on something for each. Watch this space.