Wednesday, 4 May 2022

Into The Dark City - Part 2

 A follow-up to this post here. Part 2 is the backend stuff, tables and procedures for running the game.

A hack of Into the Odd where you play as legally distinct dark eldar.
The skeleton for the game, Into the Odd, was created by Chris McDowell at Bastionland.com
You get to play as horrible decadent evil space elves, being flamboyant in their extradimensional dark city and raiding realspace for fun and profit.
Please don't sue me, Games Workshop.  


Your Neighbourhood:

We've seen how cavegirl makes a setting before, this is familiar. Drop a full set of dice (one each of d4-d20, and a percentile. Maybe a particularly fun funky dice or two as well.) on a sheet of paper, mark what lands where. Each dice is a faction in your district of the dark city.

Look up the result of the dice on the list below to see what each faction is. For each, come up with a name, a symbol to mark what's theirs, and a quirk.

1: A Homonculus Coven. Practitioners of the ancient art of flesh-warping. Surgical geniuses that produce pain-engines, flesh thralls and bio-implants. Your flesh can be banked with them to be ressurected in the event of an untimely death. Absolutely terrifying, but you need them.

2: A Gladiator-Witch Cult. Fight for everybody's entertainment and nourishment in public arenas. Masters of ancient (and very showy) martial arts. A cross between sports team, public service, and local mascots. 

3: A minor Cabal. Regular Folks, which is to say depraved, decadent and corrupt. Involved with the day-to-day running of some important industry, such as weapon-smithing, slave training, the drug trade, high fashion or espionage. 

4: A prestigious Cabal. Also regular folks, but now with wealth and influence. Influential in their industry, and jockeying for higher power. Their leader might already be a minor Archon; if not, they've probably got their eye on the title, and big plans.

5: A Hellion Gang. Hover-board riding street punks. Ne'er do wells living lives of crime and scandal. Utterly disreputable. The main difference between this lot and a Cabal is largely one of attitude, and their unwillingness to engage with polite society on their own terms. They might grow out of it.

6: A flock of Scourges. Surgically altered Cabalites, blessed with wings and sharp senses. Try to stay neutral on the politics of the Dark City, acting as messengers, couriers and informants to whoever can pay for them. Loyal to their own, and whoever pays them.

7: An Incubus Shrine. Disciplined warrior-monks, practitioners of esoteric martial techniques and violent mysticism. Sell their violent services to the highest bidder. Keep their word. Thoroughly honourable, but with enough martial force that its hard to exploit that honour.

8: A Lamia Convent. A religious sisterhood of poisoners, courtesans and mystics. Frightfully fashionable, having a Lamia as a lover, assistant or assassin carries a lot of social cachet. Absolute masters of alchemy.

9: A Mandragora Pack. Shadow-elves, semi-real, with powers over darkness. Some can become invisible, or intangible, or step through shadows. A bit feral, lacking the refinement and grace of regular space elves. Collect grizzly trophies.

10: A Beast-master Cult. Ofshoots of the Gladiator Witches. Hunt, train, and fight strange animals. The source of the various delightful pets and combat beasts you might have in your menagerie. The most daring mess about with demon-beasts as prey, and if they have any sense of responsibility do it somewhere the inevitable collateral damage won't be too costly. Carry an air of danger.

11: A Medusa Infestation. Ethereal parasites latched onto victims, physically manifested as a mass of brain matter and spinal cords over their head like a hood. Smart. Feed on dreams. Can be negotiated with, paid off, or enslaved, but these ones are largely independent for now. Their gaze brings anguish, madness and catatonia.

12: An Alien Mercenary Company. Exotic and interesting, but not quite trusted. A novelty, rather than part of society. Might be avian predators, serpentine bodyguards, orc freebooters, or beastman corsairs. Insular, disciplined and in it for the money.

13: A Harlequin Delegation. Space elves from outside the dark city. Worshipers of the trickster god, repositories of ancient mythology, performers and scholars. An entertainment novelty. They probably have some grand agenda in the dark city, but nobody really cares.

14: An Outcast Delegation. High space elves from the monastry-worlds in real-space, in (often self-imposed) exile. Temporary visitors to the dark city as they adjust to life outside the rigid paths of the high space elves. Generally considered naive and vulnerable, it's understood that they'll either grow disgusted at the dark city's cruelty and decadance, returning to their monastry-worlds, or else assimilate and become just another cabal.

15: A shrine to a nearly forgotten Dark Muse. Dedicants pursue perfection in one particular aspect of the dark city's decadent ways, be it torture, poison, fear, sensuality, tragedy, power or romance. A little old-fashioned, perhaps, but basically a respectable religion. More superstitious evil space elves leave offerings for the Dark Muse's favour.

16: A Charibdean Fashion-House. Pursuit of aesthetic excellence, constantly inventing and creating. A never ending stream of new designs for those with up to date tastes, ever more elegant, risqué and boundry-pushing. Sit slightly apart from Cabal politics, dedicated to their art.

17: A Daeva Slave-market. Breeders and flesh-sculptors, a source of the most elegant thralls, mentally manipulated to be compliant and surgically altered to match current fashions. Will buy anybody you bring to them who doesn't escape. A bit of a used-car-salesman vibe going on.

18: A famed weapon-forge. Home of a master smith, creator of wonderous new weapons and pieces of violent hyper-tech. A cultist of the dead Forge-God. Treated as a sort of local savant, their creations a source of much gossip.

19: A cult of the Bloody Handed God. Followers ritually don aspects of the bloody-handed god of war, pursuing self-discipline and military excellence. A sort of hobby for cultists to dabble in between more serious matters, and deeply offensive to the high space elves who take this sort of thing very seriously.

20: A Slave Revolt. Escaped thralls lurking in the margins and shadows. Actual revolutionary zeal is quickly tempered by the realities of life in the dark city; soon enough the revolt will become just another gang scrabbling for position, and if it endures could morph into a successful cabal in its own right. Most consider the revolt not worth the effort of suppressing, and express amusement at its petty successes and descent into power.

Other: A cult of the Resurrected God Of The Dead. Absolute weirdos who's apocalyptic faith preaches that the end is approaching, and the God Of The Dead will soon do battle with the Thirsting God. Populists. Viewed with a mixture of distain, wry amusement, and secret worry that they might be right.

Also drop a single token - a coin, counter or similar - that represents the PC's Coterie.
Next, draw a loose network of lines connecting each faction to its neighbours. For each such connection, determine the relationship between the two factions: the closer together the dice are in size, the more friendly the relationship; matching dice sizes (for the d10 and the percentile) indicate an unshakeable alliance, while a d20 and a d4, being the most different in size, are eternally bitter enemies. More middling results indicate some sort of uneasy business relationship or treaty; things aren't openly hostile, but they could become so.
As a general rule, factions closer to the top of the page are also closer to the top of the social heirarchy, unless their nature makes them obviously unworthy (in which case they're a fashionable topic of conversation, but not actually privileged).

Life In The Dark City

d20 Debts:

1: An unusually beautiful and well-trained thrall.
2: A freshly-taken human slave.
3: Several doses of a combat drug.
4: A successful party's worth of recreational drugs.
5: A work of art, depicting something intellectually stimulating.
6: An interesting soul, contained in a soul-trap.
7: Poetry exulting the creditor.
8: A full wardrobe of up-to-the-minute fashionable clothing.
9: An exotic combat-beast, new enough to be interesting.
10: The head of a business rival. It's fine, they'll grow back in the homunculi's flesh pods, but it makes a point.
11: A sample of your own flesh, for... insurance.
12: An invitation to some highly prestigious social event.
13: Jewellery made from stolen high space elf Soul Gems.
14: A piece of interesting hypertech.
15: Direct service as a minion for a short time.
16: A full recording (vision, audio, scent and emotion) of some interesting event.
17: A dangerous secret, yours or somebody else's.
18: A religious relic from before the rise of the Thirsting God.
19: Some sort of practical tool, such as an astronavigation array or surgeon's kit.
20: An excitingly glamourous custom-made weapon.


d20 Trends, Fashions and Fads in the Dark City

1: Living skin clothing, still able to feel and move, proactively adjusting itself to your posture.
2: Additional, surgically grafted limbs, each with a specialised appendage in place of a hand.
3: Tattoos depicting exquisitely heretical versions of ancient space elf mythology.
4: Pet human priests, not fully broken, who babble religious nonsense for your amusement.
5: Snakes. 
6: The plays of the harlequins. One doesn't take them too seriously, but they're very amusing.
7: Dabbling in masochism. Why must it be somebody else's suffering you feed on? The truly refined can feed one another with their sadomasochistic rites.
8: Emotional numbness. Feeling things is terribly gauche, the stylish simply exist.
9: The interplay of light and shadow instead of physical structure. Dwellings divided into rooms by sheets of brilliant light. The fashionable physically nude, accompanied by drones that project strategic fields of shadow that serve as clothing.
10: Exciting anatomical variations. The unexpected reveal of an eye or a mouth somewhere one wouldn't normally be.
11: Tattoos in frames, preserved on still-living skin for posterity.
12: Seemingly sincere and heartfelt religious devotion, for as long as the fashion lasts.
13: Exciting masks, mimicking mythical figures.
14: Mockingly imitating the ways and customs of lesser races, such as humans, orcs, avian predators, etc. Primitive-chique.
15: Perversely Competitive Minimalism. Does your spire really need floor? Do your thralls really need eyes?
16: Hallucinogens. Reality is as you experience it, so why not shape your reality to something more kaleidoscopically interesting?
17: Bonsai Suns. Elegantly sculpted, miniaturised stars, held in a containment field.
18: Vendettas and Duels. Where are we without a few fun duelling scars and a favourite sworn enemy (who you probably end up hooking up with).
19: Memento Mori, reminders of death and mortality. Deliciously ironic, since - with the immortal science of the homunculus covens - death is something that happens to lesser races and poor people.
20: Ironic Asceticism. By depriving oneself and feeling the touch of the Thirsting God, does one not cultivate greater suffering to feed on later? Utterly self-defeating, but deliciously perverse. 


d20 Events, Upheavals and Shifts in Fortune.

1: A slave revolt devastates a key industry as a large portion of the indentured work-force disappears into the undercity. The question is whether the slave population can be restocked before those affected suffer permanent economic damage.
2: A malfunctioning pain-engine goes on an exciting rampage. Casualties mostly confined to those who showed up in the path of its carnage to enjoy the spectacle. And slaves, but they don't matter.
3: A local power undergoes a dramatic coup, the organisational structure is decapitated (possibly literally), and new masters install themselves. The power has a sudden shift in priorities as the new leadership assert themselves.
4: Two factions, formerly friendly, go to war! It's very dramatic, lots of people are gambling on the outcome, and bodies pile up in the streets. It's unlikely anybody dies permanently, of course, so long as they pay their debts to the homunculus covens for reviving.
5: Two factions, formerly rivals, form a convenient alliance, using their combined power to climb the social ladder.
6: An exciting new recreational drug sweeps the social scene, and nobody seems to be paying much attention to the horrible side-effects.
7: A faction embarks in a disastrous real-space raid, taking horrible casualties and suffering a dramatic plummet in their fortunes.
8: A meme-virus sweeps the population, causing people to babble very fashionable nonsense. It's unclear if the meme-virus has intent behind it, and if so what ends it might be working towards.
9: The high ruler of the dark city demands a tithe from all residents of the neighbourhood; those who can't provide it will suffer inventively instructive punishments.
10: A grand olympiad is to be held, the Gladiator-Witches engaging in a championship of blood sports to determine the most prestigious of their number. Gambling, match fixing and furious shipping immediately ensue.
11: A weird psychic fallout occurs, and somewhere important is now horribly demon-haunted. Dealing with the weakened veil, and bringing whoever was dabbling with forbidden psychic powers to justice, will surely bring whoever achieves it prestige.
12: Lurking horrible monsters of the undercity - mandragoras, blood worms, rogue pain engines, mutated escaped slaves - start hunting the public forums, dragging away citizens to unclear but presumably unpleasant fates. It's very funny for now, but at some point somebody should probably deal with it.
13: A faction returns from a wildly successful real-space raid, returning with fabulous wealth. Their status goes into rapid ascent as a result.
14: The high ruler of the dark city, in his whims, declares some draconian new law. While, of course, everybody privately ignores it, it provides some excellent blackmail material when you catch somebody out.
15: Some very violent nutter in ceremonial armour is challenging all comers to single combat, promising fabulous rewards to any who can beat them. It's not entirely clear what their scheme is, or if they're just weird.
16: Speculation abounds that the leaders of two rival factions are secret lovers. Scandal ensues either way.
17: A faction suffers a dramatic internal schism, splitting into two similar but bitterly opposed factions.
18: A faction suddenly, inexplicably self-destructs, leaving a power-vacuum to be filled.
19: Some hidden conspiracy is quietly assassinating prominent citizens, to unknown ends. Working out who's behind it, and what they want, becomes the height of gossip.
20: The most powerful faction locally makes an open bid for power, attempting to conquer their rivals by force and become a far greater power. It would be doomed to failure if their rivals were capable of healthy co-operation, but as it stands the mess of self-serving political nonsense that enmeshes everybody leaves things on a knife-edge.



d12 Cloning Errors:

1: Skin becomes unusually pigmented.
2: Eye fails to regenerate.
3: Skin translucent. 
4: Scars remain from whatever killed you.
5: Fingers elongated, too many joints.
6: Memories of the state between death and revivification linger, they're existentially upsetting.
7: Body ice-cold.
8: Memories of the events leading to your death missing.
9: Limbs too long.
10: One limb withered and less functional.
12: Spine twisted, hunching forward.

d12 Job Offers In The Dark City:

1: One of the lesser races in realspace has irritated me; bring it back as a slave.
2: Assassinate a rival to make a point, they'll come back but they need to be taught a lesson.
3: Steal a rare Hypertech item for me, don't get caught.
4: Find out who pulled off a recent attack against me.
5: Do some industrial espionage, bring me a juicy secret about a rival.
6: Frame a rival for something they can be nicely blackmailed over.
7: Take me on a nice safe guided tour of somewhere exciting in realspace.
8: Spread some handy propaganda for me.
9: A rival is holding somebody I, shamefully, care about hostage, go get them back safely.
10: I did something potentially incriminating, clean up the evidence before it goes public?
11: I'm very bored, bring me something particularly amusing from real-space.
12: Here's some lovely sabotage, plant it where it can do some fun damage to my rivals.


d20 Nightmare Dolls For Sale

1: Allows you minor precognition when you hold it.
2: Wards the area it rests in against demons and spirits.
3: Allows you to sense psychic effects when you hold it.
4: Allows you to dispel psychic effects you brandish it against them. The psychic can make a Will save to resist.
5: Allows you to communicate telepathically with whoever you point the doll at. The subject may make a Will save to resist.
6: Allows you to see people's souls when you hold it.
7: Allows you to cause whoever you point it at to feel your emotions. Potentially very romantic. The subject can make a Will save to resist. 
8: Lets you transfer people's wounds to yourself (healing them and dealing that much damage to you), or visa versa. The victim can make a Will save to resist.
9: Lets you project holographic images where you gesture with it.
10: Lets you cause excruciating pain to a psychic you point it at, reducing their Will by d10
11: Wards the area it rests in against psychic powers.
12: Wards the area it rests in against dimensional intrusions and spying.
13: Lets you read emotional resonances from objects it touches.
14: While you hold it, causes you a little jolt of pain whenever you hear a lie.
15: Lets you instinctively sense danger when you hold it.
16: Lets you project a telepathic message to somebody you care deeply about (love and hate both count) anywhere in the universe, or further afield.
17: Let's you start small fires where you point it. d8 Damage if used to set people on fire.
18: So long as it's on your person, lets your corpse keep talking (and listening to responses) after you die, until you're revived by the homunculi.
19: Inflicts a conscience on whoever you point it at. Reduce Will by d8 if you point it at somebody not used to the sensation.
20: Lets you dull the emotional responses of whoever you point it at. The subject may make a Will save to resist.


d20 Pieces of Advanced Hypertech for sale.

1: Homonculus Ossifactor Field. Causes rapid uncontrolled bone growth. A weapon that hits everybody nearby dealing d12 damage, damage rolls over to Dexterity not Strength.
2: The Dance Of Minds. Lets you swap bodies with a victim, who can make a Will save to resist. You each retain your Will scores, memories, personalities.
3: Handy Portable Black Hole. Held in a humming force-field inside a handbag. Utterly destroys whatever you push in there. Useful for disposing of evidence, or cleaning up after parties.
4: Gilded Demon Cage. Holds an enslaved demon prince. You can poke him through the bars for your amusement, or - by adjusting the dials on the cage - cause him to suffer until he offers you a prophecy. 
5: Curly Soul Straw. Stick the sharpened end in somebody and drink, and their soul comes out with their blood. They lose d10 Will, you regain that much lost Will, and also absorb some of their memories and personality traits.
6: Soul Forge. Feed a trapped soul into it, and it sculpts it into something amusing that you can put on display. Or use it as a component when building hypertech that uses souls. Or whatever horribly inventive thing you can imagine.
7: Nightmare Jammer. Activated by whispering one of your fears to it. Overrides all local communications channels so the listener/viewer instead receives whatever the worst possible message would be - everybody gets their own personalised horrible communication. 
8: Instant Sun, just add helium. A miniaturised star, held in stasis. Release the stasis and add some helium, and it roars into nuclear fire, dealing d20 Damage to everything in a very wide radius every minute, until somebody puts the star back in its box.
9: Homunculus Flesh Pod. Put a dead body in, or even a tiny fragment of one, and fuel the pod with somebody's suffering nearby. The body is revived into a living person once more. Useful in a pinch, so an untimely death doesn't end the fun of a real-space raid.
10: Hypnotic Curtain. Hang over a doorway or other portal. Anybody trying to pass through must pass a Will save or fall into a hypnotic trance, and be rendered helpless. Handy for privacy.
11: Extradimensional Bridge. Teleport yourself and your companions somewhere you've been before. Costs a trapped soul to establish a route if this is the first time you've taken the bridge there.
12: Corpse Thrall Spike. Jam it into the brain of a dead body, and it reanimates as a corpse thrall under your command. 
13: Mirror Gown. Reach into a mirror to pull out the reflection-objects within, or step into the mirror to reside in the reflected pocket-realm on the other side. 
14: Djinn Rings. A set of ten. Each ring contains a bound spirit. You can command the spirit to fetch you an object, releasing it from the ring, but when it returns you need to beat it into submission to put it back in the ring, or else it stays free (and a kleptomaniac).
15: Space Warper. Shrink a distance between two places down to a few feet, or expand it up to a mile. Handy for when you're too lazy to walk very far.
16: Shrinking Water. Sprinkle it on an object and it shrinks down to the size of a rice grain, no matter how big it started out. Once the object has dried out completely, it suddenly springs back up to its original size.
17: Locket Of Safety In Courtship. While you wear this, you cannot be injured by anybody you truly love or who truly loves you. They can still cause emotional pain, however. Taking it off after the first date is considered very romantic.
18: Fashion Gland. Implanted in the body, where it exudes flesh warping hormones. Whatever you want to look like, your body slowly shifts itself to look like that over the course of days or weeks. Requires focussed desire for best results.
19: Quantum-Entangled Paper. Two sheets. Whatever you do to one - origami, writing, tears, bloodstains - happens to the other as well. Popular with separated lovers.
20: Prismatic Gown. The wearer can shift from a particle to a wave temporarily, letting them project themselves over large distances, refract through objects, etc, before reforming.



Real-space Raids


d20 Human Planets to Visit

1: Veranthus. Agricultural world. Herds of shaggy beasts, rolling waves of golden grain. Tranquil, placid and pastoral, until you get there.
2: Asterion Prime. Hive-city world. Teeming masses of humans packed into hyper-dense urban sprawl. Monolithic architecture. Drab.
3: Sigma-Hoth. Ice world. Humans drill for oil beneath vast glaciers. Inhospitable, but very picturesque.
4: Carthagus. Port world. A trade hub where human spaceships dock in orbital space-stations to resuply or sell cargo. Fabulously wealthy by human standards, but to space elves terribly dull.
5: Madrix Delta. Jungle Death World. Human enclaves live beneath the trees, fending off horrible insect-monsters. A challenging visit, but very rewarding. Capturing the beasts is always fun.
6: Capsasitus Twenty-Two. Machine-world. A vast factory where the human machine-cult makes things they naively consider high-tech. Very ugly.
7: Dominus Prime. Shrine world. The humans' primitive religion thinks this place is very important; your visit will really make them upset. Lots of very beautiful slaves here.
8: Pacifica. Oceanic hive-city world. Sprawling ocean rigs lashed by storms. Humans here rugged and independent, not very bright even by human standards. Demons lurk in the depths of the ocean.
9: Planet Brox. Night-locked Urban World. Under a shroud of darkness, the vast cities descend into vice and crime. The humans are trying, bless them. Your atrocities need to be extra atrocious to stand out here.
10: Borneus. Garden World. Light agriculture in a rural paradise. Lots of soft, happy, contented humans, absolutely ripe for the picking. Won't this be fun?
11: Maximus Beta. Post-apocalyptic desert world. Human tribes fight each other among the ruins of a fallen civilisation. The people are ugly and rather dull, but there's lots of interesting pre-human relics to steal here.
12: Floyd Kappa. Mining world. Teeming hordes of slightly mutated humans horribly oppressed by their overseers, forced to work down the acid mines. Hyper-authoritarian dystopia. It's actually quite hard for you to make this place worse.
13: Dendrus Five. Gas giant. Human cloud-harvesters live on floating platforms. Low gravity. A good place for a nice, laid-back relaxing slaughter.
14: Sigma-Sigma-Gamma. Radioactive Death World. Incredibly poisonous. Everything here, including the humans, incredibly mutated. Distasteful. A nice source of gribbly combat beasts for the arena, though.
15: Nullius. Agricultural world. Very boring human settlements live very boring lives farming algae, studiously ignoring the ancient cyclopian alien ruins scattered about the planet.
16: Mortian X. Used to be a lovely agricultural world, now a warzone. Going on for five decades of trench warfare in a pointless civil war. A pit of human misery and meaningless death. Delightful, in an over-the-top sort of way.
17: Vera 12. Machine-world. Human populations toil away building crude, dangerous nuclear devices. Factory-thralls packed in like sardines. Oddly tranquil, probably due to all the sedatives in the drinking water. 
18: Magnifax Ultima. Noble world. Centre of government for the local star cluster. Lots of beaurocrats. Absolutely packed with cultists of the evil gods. Best to be selective who you kidnap, you don't want to accidentally bring a cultist of the Thirsting God home with you.
19: Oasil. Desert world. Ash-choked atmosphere, lots of volcanos. Native humans hardy, cunning, and well-armed to defend against the predatory ash-stalkers. Somewhere you can really get stuck in if you feel sporting.
20: Hoplus Two. Radiactive gas giant. Humans only live in orbiting space station, syphoning the radon atmosphere for fuel. Space stations old, poorly maintained, possibly haunted. Very exciting to visit.

d12 Exciting Things To Steal From Human Worlds

1: Priceless religious relics.
2: Innocent children.
3: Combat-slaves.
4: Beautiful flora.
5: Samples of the local diseases.
6: Unusually beautiful slaves.
7: Untrained psychics.
8: Stolid slaves for manual labour.
9: Prominent local nobility, for a laugh.
10: Old alien technology.
11: Amusing human narcotics.
12: Dangerous local wildlife.

d20 Complications On Real-space Raids

1: The humans here are about to do a civil war, and heavily armed.
2: Some other alien predator is also hunting here, and is actually quite scary.
3: Cults of the dark gods are active here, things could go badly.
4: It's the middle of an important human religious festival.
5: A grizzled human hero is here, he knows how to fight space elves.
6: A squad of human battle-nuns are here, guarding some dignitary.
7: A squad of space marines are here, scouting for new recruits.
8: A powerful latant psychic lurks among the masses here, things will get weird.
9: Space orcs have just shown up, and are having Fun.
10: The humans somehow predicted your arrival, and have prepared for a fight. How quaint.
11: A human inquisitor starts hunting you when you arrive. 
12: The humans are in the middle of a violent religious schism.
13: The humans are in the middle of a horrible disease outbreak.
14: The place has been struck by a dramatic natural disaster.
15: Human technology is malfunctioning as you arrive.
16: Secret human xenophile cultists think you're on their side.
17: Human cultists of the Thirsting God have felt your presence.
18: Human authorities are in the middle of an authoritarian clamp-down.
19: The whole place is absolutely infested with sneaky hidden alien parasites.
20: The humans are overcome with xenophobic religious fervour, and you arrived at exactly the worst moment.

Tuesday, 3 May 2022

Into The Dark City - Part 1

A hack of Into the Odd where you play as legally distinct dark eldar.
The skeleton for the game, Into the Odd, was created by Chris McDowell at Bastionland.com
You get to play as horrible decadent evil space elves, being flamboyant in their extradimensional dark city and raiding realspace for fun and profit.
Please don't sue me, Games Workshop.  



A disclaimer: The PCs in this game are Bad People. Slavery, torture, poisoning and haute fashion are morally wrong. You shouldn't want to be like your PCs. The key to enjoying this game is to make your villainy so over-the-top and flamboyant that it goes from harrowing to camp.


Your Character

Who Are You?

Roll 3d6 for each Ability Score. 10 is average for an Eldar. 

  • Strength – Fighting, fortitude, and toughness.

  • Dexterity – Stealth, athletics, and reflexes.

  • Willpower – Confidence, discipline, and charisma.

You may swap any two of your Ability Scores.

Characters start with d6 Hit Points, a measure of their ability to avoid life-threatening Damage.

Starter Package

Consult the Starter Package Table below to find your starting equipment and any special information about your character. As well as individual equipment, every character has a backup tissue sample with the Homonculus Covens, and the Coterie has resources of its own.

Equipment


Unarmed Attack: (D4 Damage) EG: Claws, Bites, Fashionably pointy clothing, Elegant martial arts.
Light Weapon: (one hand. D6 Damage) EG: Razor Pistol, Combat Knife, Venom Pistol, Electro-whip, Power Sword.

Military Weapon: (two hands. D8 Damage) EG: Venom Rifle, Gladiator-Witch Arena Weapons, Razor Rifle, Ceremonial Glaive

Noble Weapon: (one hand. d8 Damage) EG: Vampiric Blade, Antimatter Pistol, Lamia Knife, Homunculus Tools 

Heavy Weapon: (two hands. d10 Damage. Cannot move and fire) EG: Venom Cannon, Antimatter Rifle, Homunculus Bio-weapons.

Shield: Armour 1. A protective field of some sort. EG; Shadow field, Displacement generator, Forcefield, etc
Combat Armour: Armour 1. EG: Witch suits, Combat Armour, Ceremonial Plate Armour.
Tools: EG: Torture kit, Artisans tools, Bio-scanner, Climbing gear, Disguise kit, Astronavigation array, Hover-board, Hologram Projector, Manacles, Calligraphy Kit, Tea Set.
Luxuries: EG: Fashionable Clothes, Pheromone Perfumes, Exotic Pets, Poetry Scrolls, Exotic Smokeables, Trophy Racks, Mimic Masks, 

Stun Grenades: Momentarily blinds anyone that fails a dex save.
Combat Drugs: Add d4 to an Ability Score for an hour while high, then deduct the same amount for an hour during the comedown, then return to normal. 
Bomb: d12 Damage to all within the blast.
Poison: Lose d20 str if consumed.
Ether: Inhaled, str save or pass out for an hour.
Antitoxin: Neutralises most toxins.
Nightmare Doll: Lets you do a psychic type thing (precognition, dispelling, telepathy) without attracting the attention of the Thirsting God.
Soul Trap: Lets you trap the soul of a dying person, for fun and profit. 


What Do You Have?

Match your highest Ability Score against your Hit Points to find your starting package. Weapons have their damage roll listed. If two characters would have the same equipment, the second character takes their starting package as if they had one HP less, or one HP more if this is not possible.


Highest Score 3-9: 1 HP: Venom Pistol (d6), Shock Whip (d6), Shadow Field (1 Armour), Artisan's Tools. As part of Scourge-cult initiation, have bio-sculpted wings, and can fly. Roll for Hypertech. 2 HP: Venom Rifle (d8), Combat Knife (d6), Stun Grenades. Nightmare Doll allows you minor precognition. 3 HP: Gladiator-Witch Arena Weapons (d8), Venom Pistol (d6), Trophy Racks, Combat Drugs. Nightmare Doll lets you see souls.

4 HP: Venom Pistol (d6), Power Sword (d6), Pheremone Perfumes. Nightmare Doll allows you to communicate telepathically if the victim fails a Will save.

5 HP: Ceremonial Glaive (d8), Razor Pistol (d6), Combat Hawk (d10 strength, talons for d6). Beast-master cult training lets you talk to animals. 6 HP: Paired Knives (d8), Dark Fire (d6). Disguise Kit. Being born a Mandragora, you can become insubstantial in complete darkness.

Highest Score 10: 1 HP: Gladiator-Witch Arena Weapons (d8), Needle Projector (d6). Hunting Scorpion (d6 Strength, sting for d8). Roll for Hypertech.

2 HP: Venom Rifle (d8), Shock Whip (d6). Flesh Thrall (d8 strength, bite for d4). Roll for hypertech.

3 HP: Venom Rifle (d8). Torture Kit, Pheremone Perfumes. Roll for Hypertech.

4 HP: Ceremonial Glaive (d8), Razor Pistol (d6). 2 Flasks of Ether. Astronavigation Array. Roll for Hypertech. 5 HP: Paired Venom Pistols (d8). Hover Board, Artisan's Tools. Roll for Hypertech.

6 HP: Lamia Knife (d8). Displacement Field (1 Armour). Vial of Poison. Lamia-cult initiation gives social status. Highest Score 11: 1 HP: Razor Rifle (d8), Combat Suit (1 armour). Tracker-worm. (d8 Strength, Bite for d6). Roll for Hypertech.

2 HP: Poison Blade (d6), Venom Pistol (d6). Combat Drugs. Roll for Hypertech. 3 HP: Venom Rifle (d8). Fashionable Clothing, Hologram Projector, Torture Kit. Roll for Hypertech.

4 HP: Venom Rifle (d8), Power Sword (d6). Pheremone Perfume. Demon-cat (d8 strength, Bite for d6) with telepathic link. 5 HP: Flaying Knife (d6), Paired Venom Pistols (d8). Poetry-scrolls. Talking blood-worm (d6 strength, Bite for d6). Minor mutation means you don't need to eat.

6 HP: Shock-whip (d6). 3 Virus Bombs (d12). Vial of Antitoxin. Surgeon's Tools. Homonculus-cult inituation has taught you to cosmetically resculpt flesh with time. Highest Score 12: 1 HP: Power Sword (d6), Telekine Darts (d6). Trophy Rack. Roll for Hypertech. 2 HP: Venom Rifle (d6). Porter Thrall (1 HP, 2d6 Strength). Fashionable Clothes. Roll for Hypertech. 3 HP: Shock Whip (d6). Manacles, Combat Drugs. Roll for Hypertech. 4 HP: Venom Pistol (d6). Ossification-Grenade (d12). Exotic Pet Moths. Roll for Hypertech. 5 HP: Vampiric Blade (d8), Venom Pistol (d6). Vial of Ether. Trophy Racks. Magnetic skin-implants let you manipulate metal.

6 HP: Homonculus Tools (d8), Hidden Poison Blade (d6). Disguise Kit. Torture Kit.


Highest Score 13: 1 HP: Venom Pistol (d6). Vial of Ether, Vial of Poison. Mimic Mask. Roll for Hypertech.

2 HP: Power Sword (d6). Razor Pistol (d6). Combat Suit (1 Armour). Trophy Rack.

3 HP: Venom Blade (d6). Stun Grenade. Pet shadow-cat (d6 Strength, Bite for d8). Exciting feline fang-grafts.

4 HP: Venom Rifle (d8) Disintegrator Powder. Gambling Set. Monomolecular Rope. 5 HP: Lamia Knife (d8). Combat Drugs. Musical Instrument. Lamia-Cult Initiation.

6 HP: Ceremonial Glaive (d8). Ornate Mask, Scorpion-claw Manicure. Glass Bomb (d12). Incubus-Cult Initiation grants social cachet.


Highest Score 14:

1 HP: Venom Blade (d6). Hologram Projector, Still-living Trophy Pelts. Roll for Hypertech.

2 HP: Venom Pistol (d6). Monomolecular Razorwire, Exotic Smokeables. Stun Grenade.

3 HP: Antimatter Pistol (d8). Incense Drones. Vial of Poison. Mummified Hand.

4 HP: Shock Whip (d6). Artisan's Tools, Razor Snares, Bio-Scanner.

5 HP: Razor Pistol (d6). Universal Solvent, Caligraphy Set, Scrimshawed Fingerbones.

6 HP: Combat Blade (d6). Vial of Antitoxin. Recording Array.


Highest Score 15:

1 HP: Gladiator-Witch Arena Weapons (d8). Vial of Ether, Trophy Rack. Pet Nightingale.

2 HP: Venom Rifle (d8). Fashionable Clothes, Vial of Poison. Pet Razor-wasp (d4 Strength, Sting or d8).

3 HP: Razor Pistol (d6). Musical Instrument, Vial of Ether, Exotic Liqueurs.

4 HP: Venom Pistol (d6), Sword (d6). Ossification Bomb (d12). Torture Kit.

5 HP: Gladiator-Witch Arena Weapons (d8). Emotion Projector. One eye replaced with dashing eyepatch.

6 HP: Concealed Venom Pistol (d6), Concealed Blade (d6). Shard Bomb (d12). Artisan's Tools.


Highest Score 16:

1 HP: Razor Rifle (d8). Pocket Multicorder. Exciting Tattoos. Virus Bomb (d12).

2 HP: Ceremonial Glaive (d8). Tea Set, Pheromone Perfume. Incubus-Cult Initiation provides a certain mystique. 3 HP: Beast-goad (d6). Net, Pheremone-Bait, Beast-Skull Trophy. Alluring venom-scars. 4 HP: Electro-whip (d6), Venom Pistol (d6). Exotic Smokables, Pet Centipedes. Empty Eye-socket.

5 HP: Poison blade (d6). Mimic Mask, Skeleton Key. Occasionally-malfunctioning mechanical hand.

6 HP: Venom Pistol (d6). Virus Bomb (d12). Tea Set, Exotic Liqueurs. Eyes glow in the dark.


Highest Score 17: 1 HP: Ceremonial Glaive (d8). Trophy Rack, Decoy Pistol. Incubus-cult Initiation replaced heart with a shard of ice.

2 HP: Venom Pistol (d6). Net, demon-calling pipes. Demon-ravaged leg only semi-material.

3 HP: Combat Blade (d6). Artists Tools, Paint, Easel. Incense-dispensing gland rather distinctive.

4 HP: Vampiric Blade (d8). Tea Set, Fashionable Clothes. Totally colour-blind for fashion purposes.

5 HP: Venom Pistol (d6). Razor Wire, Artisans Tools. Brands mark you as a former slave.

6 HP: Homonculus Tools (d8). Torture Kit, Surgeon's Tools. Grotesque appearance.


Highest Score 18:

1 HP: Garotte (d6). Venom Rifle (d8). Ornate Mask. Tongue surgically removed.

2 HP: Concealed Venom Pistol (d6). Artisan's Tools, Astronavigation Array. One arm replaced with cybernetically-implanted artisan's arrays, and can't be used for general functions.

3 HP: Stolen Venom Pistol (d6). Hookah, Grappling Hook. A delightfully in-vogue fugitive.

4 HP: Electrified Rapier (d6), Displacement Field (1 Armour). Recording Device. Scandalous reputation.

5 HP: Concealed Knife (d6). Vial of Poison, High-Fashion Outfit. Horribly in debt.

6 HP: Venom Pistol (d6). Reams of Poetry, Writing Kit. Tattoos mark you as a former slave. Hypertech (roll d20). 1: Space-folding Origami Spider, lets you teleport 10 ft. For when you're too stylish to walk. 2: Homonculus Flesh-solvent, apply to flesh and re-shape it like putty. Fashion made convenient! 3: Decoy Soul, can be fed to a soul trap, or otherwise used to fool psychics and hypertech.

4: Gravity Adjusting Spotlight, reverses direction of gravity in the area illuminated.

5: Exquisite Pain Recordings. Listeners must pass a Dexterity save to block their ears, or lose d6 Will. Considered prestige entertainment.

6: Reality Compliance Chime, the sound of which causes all psychics nearby to bleed from the ears.

7: Light Ensnaring Prism, when unveiled sucks in all light, causing an area of absolute darkness. Mandragora's love it.

8: Dimensional Adjustment Clamps, can cause an object its attached to grow or shrink by a factor of up to ten.

9: Time-Stuttering Dust: Victim takes d6 Damage and is frozen in time until they pass a Will save.

10: Tiara Of Legal Correctness. Others must pass a Will save to disagree with you, and can do so no louder than a whisper.

11: Soul Ink. Write on a restrained victim's soul; they must pass a Will save or take on the personality traits you write into them until the ink fades. Helps keep your minions in line.

12: Gravity Negotiator Drone. You can walk up walls and across ceilings as if gravity pointed in a different direction. Useful for making an impression.

13: Absolutely Universal Dictionary, lets you talk to and be understood by anything, and understand the responses if things are capable of responding. A bit gauche.

14: Hyperdimensional Handbag, a portable pocket dimension that lets you carry all sorts of things.

15: Romantic Red Twine, state the person you love or hate the most, and instinctively know the direction and distance to them, and the state of their health.

16: Absolute Privacy Shroud, hang it over a door, window, etc and nothing can pass through it, not people or light or psychic signals or anything.

17: Neural Cocktail Glass, lets you read the thoughts of anybody whose vital fluids you currently drink from the glass. Potentially very romantic.

18: Backup Persona, creates a holographic duplicate of yourself, that acts independently but just like you until you absorb it back into your own mind. Useful for busy social functions.

19: The Void Between Atoms And Stars, creates a rift in space-time that leads you back home to a pre-prepared location. Handy for leaving boring events.

20: Contract Papers Of Unerring Law. If you sign a deal on the papers, you know instantly if it's been broken and can inflict d12 damage on the other signatory at will. Also potentially very romantic.



What The Coterie Has

The Coterie: The coterie is a small organisation of evil space elves residing in the dark city. Lacking the numbers, power or prestige of larger cults, covens and cabals, the coterie instead consists of a few closely allied individuals working for their own mutual benefit in the spaces between these large organisations. It's a sort of mixture of polycule, cult, street gang and small business.


Home: The coterie has a small residence somewhere in the dark city. Their own individual spire, tunnel complex or villa-pod. Enough space to be mildly luxurious, as suits evil space elves, but nothing overtly extravagant. Their home's defences are assumed to be secure enough that enemies won't be getting in unless they either get invited in, or put a lot of effort towards it.


Dimensional Portal: The coterie's residence includes a portal back to realspace, allowing them to warp in for raids. Exactly where it takes you is temperamental; see the tables for realspace raids to see where it might take you.


Minions: The coterie are attended to by a number of slaves, thralls and minions, that remain in their residence and - alongside the space elf tech of the place - see to their needs. These are in addition to any pets you might have, and unlike those pets the minions don't get to come on realspace raids; they might try to escape, and anyway, they aren't very competent. For each PC, which minions you have depends on which your highest attribute is:

Strength: A pair of enslaved humans. Less compliant unless motivated, but quite creative.

Dexterity: A pair of vat-grown flesh-thralls. Very compliant, but not very bright.

Will: A single space-elf minion under your power. Perhaps an indentured servant, apprentice or enslaved criminal. Carries some prestige, and could be promoted to the rank of Actual Person.

Two or more tied: An exotic alien thrall. An avian predator, space-monkey technician, serpent bodyguard or similar. Very fashionable.

Regardless of their origin, your minions have 1 HP, and 8 for all stats.


Petty Luxuries: Back home, you have access to appropriately scandalous art, delectable confectionary, still-alive fur rugs that moan when you walk on them, lots of eyeliner, and other necessities of decadent space elf life. Whilst this is utterly libertinous to us, by the standards of the dark city this sort of thing makes you comfortable middle-class.


What Do You Need to Know?

Saves:
A Save is a roll to avoid danger from a risky action or situation.
Roll d20. If you roll equal or under the appropriate Ability Score you pass. 1 is always a success and 20 always a failure.

Turns:
Generally the Players take their turn before any enemies. If there is a risk of being surprised, characters must each roll a DEX Save or be unable to act on the first turn. On their turn, Players can act in any order they wish.

Actions:
On your turn a character can move and perform an action. An action can be anything from negotiating, to attacking, to fleeing. Attacks are detailed below. For other actions the Referee calls for the character at risk to roll a Save. For example, an attempt to trip an opponent might force them to pass a STR Save to stay on their feet, while an attempt to trick an opponent into surrender may force them to pass a WIL Save or lower their arms.

Attacks:
An attacker rolls a die dictated by their weapon, and subtracts the opponent's Armour score. Their attack causes this much Damage. Ranged weapons cannot be used in melee, melee weapons can't be used at long range.
Attacks that are Impaired, such as firing through cover, or fighting while grappled, roll d4 Damage regardless of weapon. Similarly, attacks that are Enhanced by a risky stunt or a helpless or vulnerable target, roll d12 Damage.

Blast:
Blast weapons, such as bombs, cause Damage to all targets in an appropriate area, rolling separately for each. If in doubt as to how many targets are affected, roll the weapon’s Damage die.

Damage:
When an individual takes Damage they lose that many HP. If they have no HP left, they are wounded, and any remaining Damage is removed from their STR score. They must then pass a STR Save to avoid Critical Damage.

Critical Damage:
A character that takes Critical Damage is unable to take further action until they are tended to by an ally and have a Short Rest. If they are left for an hour without being tended to, they die.

Using Hypertech:
A character can use a piece of Hypertech as a normal action, though some Hypertech ask for something in return.

Ability Score Loss:
If a character has their STR score reduced to zero they are dead, which is a bit of a downer but only temporary. If their DEX or WIL are reduced to zero the character is paralysed or mentally broken respectively, and cannot act until they have a Full Rest.

Death:
When a character dies, they are reborn from tissue samples stored with the Homunculus Cults. They will take a few days to re-grow a new body, and will be waiting for the rest of the Coterie when they return home from a realspace raid.
Make a Will Save, if failed roll for Cloning Errors to see how death has affected them. Either way, roll for Debts to see what you now owe the Homunculus Cults for your next revival.
If you can't or won't get a Homunculus Cult to store some flesh for revival, then if you die you just die, and must roll up a new character entirely. But why would you do that when you could be immortal?

Power From Pain: When you witness interestingly unusual or intense pain, you become Empowered by it. You can spend your Empowered status to re-roll a Save or Attack.

If you go an entire day without being Empowered at all, you become Withered, and start losing yourself to the Thirsting God. While Withered, you lose 1 Will, and lose another 1 Will at the end of each subsequent day until you become Empowered again. You can't regain Will while you're Withered.

Other particularly exciting and novel emotions - love, curiosity, fear, joy - can occasionally also Empower you, if they're special enough. Suffering, however, is always a sure thing.


Reaction: When the group encounters another being, the character at the head of the group must pass a WIL Save to avoid an unfavourable first reaction. Some encounters are always hostile, or always friendly, but all have potential to change after first contact. 


Morale:
Groups require a WIL Save to avoid being routed when they lose half of their total numbers. Groups with a leader may use the leader's WIL score in place of their own. Lone combatants must pass this Save when they are reduced to 0hp. This applies to opponents and allies but not Player characters. Fleeing to safety under pursuit requires a DEX Save and somewhere to withdraw to.

Short Rest:
A few minutes of rest spent doing something entertaining - appreciating art, a romantic liaison, basking in somebody else's suffering (or all three) - recovers all of a character’s lost hp. Resting may waste time or attract danger.

Full Rest:
A Full Rest requires a week of downtime back at the coterie's home. This restores all Ability Scores.

Damage:

Damage from falling rocks, explosions and other sources outside of normal combat ranges between d4 and d12, with d20 used only in special cases. Consider how it would affect an average person. A fall that is quite likely to injure an inexperienced character might cause d8 Damage but a huge rock that would crush most might do d12. Poison usually causes Ability Score loss. Effects like Blindness will Impair attacks and call for Saves to carry out usually simple actions.


Advancing in Society


Getting Stronger: Every time you advance in society, your personal power grows as well. Gain d6 more HP, and roll a d20 for each ability score; if you roll over its current value, add +1 to it.


Fledgling: You're ready to go on your first realspace raid! This is where PCs start.


Raider: You've survived your first realspace raid! Congratulations, you're a respected professional now.


Veteran: You've survived three realspace raids since becoming a Raider, and brought something interesting back to the dark city. People might start paying attention to you now.


Sybarite: You've survived five realspace raids since becoming a Veteran, and killed an exciting enemy (a powerful psychic, orc warchief, space marine, alien war-drone or demon), bringing an exciting trophy back with you. At this point, you're becoming a minor local celebrity. You can recruit an Acolyte, roll their stats like a starting PC.


The Road To Archon-hood: After becoming a Sybarite, you mostly advance by recruiting additional Acolytes and fostering their own growth. Anybody can call themselves an Archon, but only the most powerful get to do so a second time. Powers greater than you won't tolerate upstarts without the strength to back up the claim.


Buying Things: You can purchase goods - such as hypertech, weapons, surgical modifications, thralls, vehicles, and other useful gear - through trade. Simply find somebody who can sell, and roll a Debt to see what their price is.

Rarer items - nightmare dolls, soul traps, hypertech, a second dimensional portal, particularly interesting thralls - incur two debts. When purchasing hypertech or a nightmare doll, roll to see what sort is available.


Debts: You can leave a debt unpaid as long as you like. However, an unpaid debt affects your social station and reputation: add one to the number of realspace raids needed to advance to the next social tier for each unpaid debt. Further, if you leave a debt unpaid long enough that it's clear you have no intention of paying it off, your creditors might decide to do something about this; typically, this involves subduing recalcitrant debtors by force and selling them into slavery to recoup the loss.


Wednesday, 9 March 2022

On The OSR And My Relationship With It

Following that last post, I want to make some things clear.
I am not going to name any names. Frankly, I'm scared of the people I'm talking about, and how they might respond to anything I say if it names them directly. Posting this is scary enough as it is. Besides, if you're plugged in, you know who I'm talking about.
Here are some things that have happened due to my involvement with the OSR.

  • I've been doxxed twice.
  • After I left an abusive relationship, I had people saying that I deserved it, and should be held responsible like my abuser was.
  • I've been called lots of slurs. A lot.
  • I've been accused of being a racist/antisemite based on... I'm not sure what. Whatever their reasoning is, it's a mystery to me.
  • I've had a lot of people try to out me as trans. Some who knew already, some who suspected.
  • I've had the fact I was stealth used as leverage against me by somebody who knew I was trans and unwilling to out myself.
  • I've seen a well-connected and well-respected writers and designers drag my name through the mud.
  • I've seen actual factual fascists given a seat at the table.
  • A friend of mine (who I'm keeping anonymous) had internet weirdos post pictures of their parents' house online because of some stupid vendetta.
  • I've seen people - a lot of people, close friends, designers I respect, people I look up to, partners - driven away from the OSR or from ttrpgs in general by the constant toxicity.
  • I've been stalked persistently.
And this is not to mention the never ending drip-drip-drip of vitriol and bitterness and spite that tinges interactions. The general unpleasantness of being around certain people, who are - for whatever reason - big players in the scene.
Here are some ways I've responded to everything above.
  • I don't play OSR games anymore. In part, that's because my tastes have shifted, but in part its because the negative associations.
  • I've locked down most of my social media fairly tightly.
  • The exception is twitter, which I basically just use for advertising and activism these days. Even there, my blocklist is fucking massive.
  • Talking about my old work is unpleasant. Stressful. Putting on a facade of positivity about something that's irrevocably tainted is stressful.
  • I've stopped generally trusting people involved with RPGs.
Is this level of toxicity unique to the OSR? No, I've seen 40k fans. But the OSR is absolutely one of the worst scenes I've been involved with (and I like black metal!). 
There comes a point where you need to stop making excuses for something that's hurting you and cut it out of your life. I hit that point about 18 months ago, and have been trying to distance myself from the OSR and my past with it since then.

That doesn't mean I don't like my old work. I'm still proud of a lot of what I made, but that's in the past and I'm not sure I'll ever be going back to that design space. I've left that shit behind now.

There's still good people in that niche, making good stuff, but that toxicity is basically like entropy at this point. It's only a matter of time before it hits their threshold too, and they leave as well. 

Finally, as a message to any of the people responsible for that shit who might be reading this:
Fuck You.

Thursday, 24 February 2022

I'm Selling Out

This one's scary to post. I expect there'll be backlash. Fuckit.

There's been a lot of talk about the place of D&D in the wider TTRPG industry and artistic medium lately. That its utterly dominant position stifles the creativity to be found within RPGs and drowns out smaller works.

All of this is, for what it's worth, stuff I believe.

However, the fact of the matter is that D&D content sells. Some stuff clearly doesn't need to be shoehorned into D&D 5e (we don't need a D&D interpretation of The Wind In The Willows or The Great God Pan) but if you've got a classic fantasy adventure you want to make, the sort of thing with skelingtons and magic swords, then D&D 5e is by far the best market to shoot for unless your game is doing something really specific.

So, with that preamble, here are some things that are all true:

  1. I do this for a living. I need to make money. Food, rent, HRT and other expenses all chip into what I've got.
  2. I have a classic fantasy adventure - about exploring a place of embers and smog - that has been knocking about the back of my head for a while.
  3. FUCK making anymore OSR content. That scene is toxic, and I've finally been burned by it enough times that I'm not putting my hand on the stove anymore. I'm done with OSR.
  4. Seriously, I need money. I need to make something that will sell.
  5. D&D 5e sells.
With all that in mind, why I'm doing this should make sense.
This isn't a permanent thing. I've got other little arty projects I'm also working on at the same time (in particular In Love And War and Black Lung), but for this project, I'm shooting myself in the foot financially if I don't use 5e. 
I need to put food on the table. I'm fucking poor, and between my being trans and some health issues I'm unlikely to get a 'real' job. So this is just the best move for me.
No doubt there's a bunch of indie kids who are going to act like this is some grand betrayal of my indie principals, that I'm feeding the machine that crushes art, that I'm betraying indie games. And fuck that. If you act like resisting hasbro is more important than getting the money I need to live, you need to take a long hard look at yourself.
And as for why I'm not doing it as an OSR module? Because fuck that. I have self respect. I want nothing to do with that shit anymore. I was, for a while, able to endure its problems, but it got too much and I'm done. Don't lump me in with them. That scene hurt me. That scene's relentless toxicity burned me out on game design in ways I'm still working to deal with. 




But that's enough heavy stuff. What am I making?

Embers & Dust is a module about depression, burnout and dementia. It's about struggling to keep that spark of individuality alive in a world that tries to smother it. It's about staring into the face of a bleak, soul sucking world, and daring to keep moving forward.

On a more practical level, it's another depthcrawl, similar to The Gardens of Ynn, The Stygian Library and Dead Girls In Sarkash Forest. Depthcrawls still fascinate me in the ways you can structure them to do different things. This one's drawing on my experience writing the other ones to do it's own thing, and reinforce it's own themes. 
More specifically, it's an adventure into a pocket of the shadowfell, in doomed pursuit of... something. You go deeper into the shadowfell, and the place changes you, creeping into your bones and wearing you down until you're just another part of its endless, bleak wasteland. The question at the heart of the adventure is not if  you'll reach your destination. It's how much of yourself you lose getting there, and if it's worth it in the end.
Ynn was whimsical, the Library was creepy, and Dead Girls was painful. This one's going to be melencholy.
D&D 5e is a different system to what I'm used to working with. A bit crunchier, perhaps. More expectations of balance, more fighty. I don't want to warp D&D into something unrecognisable, but I want this to feel like me. So encounters aren't necessarily fights, and attrition is slow and grinding.
I'm still getting the hang of 5e's balance and flow. Looking at how to construct a stat block, what you can expect of a party at a given level, that sort of thing. It's a learning experience. It's actually pretty interesting, and kinda a new area of design for me to explore.
I want to play with Inspiration as a mechanic. It's underutilised in 5e, I think. Just a simple Advantage to a dice roll here and there, at the DM's whim. So I'm giving it some weight. It's going to work a bit like WP in WoD games. Sure, you can spend it to boost a dice roll, but you might also be spending it to resist compulsions and urges, to stave off depression. And you might start getting Inspiration from unexpected sources.
I think, with the adventure's thematic focus on losing yourself and hope, Inspiration is an interesting mechanic to play around with.
Other than that, I'm slowly coming up with a few cultures and ecosystems of shadow-dwellers, some big set-piece locations and NPCs that can warp your characters in interesting ways.

It's going to be good, trust me.

And finally, have a mockup of a page. Still pretty rough, but I like where it's going.
(art credit goes to Tithi Luadthong on shutterstock)


Monday, 27 December 2021

After Gehenna - A concept for a VtM chronicle

 OK here's the pitch: You know the concept people throw out sometimes in Vampire games, of a medieval (or pehaps older) vampire who's woken up from a millenia or two of torpor and has no idea what's going on? A chronicle that's that but they're from the modern day.

You establish your coterie in the modern day, they go into torpor, and for whatever reason they stay in torpor for two thousand years, waking up to a very different world. 
This idea has two bits to it. The first is some scifi, basically, imagining what the world will be like a few thousand years from now. With climate change, it's going to be bleak. The second is imagining a vampire setting that is as different to 'modern' nights as 'modern' nights are to the dark ages. On top of that, let's pull out an interesting twist and have gehenna have already happened.
So, let's get those details pinned down.

The World

Aight. So what is the year 4,000 like? In four bullet points:

  • Catastrophic environmental collapse due to climate change.
  • Catastrophic societal collapse due to climate change.
  • Limited scientific advances in some specific fields, stagnation in others.
  • Fragmented societies due to social collapse.
The timeline goes like this. The third millenium is defined by collapse. Not enough is done to deal with climate change, and over a few centuries the climate goes completely bugnuts. Rises in temperatures, rising sea-levels flooding coastal areas, desertification, wild ecosystems collapsing, mass extinction.
By the year 4,000, there's much less inhabitable land. Most coastal areas are gone, and most inland areas are arid deserts that have suffered huge soil degradation.
The human cost of this has been immense. Between famines, disease outbreaks, natural disasters and so on, huge numbers of people have been displaced, and the third millenium was one of mass migrations and warfare. 
The wealthy (white, northern, eurocentric) nations of the world responded by fortifying borders, descending into fascism, attempting to empire build in order to preserve their power. However, fascism cannot sustain itself, and these states ended up collapsing harder than the exploited parts of the world. Total economic breakdowns, mass rioting, civil wars, no functioning governments. You end up with military powers preying on the citizens for a while before that too collapses and society returns to a simpler state. 
Capitalism finally ate itself and was no more. Corporate and state interests cannibalised themselves and were picked over by scavengers.
By the fourth millenium, things are starting to be rebuilt. Nation-states and empires are less common. Rapidly changing climate and ecology mean that safely, productively farmable land is constantly shifting, and populations migrate - over a matter of decades and centuries - to follow it. As one place becomes a dustbowl, another starts to receive rainfall and reforestation, and so settlements spring up there.
It's a world of citystates emerging briefly as an area becomes fertile, and dwindling as the favourable climate moves on. Humanity aren't individually nomadic, but as a whole they very much are. With natural disasters and ecological collapse pushing people out of their homelands, the concept of 'a homeland' has dwindled. Most social groups form diasporas across the world. Things are, if not cosmopolitan, no longer defined by where you're born, as every few generations whole communities uproot themselves and move somewhere new.
Technology hasn't advanced much overall. Fossil fuels were never abandoned voluntarily, but by now they've run out. Most electricity is generated using solar, hydro-electric or geothermal power, or where there aren't the conditions for those, using small-scale nuclear generators. Transport is mostly by sea, in large nuclear-powered ships, or across a few land routes. 
The internet lingers in new forms. Decentralised networks, with little to no moderation. Information blooms across the whole world, conversations flicker and mutate. 
Biotechnology is advanced, and is how humans survive. Genetically modified crops and livestock tweaked to fit the harsh new conditions. Synthetic tissue and organs for transplants. Advanced body modification. Human genetic engineering is a rubicon that hasn't been crossed, but humans - particularly wealthy ones - can reshape themselves with endochrine interventions and surgery.
Religion continues much as ever. Christianity collapsed with the west, and is a dwindling faith. In its place, Islam is the worlds dominant religion, and much of society practices bits and pieces of Islamic traditions in a secularised sort of way, much like Christianity was in the 20th and 21st centuries. Other faiths have sprung up, including a resurgence of traditional and indigenous beliefs that returned to prominence as European influence waned.

It's a distinctly post apocalyptic world. Not in the sense that 'Mad max' is post apocalyptic, but in the sense that 'the lord of the rings' is. 

Gehenna
Gehenna happened. The Antediluvians rose up, warred among themselves on a burning, collapsing earth, devoured one another and were in turn devoured. They're gone.
When Gehenna happened, the Sabbat rose up to combat the ancients. For all their attrocities and inhumanity, the Sabbat were the sect that stood against the apocalypse. And they were crushed, utterly destroyed. In the end, the sect was merely a speed-bump to the Antediluvians. They slowed them down just enough that the ancients never stabilised and adapted to the new world, and devoured themselves. The entire sect sacrificed themselves, buying the world a future.
The Camarilla, meanwhile, were destroyed by the second inquisition in the 21st and 22nd centuries. Rising fascism, advanced information technology and a stagnating camarilla meant they just couldn't keep up. The Inner Circle are all dead, as are most of the methuselahs that formed the upper leadership of the sect. 
In the resulting power vacuum, four factions rose to power: the Anarchs, the Bahari, the Baali and the Metamorphocists. 

Types Of Blood-drinkers
At this point in time, the blood has mutated. As well as vampires, Revenant lines are stable, flourishing and ever-evolving. And somewhere between the two, thin-bloods of the fourteenth, fifteenth and even sixteenth generations thrive. The thin bloods are more alive than vampires, more dead than revenants. Caitiff are common, mutations of the blood are common, and minor bloodlines emerge among true vampires with increasing frequency.
The line between vampire, revenant and thin-blood grows blurry.

Anarchs
The Anarchs stepped up to fill the space left behind by the Camarilla. And that space was Camarilla-shaped, so that's what the Anarchs become.
The Anarchs are the status quo now. They're city-based, internally organised (at least on the level of individual domains), and they talk to each other. By default, you're probably an anarch.
Anarch society lacks the global organisation that the Camarilla had, but on the level of cities its similar. Substitute Baron for Prince, and Reeve for Sheriff, Harpies are still Harpies, and you get the picture. The traditions are less absolute law, more suggestions, but they're still broadly followed. Except the Masquerade, that one is still absolutely strict. The Anarchs blend into human society, manipulating soft power, covering things up. A city where the masquerade is seen to be failing is soon invaded and taken over by worried neighbours.
Anarch sorcery remains limited. A tool to be dabbled in, but not the main focus of the sect. The Anarch movement remains focussed on worldly matters, on politics and social movements. The Anarchs are a hotbed of political theory and struggle, where old political models - from democracy to total communism to feudalism to meritocracies - struggle against one another in new forms and unexpected combinations. The Anarchs are a sect obsessed with an ever-churning political arena.
The remains of the Camarilla persist here and there within the Anarchs, as a secret society. Camarilla membership is hidden, but among themselves the ranks of Prince, Archon, Sheriff and so on persist. The Camarilla are a ritualised, highly formal society, but unlike the Anarchs they're a global organisation. Here and there, they put members into positions of power within a barony, push Anarch politics one way or another. To those outside the secret sect, they don't exist as more than a historical footnote or a rumour.

Bahari
Where the Anarchs are urban, the Bahari are rural. The cults of the dark mother dwell in the wilderness, preying on itinerant human populations, and cultivating their gardens. 
To the Bahari, the suffering and upheaval of the third and fourth millenia were unequivocably good. Old social orders were cast down, and in the crucible of tribulation a new order was formed. They consider themselves to be winning, more or less. They got the world they wanted. 
The Bahari have inhereted sorcery from a number of sources, including the remnants of the Tremere and Giovanni, as well as older, near-extinct clans and bloodlines. They've synthesized it into something new - they call it Edenic Magic - and mastered it. 
Edenic Magic deals with land, life, birth, and blood. It empowers ghouls, it elevates ghouled animals, it makes barren land fertile, it creates strange blood-infused plants. Bahari witches create gardens full of strange wonders and horrible monsters. 
These enclaves in the wasteland are hidden oases of untamed life. Beautiful in their own way, and unnaturally lush. Some human communities come to dwell in these places, inevitably being drawn into the worship of the dark mother. Such people end up becoming monsters, in one shape or another. Dozens of revenant families flourish in such places, and Vicissitude and Edenic sorcery shape even the mere mortals into new, holy monsters. 
The Bahari have no interest in warring with the Anarchs, no matter how many posters and pamphlets the Anarchs send them. They have their land and their cult and the clear favour of their dark patron, and all is well. The Anarch Barons have learned to leave these gardens well alone, as any agents sent in don't come back. 
What little remains of the Sabbat can be found here. Ritae such as the Vaudlerie and Games of Instinct are sometimes practiced alongside older Bahari rite like the Two Trees. 

Baali
Guess who's back!
The events of Gehenna saw a surge in Baali numbers, rising up to sacrifice vast numbers of kindred and kine to their patrons. They were mostly - mostly - pushed back by Anarch and Bahari leaders.
The Baali spread unlike other vampires. They can re-embrace outsiders into their clan, and often succeed in doing so. It's hard to keep track of them. 
The Baali have nests here and there, in the wilderness and under cities. They keep to themselves for decades at a time, and then maybe once a century burst forth in great numbers, empowered by demonic patrons, to wreak havoc. 
What do they want? It's not clear, but each Baali uprising seems to achieve its inscrutible goals before retreating back to the darkness. They're getting what they want, it seems. 
Long story short these are the terrifying demonic boogymen they've always been. 

Metamorphocists
The Metamorphocists have grown hugely in numbers since the fall of the Sabbat, spreading far beyond clan tzimisce. Metamorphosis takes new forms among new clans and bloodlines. A necromancer might seek to master death, undeath and the states between, and call this metamorphosis. An abyss mystic might become a thing of shadows and emptiness, and call this metamorphosis. A Ravnos might surround themselves with illusions, such that the truth ceases to matter and all that remains is perception, and this, too, is metamorphosis.
The Path of Metamorphosis has itself changed and evolved. The proscriptions against sharing knowledge have been discarded as slowing the great work of azi dahaka down. In its place, a dozen different philosophies have sprung up, each claiming their own way to ascension works. Somehow, Golconda has been absorbed into the wider Metamorphocist philosophy: becoming spiritually pure is, they say, just its own road to transcendence.
The Metamorphocists are less a sect in their own right, and more a movement between both Anarchs and Bahari. A network of scholars, scientists, artists and visionaries. Experimenting upon themselves and each other, pushing the nature of vampires and revenants in strange new directions.
In theory, the Metamorphocists are powerful and well connected, and would make a potent political force if they tried, but they have historically had little interest in politics. This looks to be changing, however, as a rising faction within the sect - the Heirs of Constantinople - consider that the route to personal apotheosis can be achieved through creating the perfect society. As above, so below. A few projects have begun to create just such a society that can thrust its members into azi dahaka, and while none have succeeded yet, the work continues.

The Giovanni
Most Giovanni vampires died in the events of Gehenna, sacrificed in some grand work of necromancy to protect their still-living families from the rising antediluvians. 
This isn't to say they're gone, however. The Giovanni are, in the 5th millennium, a network of powerful and well connected revenant families, backed by a few old, powerful vampiric necromancers. Most throw their lot on with the Anarch Movement.

Settites
Set rose, kicked the antediluvian's asses, was a magnificent dark lord, and then went away again. The Settites insist that he'll be back again one day. While some find themselves among the Anarchs, most can be found among the Bahari, an odd sub-sect substituting a Dark Father for the Dark Mother.
Every Eden needs its serpent, after all.

Tremere
Extinct. Torn apart in an antediluvian three-way between Tremere, Saulot and the Eldest. Those few that remain were absorbed into the Bahari.
Do not think about why so many of the Baali seem to know Hermetic Thaumaturgy. It's probably a coincidence.

Tzimisce
Having an absolute whale of a time, between the old clan tending to the land among the Bahari, and the new clan going all-in on weird new forms of Metamorphocis. Now is a great time to be Tzimisce.

Lasombra
Ships full of abyss-mystics churning through the ocean's lightless depths. Lasombra are the clan of the sea, of horrible shadowy things with tentacles, and of gazing into the abyss. Abyss-mystic metamorphocists have built entire strongholds in the lightless, lifeless depths of the ocean - technologically maintained grottoes in the crushing depths.
Rumour has it that the eutriphied, lightless depths of the ocean are becoming one huge oubliette as the darkness spreads, and individual shadows merge together. This does not bode well.

Daughters of Cacophany
Pretty much a pillar clan at this point. The oldest Daughters - those that predated the victorian era by centuries - were woken from slumber by the events of Gehenna, and were instrumental in the rise of the Bahari.
Alongside the Daughters, a number of other elders of obscure all-or-mostly-female lines - the Lhiannon, the Lamia, and both incarnations of the Ahrimanes - have emerged and merged into the bloodline. Think the Hecata, but for girlbosses rather than necromancers. 

Assamites
The Assamites remain hidden in Alamut, continuing to do Haqim's work despite the fact that Haqim is absolutely definitely dead. They have his ashes preserved in the fortress somewhere.

Ventrue
Yeah, that whole Camarilla secret society thing? Mostly a ventrue project. The clan is very much fallen from power, and has slipped into the role of pulling strings from the shadows. Many believe the Ventrue to be almost extinct - in truth, many more survive than most suspect, in disguise as Lasombra, Daughters of Cacophany, or Brujah.
The clan is going to return to its rightful place in charge of kindred society, it just needs to wait for the right moment.

Brujah
The Anarchs are their JAM and they LOVE IT.

Toreador
You can take the toreador out of the Camarilla, but they stay the same as they always were, god bless 'em. Artists, hedonists, posers and sluts, and we love 'em for it.
A surprisingly large number of them among the Bahari, honestly. 

Nosferatu
You'd think that Absimilard being gone would get the Nossies to lighten up and stop being so utterly paranoid. You'd be wrong.
They remain the same as they ever were. Monstrous, paranoid, a bit incestuous, spying on everything. Many are embraced by the Bahari. Those that remain among the Anarchs are disproportionately likely to be part of the secret Camarilla. Really, though, they remain convinced their clan founder will come back ANY DAY NOW, and carry on much a they always did, putting clan before sect.

Malkavians
A lot of Metamorphocists dive face first into the madness network and don't come back. The rest of the clan are much as they always were, seers and spies to the Anarchs and Bahari alike.

Gangrel
All Bahari All The Time.
One of the early breakthroughs of Edenic Sorcery was the devellopment of rituals for the Animalism discipline - much like those of Abyss Mysticism for Obtenebration - which was solidly a gangrel thing. 

Kiasyd
A lot of metamorphocists here. The rest have settled into a similar role to that the Tremere once held among the anarchs, a bloodline of occultists and sorcerers, almost all of which fuck around with abyss mysticism.

Ravnos
Mostly anarchs. Not super numerous, but surprisingly influential.

Samedi & Harbingers Of Skulls
These skull-faced nutters are often metamorphocists. The underworld is, frankly, all maelstrom all the time at this point, so necromancy has turned its focus back to the more physical aspects of death. Like the Kiasyd, these chaps have been absorbed into the space the Tremere once filled, as occult experts to the Anarch movement.

Werewolves
Gaia is dead, the wyrm is having a post-dinner nap and the werewolves murdered each other in pointless wars. This is a vampire game: suffice to say that the werewolves are pretty much gone and the wilderness belongs to the Gangrel and Tzimisce.

Mages
The technocracy won, science is real, and magic isn't. 
Having successfully got what they wanted, the technocracy faded into obscurity. After all, they accidentally defined themselves out of existance, and now they're just very good scientists. This is, remember, a Vampire game.

Changelings
Nobody believes in fairies anymore. They've all fucked off elsewhere.

Wraiths
The underworld is a mess. Most wraiths are spectres, hauntings are horrible, and necromancy is dangerous as fuck.

Demons
See: baali.
The slumbering demons are kept appeased by whatever the fuck the baali are doing, for now. Them waking up is the major existential threat facing the world, and nobody can tell if the baali are trying to do that or prevent it. Not even the baali, honestly.

Mummies:
Lol no.

More:
God am I gonna end up writing mechanics and shit for this? oh no.