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MonsterEnvy
Feb 4, 2012

Shocked I tell you
Fun fact, I think it was by coincidence. But Seraphon was actually a name GW had already used. It's the name of Malekith's black dragon in Fantasy who was probably around for decades.

Also sure lets Slaves to Darkness

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Vox Valentine
May 31, 2013

Solving all of life's problems through enhanced casting of Occam's Razor. Reward yourself with an imaginary chalice.

I mean there's a difference between, like, the urban legend of how the Chevy Nova didn't sell well in South American countries because people read it as "Chevy Doesn't Run" and not checking to see if there's a niche furry porn artist using your word as their handle, especially when you're a company and they're a single person online. It's a weird occurrence to happen but that's really it and it's really just tangential weirdness at best as opposed to them naming something actually offensive or unfortunate. GW's gonna name their units dumb poo poo they can trademark but I wouldn't call it notable unless the artist sued for whatever reason or the artist had a whole line of commission of Age of Sigmar units getting tickled that really hosed SEO metrics.

feedmegin
Jul 30, 2008

The Lone Badger posted:

I would also like to point out that WW1 machineguns were watercooled monsters with typically a three-man crew.

Lewis gun says hai

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!



Chapter II: A World to Explore (Part II)

Marradi Archipelago: This chain of islands dominates Vodari’s eastern ring. Out of the various regions and nations that survived the Godwar this region came out the best, and mountains and forests provide for ample natural resources.

Draga is the same name as the fallen dragonborn empire, and the largest enclave of said race in the setting. Although far from its glory days, it is ruled by an Emperor of its own who for a change in fictional tropes is actually Lawful Good. Emperor Krivar II is not without his flaws: many ancient scrolls and tablets of his ancestors have been interpreted as such where he posits himself as a messiah-like figure who is the last best hope against some unknown evil. To that purpose he has been building up Draga’s military, and he also is in contact with a golden dragon advisor by the name of Solaris that is helping him interpret the prophetic scrolls. She’s unsure as to whether or not said prophecies are accurate. There is an evil dragonborn mage by the name of Kalliss’a’Shara who seeks to overthrow the empire because she is proudly evil, worships entropy, and believes that goodness and mercy are shackles of the weak. How’s that for three-dimensional motivation? The sole adventure hook suggests that the PCs befriend Krivar II or have him become their patron for an ill-defined “classic epic fantasy” campaign series.

Istori is named after the god of knowledge, and its Grand Archives are the largest known library in all of Vodari. The College of Istoro is also second-to-none in teaching language and history. The island overall is a placid realm, although its leaders are very aware of the valuables within their institutions and made an alliance with the island nation of Sanctuary (detailed under The Map’s Edge) to have warrior-monks guard its storehouses of knowledge. The major adventure hook here involves the PCs needing to research something for a quest, and end up crossing paths with a thief posing as a respected clerk seeking the Archives’ forbidden knowledge.

Morndirn is the homeland of the majority of Vodari’s surviving dwarves, a kingdom carved from the mountains that managed to survive the flooding. They are much like typical fantasy dwarves, making use of underground industry albeit preferring to avoid the lava tubes of dormant volcanoes rather than take advantage of their heat. The risk-to-reward is deemed too great. However, they are a democracy rather than an aristocracy, its parliament system made up of representative officials on a Board of Clans as well as a High Thane. We get a writeup of the capital city of Marradihr, which houses a grand guarded elevator-hole on which a Barrier platform opens up to the front lines in the Night War. Said War has gone on since ancient times, pitting the dwarves against all manner of underground horrors, although the book sadly doesn’t go into much detail as to what kind of monsters and their wicked factions are involved. Presumably just generic Underdark-style baddies. We also get a shorter writeup of the city of Taggthirn, a port city of hill dwarves, the above ground farming community of Varrdhal, and the Red Axe pirate colony that menace eastern Vodari with nigh impunity on account that the dwarves devote most of their military resources to the Night War.



The North & Untamed Wilds: Cold and foreboding in contrast to the southern realms, Vodari’s northern ring is nonetheless densely populated by various kingdoms. This region has a bit more of a Nordic influence in cultures, as well as a higher proportion of monstrous races such as orcs and giants.

Ghak is an island home to the largest goblinoid population of Vodari. Instead of being a violent society of social Darwinists like in other settings, the goblinoids of Ghak organized into mutual societies where the various subraces shore up each other’s weaknesses. They have a long-term goal of building up their nation into a major economic power, even though the rest of Vodari still looks down on them as a “not real nation.” Its capital city of Lor’Thak is a chaotic mess of haphazard urban planning where rooms, bridges, and streets are forged and renovated on a near-daily basis. Industrial hazards are a sad fact of life, and the famed Bobbleball Stadium’s sinkhole merely caused players to rewrite the rules of the game rather than fix it. Sample adventure hooks play off of this rough and tumble boom town of a city, along with the Goblin King petitioning the PCs to help open up diplomatic relations with other Vodari nations...and thwarting an assassination attempt in the process.

Nordaa Is a multicultural kingdom of humans, dwarves, elves, halflings, and small numbers of other races who have a common lineage of people who could only escape to the north during the Godwar. It has a long history of infighting between clans, although the current king has managed to somewhat unite the people...against the orcish and giant kingdom of Stonetusk to the north. They are a dearly religious society, giving the gods (especially Kalder) many forms of physical offerings and honoring their deeds in song and prayers. It is very much the medieval Scandinavia of Vodarian kingdoms, with the capital city of Daan home to many warriors and craftsmen, while the smaller town of Aldinn trains its scholars and priests. The town of Njord is having trouble with wereorcas who’ve made a habit of selling “Nordaaskin products” to Xolen the way Nordaani sell “whaleskin products,” more out of spite than to make a profit. The seemingly uneventful and boring village of Vindaa is home to Nordaa’s criminal underworld, and the island of Kolga is a seemingly cursed land where any attempts at settling on it end in a series of disastrous ‘accidents’ and unreasonable bouts of amnesia and murderous fury that pop up among the inhabitants.

Iselaad Is the northernmost nation of Vodari, a small realm home to mostly frost giants. Their large forms are unsuitable for the typical seabound vessel, so they build long oar-driven boats made of pine, breaking down the foundations of captured ships into repairs for said vessels and personal armor. Their sole city is a series of dug-out rock and ice formations among a frozen tundra, lacking many amenities of other cities and whose major industries center around survival. As for local troubles they have an active volcano and an ancient white dragon by the name of Fornvitur who has yet to be defeated by any of their number, accumulating generations’ worth of armory and treasure from doomed frost giant dragonslayers. There is also the island of Blafjell, mostly untouched by the giants due to meteorological anomalies that occur when people sail too close, and the few giants who live there know of a mysterious castle home to a “Glass Menagerie.” It is home to a Glass Knight that kidnapped a child of human royalty to hold hostage in the fortress, or so the local legends go. Finally the islands of Drölarr & Atorr house giant communities more technologically advanced than their kin, but face regular skirmishes from the reptilians of Khar who seek their land and resources.

Khar is a wild land of swamps and forest home to bullywugs, lizardfolk, kobold, sahuagin, and other scalykind races. They are a decentralized self-governing people whose various communities keep to themselves, with every race having a defined territory of their own and the few buffer zones home to deadly beasts none of them can easily eradicate. A subrace of winged kobolds known as urds make use of their talents to enable a reliable communication network among the islands of Khar, particularly in the event of a frost giant invasion. The bullywugs reign over the territory of Orabahr, who found themselves lacking any trade partners after killing merchants they promised to sell valuables to and pocketing the loot for themselves. Their High King Alburp has a bigger ego than brain, and their attempts at expanding into piracy have had their share of ups and downs. But mostly downs.

Stonetusk is a mostly-orc nation but with a sizable human and giant minority. Much of their land is wild, given over to dangerous beasts which their people hunt. Orcish society is very much like that of other fantasy settings, being violent social Darwinists, and their high birth rate is kept in check by a high death rate. Their capital of Scathag is home to the Maw, a pit where orcs convicted of major crimes, as well as babies born with deformities and those whose injuries rendered them unable to work and fight, are tossed to their deaths. Those who manage to survive and climb out are deemed worthy and reintegrated into orcish society. The other major population centers include the stone giant town of Lortog who is notable for taking in orcs who’d otherwise be sentenced to the Maw, and over time the rest of orcish society has accepted this as a viable alternative for those who desire this option. This has worked out to the stone giant’s advantage, as said orcs found other vocations to improve their resident home, making their culture more intellectual than the rest of Stonetusk. The other major town is Rhukug, which acts as a sort of tourist spot for hunters seeking to fight, capture, and harvest the various monsters after paying for a hunting license.

Zeth’Kur is a remote island cluster home to a set of mysterious ruins that were merely observed, never explored, by the Wanderers Guild. Said ruins were built by an ancient civilization older than recorded history, but is now ruled over by the black dragon D’him’ashada Ma’dow. He holds dominion over a group of kobolds who worship him as a living god, and has plans on taking over the lizardfolk tribes of Khar and after that an invasion of the frost giant island of Atorr. The sample adventure hook suggests that the ruins of Zeth’Kur should hold a great secret that could “potentially change all of Vodari.” Said secret is the Exodus Portal, built by a coalition of the world’s long-dead civilizations (Ancients, Varu, Dakri) that can open up to worlds beyond Vodari. But not only that, activating said portal will break up Vesi’s Rage, revealing the goddess’ kingdom within the center. The gods won’t necessarily be happy with such a momentous event, for if enough of their worshipers leave for different worlds then they fear they will be left without purpose and power. The book also makes mention of other “mysterious places” hinted at earlier in the chapter to combine elements together for this proposed campaign in an archeologist fashion for PCs in search of forgotten knowledge.



The Map’s Edge: This section details the more remote island and regions of Vodari as opposed to any one geographical region. With the exception of Vesi’s Rage, they are places that are physically distant from the earlier regions or sufficiently uncharted that they are ill-explored.

Jameson is a newly-discovered island whose first explorer appeared as a raving madman in a port weeks later, talking of intelligent killer apes. This is indeed the truth, for a gorilla found a magical artifact among the island ruins that gifted him sapience, which he used to awaken his brethren. Wearing the Crown of Mental Might* he can communicate telepathically, and has no intention of his island being colonized by outsiders...although a mutual trade agreement that leaves Jameson with a degree of autonomy may open him up to negotiations.

*an artifact detailed in the Magic Items & Spells chapter.

Isle of Whispers is a mist-shrouded island home to an archmage that rejected the rules of the Arcane Council. She made her home in an ancient building known as the Pernicious Citadel which has granted her knowledge of a unique form of magic known as mistwalking. She is teaching the discipline to other renegade mages, and the Citadel itself is only partially-explored by her community. Containing an innumerable array of levels, hallways, and rooms that seemingly rearrange themselves when nobody’s looking, the true size of the Pernicious Citadel is unknown.

Kraken is home to the Order of the Kraken, a 500 year old secret society that has contacts among every significant organization and civilization of note in Vodari. They derive magical power from a temple on this island, and their true purpose and motivation is for the GM to fill in for the purposes of their own campaign. Otherwise they’re not ever mentioned again in the rest of the book.

Sanador is an island home to a jungle with flora capable of amazing medicinal purposes, and the sole tall mountain at its center is home to ruins. The only intelligent inhabitant is a crazed druidic hermit by the name of Yash who managed to discover the ruins’ secret. A series of incredibly advanced technomagic machinery hold the souls of this civilization trapped in precious gems that summon hordes of ghouls and ghosts to attack anyone taking them. A couatl will thank the PCs if they manage to free the souls from the gems, giving them an appropriate and unspecified reward for the GM to figure out.

Sanctuary is a community made up of genasi and a minority of other races. It is the headquarters of the Order of Four Elements, a tradition of monks who learned the power of elemental magic to protect Vodari’s weak and disenfranchised. They are mostly lone wanderers who target powerful people that financially exploit others. Sanctuary is the only place on Vodari where such monks gather in any great number, and are led by four Oracles representative of each element who train students in their own ways and philosophy.

Stormwind Chain is a mid-sized independent colony home to rich veins of gold discovered by a married adventuring couple. It is a virtually anarchic island, with no real set of laws beyond an agreement not to cause trouble and a form of justice that encourages an eye for an eye.

Taur is the sparsely-populated minotaur homeland, home to a gladiator arena and a vast labyrinth of unknown origin home to monsters, traps, puzzles, and potential treasure. The minotaurs have no idea what exactly lurks at the center of said maze, but are much more talkative about the arena which is mostly non-lethal save when executions are carried out for the most unforgivable of crimes.

The Teeth is an ill-described place whose exact location is unknown but rumored to contain priceless treasure. The Teeth are actually a phenomenon that causes thick fog banks to rise from the ocean along with an utter lack of airborne or sea life in the area. Strong currents and rock formations threaten to pull a ship to its doom, and those who manage to make it out in one piece end up being transported to the Seas Beyond.

Vesi’s Rage is a gigantic, never-ending storm around a thousand miles in diameter. It sits at where the continent of Varanu once was after the Godwar, and prevents straight north-south, east-west travel between Vodari’s island chains. Nobody is sure of what caused or is fueling the Rage, although what is known is that nobody who has gone far in has ever made it out alive, and only a precious few (and now legendary) vessels survived passing through an outer tendril. Anyone unlucky or foolish enough to be pulled into it faces 100+ mph winds, violent waves, massive lightning strikes, malfunctioning compasses, celestial bodies arranged in impossible formations, and thick omnipresent mists from which screaming can be heard. The only creatures that live within are evil beings pledged in service to Vesi, although storm giants are the only known non-evil creatures that appear capable of survival in such hellish waters.



Under the Seas: The shortest section of this chapter, Vodari’s subterranean kingdoms and regions are surprisingly undeveloped. The book acknowledges this, saying in a sidebar that a future supplement for undersea campaigns proper is in the works. The only content is a list of the major sea-dwelling races beyond the PC ones: merfolk are simple farmers and hunter-gatherers, merrow are fallen remnants of a warlike kingdom, and sirens came from the Feylands and isolated themselves from other civilizations. And those are the ones in the highest sunlit reaches.

Further below in the twilight depths, we have Cecaelias (like merfolk but lower halves are octopus) who are little-known magical people that live in undersea caves of small family units, Grindylows are goblinish Small-sized sharkpeople raiders, Kallidu are psionic fish who build telekinetic constructs to conduct surface raids,* storm giants live by themselves in the deepest ocean trenches near Vesi’s Rage to find spiritual meaning in observed omens, and tritons came from the Elemental Plane of Water and act as a sort of “wandering knight” culture in defending other civilizations from monsters in the ocean’s darkest depths.

*They’re given stats and background in the Allies & Adversaries chapter later in this book.

And what of those civilizations that lair in the midnight depths, over 3,300 feet below sea level? Here be dragons...or rather aboleths and their cities, the divine children of the Destroyer gods, and titanic monstrosities that escaped from the Elemental Plane of Water.

Thoughts So Far: The second half of Seas of Vodari’s “setting” chapter is remarkably different from the first half, with much more of a final frontier feel. I felt that the dragonborn kingdom could have used some more development; the dwarven nation of Morndirn had a much larger page count in comparison, which isn’t necessarily bad in and of itself. But as they don’t really do anything “new” in regards to what we’ve seen of dwarves in fantasy, I felt that such space may have been better spent on the other areas in the Marradi Archipelago.

The North was a high point, as while it could be easy to make it a uniform “barbaric wildland,” the societies within had quite a bit of development and ample conflicts and adventure hooks between them. I did find it interesting how most of the monster nations were more or less made more three-dimensional beyond always evil antagonists, with even the more warlike frost giants and orcs counting non-evil members among their entries. Granted, the orcs of Stonetusk and the giants of Iselaad seemed rather close to their typical portrayals in Dungeons & Dragons, which kind of stood out in comparison to the other nations.

The Map’s Edge islands seemed interesting adventure hooks for one-shot sessions, although I was a bit disappointed at the lack of content for actual undersea locations. The campaign idea of ending Vesi’s Rage and a portal to other worlds felt a bit out of nowhere. While I am not opposed to the idea itself, it feels like too much is left hanging; there’s mention made of Vesi’s revealed kingdom, but more text is expounded on in favor of the gods panicking about the thought of their followers ‘leaving’ them, which begs the question of just how appealing these otherworldly realms beyond the portal are. I imagine that the vast majority of the setting’s inhabitants are still simple folk with homes and families to attend to and may not mass migrate unless things get really bad. The Kraken society is a wasted opportunity, especially given the fact that the only other time they’re mentioned in the book is the possible reason for why platinum pieces are minted with a kraken symbol.

Join us next time as we cover new and existing races in Chapter III, the People of Vodari!

Cooked Auto
Aug 4, 2007

feedmegin posted:

Lewis gun says hai

Not to mention the Madsen.
Going by Project Lightening you could feasibly one man an MG08. But you'd need to drain most of the water out of it from what I recall. :v: And even then its a hefty beast.

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!

feedmegin posted:

Lewis gun says hai

My favourite Star Wars prop!

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

I appreciate the AoS Soulbound reviews! Seems like a really fun spin on the old Warhammer formula, and I appreciate that they're at least vaguely stumbling towards a more progressive setting. Maybe I should consider trying out that Age of Sigmar game that's coming out later this month...

It would be nice if they went further towards making monster PCs viable, even if most of their factions are ridiculous edgelords. I like the fact that there's some netherworlds that are actually more or less chill. You can have skeleton friends, even if most undead are working with incel Skeletor. Why not have some Tzeentch anarchists who believe in mutual aid and transhumanism in a way you can actually ally with?

The doom/soulfire mechanics are way more elegant than I was expecting at first. I appreciate the way they mechanically nudge the party towards cooperating and tackling challenges as a team. It's nice that there's some options for houseruling in a different dynamic, too. Might be fun seeing how well the engine would work for a Legend of Zelda adventure. The 3 stats kinda line up with power/wisdom/courage, and there's plenty of weird magitek. I could even see Doom working as dark world corruption or something.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

We’re getting Death and Destruction character rules later this year.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

avoraciopoctules posted:

I appreciate the AoS Soulbound reviews! Seems like a really fun spin on the old Warhammer formula, and I appreciate that they're at least vaguely stumbling towards a more progressive setting. Maybe I should consider trying out that Age of Sigmar game that's coming out later this month...

As of Champions of Order there is now Endeavors for taming big monster beasts.

Now that I am done Refuges of the Realm I may go run through the Bestiary. Which shows some cool creatures a PC could tame.

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

Mors Rattus posted:

We’re getting Death and Destruction character rules later this year.

Nice! Orcs and skeletons are both pretty popular thanks to WoW's playable races, I'm glad that those options will be more encouraged going forward. We could see some cool Waaagh/soulfire interactions if the devs end up focusing on that kinda thing.

It might be a bit of a stretch to ask for a purple Tzeentch birdman spraypainting down with authority graffiti to be PC-viable in warhammer world, but at this point even that seems theoretically possible.

MonsterEnvy posted:

As of Champions of Order there is now Endeavors for taming big monster beasts.

Now that I am done Refuges of the Realm I may go run through the Bestiary. Which shows some cool creatures a PC could tame.

If you have time, I definitely am interested. Monster manuals have always been one of the really fun parts of the tradRPG experience for me.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

I suspect we will see a Chaos book eventually, but it presents slightly more work to make, I think.

SkyeAuroline
Nov 12, 2020

Never Going Home
Part 6: The Adventures, and the End

Never Going Home finishes out the book with three adventures taking up the last ~25 pages. Each takes a bit of a different tack for “how to run the game”, none of which totally align with the book as written… but we’ll go through that! A note: I haven’t run these three missions to have firsthand experience. Also, there is no art at all.

The Belly of the Beast
Author: Crystal Mazur

The Belly of the Beast is a prolonged adventure compared to the other two, made up of several sub-missions each with a pool of incidents. These aren’t actually really… chained together in any particularly sensible structure, and the sub-missions make almost no sense when put together.

The pitch of Belly of the Beast is that you’re a Unit assigned to the British tank development program, and you’re escorting a reporter, demonstrating the tank, and… well, dealing with the aftermath. Out of three sections, none of the three use Journey questions right; starting us off in part 1, “escort the reporter back to base,” wants your introspective vignettes to be “Describe how you will make it to base with the reporter undetected.” Nothing to work with here.

The mission’s structured as a list of incidents, with fixed results and a set of extra ones that show up for each card that “fails” the Journey; here it’s “get a hint there’s a traitor if you pass a Communications check to read papers, otherwise nothing happens” and “fight Corpse Feeders with the explicit statement you’ve never seen them before no matter how veteran your unit is”. For every black card that shows up in the journey, things get worse; get lost (with a fail state that has no effect), the reporter gets injured (and you have to burn a card with no other way to stabilize them - you can’t do this for other players, just this reporter), a random encounter with soldiers, and a cultist ritual that doesn’t develop anything but gives a Corruption risk just for being around it and failing a Knowledge check. There’s no storyline here but “get the reporter back to base, the reporter asks questions while you go”.

Part 2 has you “test the tank” (there are no mechanics with this), and your introspective vignettes are “What makes this tank superior to those tanks before it? How will it handle supernatural creatures in battle? What are some of the drawbacks to this tank?” Again, absolutely nothing tied to your characters, the sole point of the Journey even having a Journey question. Once again it’s a list of disconnected events entirely - a guarantee that there’s a traitor among them with an absurd roll, plus one other guaranteed machine failure. I can’t emphasize enough how absurd that roll is - an Investigation or Communication roll against TN 5 in a game where most one-shot characters are rolling 3 to 5 dice at a 33% success chance per die. Even pooling a party’s dice that’s unlikely, and if you fail it you lose the “reroll dice” option on your +One manipulations (which nothing else does and the base game doesn’t even say is a possibility to modify). Absurd! The other five are four mechanical failures and one “German unit of soldiers shows up to attack the tank”. Even more dead-end rolls that don’t actually accomplish anything here, too, and rolls that if failed put the game at a halt with no recovery. Who’s the traitor? The game doesn’t tell you. There’s no indication whatsoever about the traitor here, just that they exist and… they do nothing else.

Part 3 uses a completely different resolution method than the rest of the bloody game - and opens with your CO deciding the reporter needs to be “dealt with”, with the understanding that it means “kill them” (they didn’t do anything wrong here, even! The reporter isn’t documented as doing anything but “asking a lot of questions about the thing you’re bringing them to see”, there’s no reason to murder anyone here). Instead of using any of the system, part 3 switches to a modified Journey where players play their card (answering “How do you think you should carry out your order to deal with the reporter as you see fit?”), pull a second one they can potentially switch to, and whatever gets 3+ of the same suit wins. If it doesn’t win automatically, the unit votes… and if the vote is tied, the Narrator picks a player to draw a random card that the unit then has to act on. The options here are “kill her”, “escort her back to safety”, “destroy her notes so she can’t report back at all”, or “defect and deliver her to the Germans instead, because the traitor from the last part you may not have even found convinced you so thoroughly”. Conclusion: whatever random choice you took, and “no matter what course the detail decides to move forward with, there is too much bad blood and suspicion for them to continue to work together”, so your party breaks up, no choice in the matter, even if you were all unanimous on a choice.

Terrible adventure design.

---

The Lamps are Going Out
Author: Corey Capps

Of the three, Lamps is the most traditional one-shot, but also mechanically pretty dense. There’s a special feature tracking deaths behind the scene, and the most complicated Requirement of any adventure - “a mix of black and red cards with total value of black cards that is higher than the total value of red cards; face cards count as 10s, Aces count as 1s”, all to… describe where the party should check first (yet another no-vignette question), with a success giving a chance for a card draw and failure risking an automatic discard.

Regardless of what they pull, the party goes into the village they’ve chased a retreating enemy squad into. Oil lamps outside mark all the buildings and are the main mechanic here - anything with no lamp has nobody in it, and the ones with lamps still standing have residents of varying levels of corruption. “Allow as many investigations as you want until it feels appropriate to move to the square”, and “Street Incidents are not presented in order and are mostly repeatable”, so it’s pretty much “poke around until the GM says you can have info”. Eventually you risk being caught by “inquisitors” in gas-masked plague doctor equivalent uniform… things, for a chance at combat, kind of an aside. Eventually your GM tells you you can go to the center square where “the Minister” is executing the soldiers that retreated as sacrifices, characters can intervene or not (it’s an RPG, they’re intervening), demonic monster gets summoned… The one funny note is that if the players didn’t get noticed before the monster is summoned, they can just… sneak out. Mission end. Fully successful. It’s weird. Otherwise, kill it, and if it and the minister die everyone else stops attacking and wanders away.

It’s straightforward but disjointed. Of the three, probably the introduction I’d run, though.

---

The Sword Quest
Author: Steven Wu

PvP time! Potentially. Merlyn is real, and he’s been feeding the British (every protagonist force here is British) intel about enemy units. He’s a weirdo in a stag skull with a stitched-together uniform out of the different forces’ scraps, and he wants you to recover Caledfwlch - and whoever draws it is the Promised King! Problem: There can be multiple “chosen ones”. Journey question is FINALLY an actual introspective one - “In those moments of silence, what do you observe about your traveling companions? One of you is the Promised King… who do you think is the most worthy among you?” This is a good question! The highest card is the “chosen one”, in a tie there’s multiple but they have to draw Corruption, if nobody pulls a face card then everybody has to make the claim. See: PvP.

The actual structure is much more strictly linear than the other two pick-and-choose adventures. It’s a two-page spread of events right in a row; players get potentially ambushed (back-to-back Investigation and Stealth with… no target numbers at all) by “Order of Camlann” members out to contain Merlyn and prevent the Veil from being torn further. Eventually (after a setpiece fight and a potential show-piece that’s not terribly interactive), you actually meet their leader who gives you the option to turn around and stop - if you do Merlyn immediately appears from thin air to fight you to the death without a word, because of course he does. If you don’t, then you get a lore-drop after the leader dies (because of course they’ll die) about the Order as containers of abominations.

The PvP for claiming the sword? Not actually really PvP. Group finds it in the “stone” (an unexploded artillery shell), and it’s another “play a card, highest wins” thing. If the highest is a 9 or lower, the sword detonates the shell. The point-blank artillery shell detonation does… 1 brawn damage. Just 1. Yep. Anyway, the “chosen one” gets to claim the sword and draw for Corruption; it’s an absurdly strong weapon (5 base damage!) that can also heal people by… cutting them, I guess? Anyway, Merlyn also appears out of thin air here to lead the unit in a ritual to tear the veil open even wider. The Unit has to roll to resist because they can’t just say “no”, that’s too complicated. If you do resist… wordless combat let’s go! When he’s dead or when the new tear shows up, adventure’s over. You can keep the sword! Draw for Corruption after every mission stage for the rest of the campaign or the sword disappears. (Merlyn is very strong, as it happens, with Armor 5, some of the best combat Whispers, and all his stats jacked way up. The only saving grace is that Caledfwlch does a little extra damage. Also Caledfwlch is spelled at least three or four different ways in the span of five pages here.

Overall: the only one with a coherent plot, not exactly a great one and very much a railroad.

---

That’s it. That’s all of Never Going Home. The rest of the book is just some sample character sheets and whatnot. Thoughts on the game? Insights or questions?

Otherwise, that wraps up the review. I’ll be resuming my Red Markets review before I do any more Never Going Home stuff, but that’s going to be held off for a bit until we’re not still mired in “depressing and dark post-apocalypse” every third post. (Tribe 8 at least has some uplifting bits so I don’t mind running parallel there. Just don’t want to keep crashing the mood and all.)

Everyone
Sep 6, 2019

by sebmojo

MonsterEnvy posted:

As of Champions of Order there is now Endeavors for taming big monster beasts.

Now that I am done Refuges of the Realm I may go run through the Bestiary. Which shows some cool creatures a PC could tame.

I'd want to tame one of those Idoneth things that look like Cthulhu so I can have my character ride it like Cartman as he goes around killing hippies, er, Chaos demons.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
From Hell pt. 11: African Clans



Degenesis Rebirth
Katharsys
Chapter 10: From Hell


MasaiNorthern Africa, Tech IV


This man is totting more firepower than all the Judges in the protectorate put together. Pay no mind to the fact the he has what appears to be both belt- and magazine-fed rifle, as well as a large caliber revolved modded to accept side magazines

Hey, remember Anubites, the semi-RG nonsense legacy clan that is actually a scam masquerading as African religion? Well, what if we took an existing African culture, and make them into dummies accidentally worshiping Chanterelle Out Of Space? :sigh:

Engai

Engai was the Masai god that lived atop Ol Donyio Lengai.

quote:

It was a hard life, but an honest one that taught them to appreciate strength and withstand hardship. Engai demanded, and the Masai gave.

Unfortunately, the Eschaton 360 no-scope headshot Ol' Ol Donyio Lengai, showering the surroundings with iron rocks and killing the Masai' cattle. The Clan considered Engai dead, kind of:

quote:

There was a sparkle in the air, whirling around the Masai and sinking into them.

Parts of the rocks strewn about evaporated in the sun, changing plant life around them. The Masai (that’s a single ‘a’ in Degenesis) felt Engai all around them.

Of course, we know that any evaporating rock is 100% Primer nonsense. :v:

Chosen

The Masai are the people of Psychovore jungle. They don't have the Anubian nonsense to make them immune to Raze, but they have adapted so well, they can get into the deep south (a reminder that anything south of North Africa is solid murderjungle as well as some lakes where the asteroid impacted the continent).

The rest of the African civilization is weird to them:

quote:

They see the foreign prisoners, nudge each other, and laugh—what white skin they have! Tripol is foreign to them. The roaring Koms and the loud noises hurt their heightened senses.

Seriously, 50% of the reason why white slavery is in the setting is for these “haha, reverse racism” vignettes. :cripes:

Anyways, Masai keep their star stones secret from Neolibyans and Spitalians, “invent a new story about a black lion” when they find a new one, and keep their locations memorized in folklore.

Scouts

So, unlike what wiki tells me about the sordid life of Maasai under late capitalism, the Masai don't produce anything that can be sold, right?

quote:

Yet the desire for wealth, or at least property, is an illness that afflicts especially young Masai who admire the luxury of the Neolibyans and the equipment of the Scourgers from the shadows of the trees.

That's why the Masai hire themselves out to hunt down animals attacking villages, slaves that escaped in the Psychovore forests, or as guides for Leopard smugglers. They also guide the people away from the star stones because “Engai's anger would be indescribable” (or, at the very least, badly translated from German :v:)

Degenesis: taking an existing African culture and twisting their religion into Primer-worshipping nonsense, all so you could have some jungle guides.

Great Man Clan: 5
Legacy Clan: 2
Non-Interactive Clan: 4
Not A Clan: 3

ShabathDiscordant zone, Tech V


This woman doesn't understand the concept of writing

A lady walks past jars with some less-than-dead tissue specimens and arrives at a sci-fi abomination:

quote:

Ferrin sits on the entrance stairs. He gets up and walks towards Nami. “Something’s surfacing.” Nami feels a flutter in her chest. “Is it her?”

Ferrin shakes his head. <...> She opens the door. In the twilight before her, she sees a shimmering mass covering moving continents of bone and cartilage. Mouths burst open only to grow shut again.

A chortling, polyphonic “Webale... Webale...” sounds through the twilight. Today, no Shabath will return, but another victim of the Phase Beast demands to be heard. Nami enters. She will listen.

So what does that mean for the Shabath? Wait a few paragraphs and find out.

...unlike the name of the Clan, the provenance of which I have been unable to divine, not in any way that would make sense. :iiam: Maybe forums poster By popular divine can chime in?

Hunters

The Shabath go into Discordant psychovore forests and place resonators. This allows them to capture a lot of very strange fauna. They hope to catch ones that will endure the most – Discordant creatures don’t interact with Earth’s atmosphere that well, and this is where you half-remember that something like this was mentioned in the Africa overview ages ago.

I've been doing this review for four years now.

Carnie

Shabath use their menagerie as a carnival, showing their harvested weirdness to other Africans for pay. “Hexagon-making tissue” is popular enough to be mentioned twice in this section.

Origin

The Shabath only appeared 120 years ago. What they don't tell anyone is that they used to reside on some research ship named “Origin” (very... original) that navigated the African lakes. Eventually, they went into the Psychovore waters, and the plants overwhelmed the ship. The Shabath survived with their equipment intact – all due to the leadership of Elder Megame Thorn, said to have been able to talk to Psychovores.

She died, eventually, and the Shabath were only achieving limited success in using their resonators to repel Psychovores.

However, they found out that it works wonders on the Discordance, and started using it to capture discordant critters with hopes of finding a way to kill Psychovores some someday. I guess carnie poo poo is what keeps the lights on.

quote:

In their research they discovered a Phase Beast. The creature was ancient and had only survived by absorbing countless villagers. Yet the information from those hundreds of brains wasn’t lost, but...co-opted. Stimulated with the right frequencies, the information came through, was even given a voice for a few minutes or hours.

So I guess the beast ate the intro character's girlfriend or something? Maybe even voluntarily? That could have happened, because the Shabath are very bad about writing poo poo down:

quote:

The Shabath had lost so much. Now, with the Phase Beast, they had a weapon against oblivion in their possession.

Seriously, motherfuckers, there's no need for some unholy flesh-vat monstrosity, just write poo poo down. :argh:

Between Masai and Shabath, we're two for two for African clans that only deal with Psychovores. I guess there's nothing interesting happening in the rest of the continent.

Great (wo)Man Clan: 5
Legacy Clan: 2
Non-Interactive Clan: 4
Not A Clan: 3

So about a quarter of the Clans can trace their roots to a single great person farting out a grand idea, at least two of them are carrying the flame (quite literally in the case of Phosphorites) of some dumb RG project, there’s really no way to interact with four of them outside of GM twisting themselves into a pretzel like the were trying to make good and moral Chaos NPCs in Hams, and three of them are in no way anything close to what a sane person would consider a Clan.

Out of all of these, only the Storskis and the Enemoi are really worth saving, with the rest being either extremely one note or just permanently evil (looking at you, Mechans).

Oh, but none of that matters - as we saw from Hipster Occultist’s writings, nothing can withstand the searing flame of the supplement treadmill.

Next time: creatures Degenesis considers actually worth having stats for

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


שבת shabbat or shabath or sabbat
Is as you all probably know just reference to Saturday the root word of which is "cessation" by way of "to sit down" as is the very day in which God ceased his work.
I found absolutely nothing in this description that has anything to do with Jewish customs or legends about Saturday nor anything else.
I think Marko, much like generations of goths just thought it sounds cool.
I wish there was anything interesting for me to dig out here but I got nothing.

Hipster Occultist
Aug 16, 2008

He's an ancient, obscure god. You probably haven't heard of him.


JcDent posted:

The Shabath only appeared 120 years ago. What they don't tell anyone is that they used to reside on some research ship named “Origin” (very... original) that navigated the African lakes. Eventually, they went into the Psychovore waters, and the plants overwhelmed the ship. The Shabath survived with their equipment intact – all due to the leadership of Elder Megame Thorn, said to have been able to talk to Psychovores.

Dr Norman Thorn was the RG board member who discovered and unleashed the HIV-E virus upon the world, before defecting to the Anubis Syndicate. I'm pretty sure this has gotta be like his daughter/wife or something, I'd rank these folks as a Great Man Clan as well.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
All these poor women in the art with well-endowed chests and no bras for support. :(

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


What no one ever mentions is the clan of post apocalyptic personal trainers just out of sight in all the art. They're welcome everywhere, or course.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

wiegieman posted:

What no one ever mentions is the clan of post apocalyptic personal trainers just out of sight in all the art. They're welcome everywhere, or course.

https://www.youtube.com/watch?v=riLSFr7WRJg

It's hard work making sure all these post-apocalyptic warriors have six-packs but someone has to do it.

Cooked Auto
Aug 4, 2007

I was going to make a joke about genetic mutations giving super spines but that might be a bit too tactless.

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
Something I've noticed in a lot of costume design over the past few years--ranging from Game of Thrones, Vikings, and similar shows to Vampire V5--is how everyone's outfit looks like it takes a half-hour to put on or take off. All these layers and everyone's tits are still hanging out.

Or they're wearing seven layers of overlapping cloth and leather armour that would not do anything compared to a hauberk. And no one wears colour! Spartacus is more realistic than Vikings in this regard.

Halloween Jack fucked around with this message at 14:11 on May 18, 2021

Everyone
Sep 6, 2019

by sebmojo

Night10194 posted:

https://www.youtube.com/watch?v=riLSFr7WRJg

It's hard work making sure all these post-apocalyptic warriors have six-packs but someone has to do it.

Hey now! Give some love to all those unseen chiropractors helping the big-breasted bra-less women with the back problems they eventually develop.

Feinne
Oct 9, 2007

When you fall, get right back up again.
Been a while but I’m back for more

Thirsty Sword Lesbians:

The GMing section spend a bit talking about flow of play, things like making sure everyone’s on the same page as far as where you’re starting, that the GM gets a String for each PC, and making sure you’re keeping track of how much time you have left so you can give things a dramatic finish. One thing I really like is that the very last step is to take stock of what happened in the session and make sure everyone’s okay with what happened if something emotionally difficult came up. A lot of stuff can potentially go down in game like this to keeping the air clear is good.

They give some pacing advice for campaigns of various lengths, and some advice for dealing with situations where the dice are being uncooperative and either making everything too easy or too grueling. We get a long example of play, but it’s time to get on with the real meat of the GM section, the sample settings provided. I’ve probably only got time for one today, so I’ll do one in detail.

So the first thing they do is reinforce how collaborative the worldbuilding is intended to be in this game. While the GM might have the most say in how the setting is and works, the expectation is that you should be working with the PCs to give them a world they’re interested and engaged in. Also obviously the extent to which you should be going into elaborate backstory depends on how long your game is going to last, a single session doesn’t necessarily merit as much as something you’re intending to run for a long period of time.

The Starcross Galaxy:

This is a queer reimagination of space opera and pulp sci-fi wherein the sword lesbians of Haven battle the Legion of the Void Empress. It’ll also give us a great example of how these sections are structured. We start with some Principles, they key things to keep in mind with the setting:

Make Space Weird and Magical: If I wanted to give an example of what they’re going for with this principle, the aesthetic I’d say is very Flash Gordon the movie (but even more queer). The ‘science’ part of the sci-fi is not remotely what matters, what matters if you have a sword fight with Timothy Dalton over an alien princess. Take the familiar and put it into alien context, and imagine new possibilities as a result.

Explore, Learn, and Share: This principle is about both separation and community. Space is huge and full of an infinite variety of people with their own ways of living, which can bring you both to wonder why they are the way they are and to question why you do what you do.

Focus on People: This sort of fits in with something I mentioned in the first principle. This isn’t hard sci-fi, and there’s no mechanics for doing technical things. There’s no dice you roll to scan an anomaly or repolarize the flux capacitors of your ship or whatever. You learn something actionable and that’s what’s important. The game is about characters, people. Okay more example from me on this: That Next Gen episode where they’re in competition for rights to use a wormhole. The wormhole is central to the episode’s conflict but the ongoing negotiations are the actual interesting thing. The wormhole only really comes into it when in the last act we learn it’s unstable and actually not worth ‘winning’, which in turn is exactly the sort of ‘actionable information’ we mean above.

Now we get some general setting information. The Haven Collective are a relatively utopian group of seven star systems where dozens of species and cultures live in relative harmony, united by a commitment to cooperate and understand each other. They’re opposed philosophically by the Void Legion, which is an empire (as someone much smarter than me noted recently elsewhere, ‘evil empire’ is entirely unnecessary because empires are philosophically evil). The Void Legion wants to expand because that is what empires do, it’s that simple. There’s multiple ways people travel faster than light, sometimes through wormholes and sometimes through magical ether streams.

They then suggest some sample campaigns in the setting, with some adventure ideas. One positions the PCs as agents from Haven operating in Void Legion space doing freedom fighting antics. Another is much more freeform, where you’re just sort of exploring and messing around sometimes before running into the larger setting every so often. So, basically Star Wars vs Star Trek if one wanted to put it into words like that.

We then get introduced to some major characters of the setting, with importantly beyond just laying out who they are also asking several questions at the end of each entry so as to answer the question of ‘how would I use this character in a game?’ We get a section on naming characters within the setting, which is always nice (it should be noted a lot of the characters provided lean hard into Star Wars levels of silly fun names, like Tentacula Stronktopus Bloodsea the vampire octopus lady).

We then get into some custom rules. The first is to remind that if one wants to get really creative with pronouns this is definitely the time to do it. It also reminds that this is a great time to use the variant rules for Nature Witches to have their Moves work around technology instead. They then give us a custom Move, to Cross Vast Distances.

Cross Vast Distances: When you undertake a journey across the stars, resolve these in the order they come up and as a group:

If any part of your journey is within…
The Haven Cooperative: Name a friendly person and describe their area of expertise, they say hello and give you useful information, an opportunity, or just someone to talk to.

Independent Space: Roll +the number of friends you can name who live near your route (up to +3). On a 10+, you’re invited to take part in a local social function that could be useful or just fun. On a 7-9 you’re asked to fulfill an obligation under local customs. On a 6-, the GM should make a move to make it clear the PCs are somewhat alienated from local culture.

Void Legion Space: Roll +nothing (or +1 if you have someone familiar with the region’s help). On a 10+, you see something beautiful or that gives you hope. On a 7-9, you receive an unexpected plea for help. On a 6- the GM should make a move putting someone in immediate danger or foreshadowing some future danger.

Uncharted space: Roll +nothing. On a 10+, you encounter a cool or helpful phenomenon or space creature. On a 7-9 you come across a wounded creature or ominous derelict. On a 6-, the GM should leave you somehow disoriented or forced to deal with damage to their ship.

I like this whole Move, it’s complicated but the idea is clearly that when you’re just kind of bopping around adventure can find you.

Next time I’ll go over more of these, but probably in less detail. I just wanted to give an idea of what these are like.

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!


Chapter III: the People of Vodari

This chapter provides new races and subraces for the campaign setting. Before getting into that, we have a very brief rundown of the default races. Seas of Vodari is not a humanocentric setting: they only make up 30% of the total population, and there are many islands made up predominantly of one race (particularly the smaller islands). After humans, dwarves are 20%, halflings 15%, elves 10%, with gnomes, orcs, and goblinoids 5% each. The remaining 10% are made up of the other races, ranging from dragonborn to tieflings as well as the new ones provided here.

The races, both new and old, are present in alphabetical order. For the sake of our review we’ll cover the new ones first, then after that Vodari’s interpretation of the Player’s Handbook ones.



Cursed Souls: Not exactly a true race of their own, cursed souls are people who for various supernatural reasons are unable to pass on to the afterlife. They exist in an undead state that is usually the result of a violent and tragic death or forbidden magic. Cursed Souls are a complete race (no subraces) but due to their diverse backgrounds they retain some racial traits of their living selves provided in a table below:



Beyond these options, Cursed Souls have the same size and speeds as their original race, increase 2 different ability scores of their choice by 1, have no need to eat or drink, are resistant to necrotic damage, and as a reaction once per rest can take on a ghostly form to halve damage from a bludgeoning/piercing/slashing attack. They can reroll a death saving throw once per long rest, and only need to ‘sleep/rest’ for 4 hours a day.

Overall Cursed Souls are a pretty strong race if only due to the fact that they often take some of the better traits from their original race. But as for their unique abilities, most are defensive and reactive in nature, geared towards keeping them alive as opposed to more active abilities such as new proficiencies and special actions and attacks.



Minotaurs: Also called taurus for short, minotaurs are a rare race who were once a vicious and warlike society created by the god Scatho. But eventually they transitioned into a more peaceful meritocracy, and virtually every member of their race is driven by a deep obsession to master a trade or significant goal. Their culture encourages personal self-improvement in all manner of ways, and many go out and explore the world in order to learn as much as they can about their chosen vocation.

Rules-wise minotaurs are a complete race, gaining +2 Strength and +1 Constitution with 30 foot speed. They are treated as one size larger for carrying capacity, and gain proficiency in one skill of their choice and either water vehicles or one set of artisan’s tools. They have a biological compass which grants them advantage on checks against becoming lost, and in addition to horns as a natural weapon they are proficient with greataxes, greatswords, and mauls.

They’re most suitable towards melee builds, but their bonus proficiencies grant them a sense of versatility. If we were to compare them to the official minotaur race in Ravnica/Theros, they lack the special Goring Rush/Hammering Horns attacks and trade out Intimidation/Persuasion for proficiency in any one skill. Their proficiencies with heavier weapons may be seen as a worthy tradeoff depending on the build in question, more damaged with two-handed weapons vs being more mobile in attacks and pushing targets around.



Sirens: Amphibious descendants of fey exiled to the Material Plane, sirens live among coastlines in hidden settlements, and their culture places a great emphasis on beauty, art, and music. Most of them live carefree lives among the waves, and are fond of collecting trinkets from shipwrecks as well as the ocean’s natural bounties to fasten into clothes and jewelry. They live in communal societies and don’t have last names, instead deriving titles from common aspects found in nature (names aren’t gendered either). Their subraces aren’t true ethnic groups, but represent a personal preference that manifests in their transition to adulthood.

Rules-wise sirens have a base race and two subraces. The base race gains +1 Wisdom, can breath air and water, has a land and swimming speed of 30 feet, and has Fey Ancestry like elves (advantage on saves vs charmed condition and can’t fall asleep from magic). The Seasinger sirens gain +2 Charisma, are proficient in Persuasion, add twice their proficiency bonus to Performance checks when singing (even if they’re not proficient in said skill), and once per rest can sing a special Siren Song that can charm a creature capable of hearing the siren within 60 feet. Wavedancer sirens gain +2 Dexterity, are proficient in Acrobatics and have advantage on said checks while underwater, and are considered proficient in Performance when dancing even if they lack said skill. They also have 60 foot Darkvision and can transform the lower half of their body into a tail and back again as a bonus action (lower land speed, faster swimming speed).

Sirens make for good bards and roguish/athletic types. Perhaps a bit too much, as unlike some other races the majority of their race and subrace traits pushes them strongly in such directions.



Voda: Amphibious shapeshifters, the Voda are good-natured people who enjoy walking among other races in disguise. They are naturally empathetic as a result of their head-tresses which allow them to sense emotions to a limited degree, which means that most Voda are good-aligned. Their own communities are typically coral reefs.

Rules-wise they are a complete race, gaining +2 Charisma and +1 Dexterity, a land and swimming speed of 30 feet, are amphibious, and at will can shapeshift into a humanoid-shaped Medium size creature they have seen before (which grants them advantage on Deception checks for disguise but don’t gain any of said individual’s special traits). Their empathy manifests as proficiency in Insight, and have advantage on such checks while in their true form and not shapeshifting.

Much like Sirens, Voda hew closely towards roguish and social pursuits.


Traditional Races

Dwarves: Dwarves believe themselves to have been forged by Sindri, and thus pursue artisanship as a holy profession They forged a kingdom in the Morndirn mountain range, and much of their holdings sunk from the destruction of Varanu. The Thirn clan of hill dwarves have closer contact with the surface world but are fewer in number than the Morndir, or mountain dwarf, clan. Hill dwarves can trade in traditional dwarf weapon proficiencies for more swashbuckling options, and the Aurirn are a new subrace of dwarves whose homelands sunk beneath the waves but survived by adapting to evolve gills and webbed digits while in the process of using more traditional technology to live in such hostile environs. Aurirn dwarves make use of molten rock veins on the seafloor for mining and industry. As a subrace they gain +1 Dexterity, have a swim speed of 30 feet, can breathe both air and water, and are resistant to fire damage.

Elves: There’s really not much to add here, as the majority of fluff text about Vodari’s elves more or less maps onto every D&D elf trope you’ve read by now. The only notable differences are that the Silvari, or High Elves, were the rebellious elves that broke off from their original society’s hidebound ways, and the Lunori, or Dark Elves, are not a mostly-evil race and barring a love of darkness and spiders are like other elves culturally. Lunori have an alternate racial trait, Daywalker, where they reduce their darkvision to 60 feet and are immune to sunlight sensitivity for up to 8 hours a day.

Draga (Dragonborn): The term Draga is the same for the dragonborn race, their empire of old, and their new nation located in the Marradi Archipelago. Legends say that they are descended from dragons, arising from a society of magically-proficient hunters into a great empire. They passed down knowledge via war dances, and while it’s not the sole means of teaching, dancing of many kinds is an important and popular aspect of their culture today. They organize themselves into clans, a broad concept that can apply to extended family units as well as groups they join.

Gnomes: It is said in gnomish mythology that their people emerged out of a spark of life that fell from Sindri’s anvil. They are divided into two groups: the rock gnomes and forest gnomes, and both groups in general despise each other. The rock gnomes live mostly in Xolen, while Forest gnomes live in the great forests of Vodari’s western islands. The industrial pollution and expansion of Xolen has put them into conflict with forest gnome settlements, causing no amount of small-scale conflicts between the two groups.

Goblinkin: Before the Godwar the goblinoids of Vodari were much like their kind in other D&D settings: best at pissing everyone off by raiding and attacking other civilizations. But the destruction wrought by the sinking of Varanu caused people of otherwise disparate cultures and backgrounds to band together for survival, and the goblinkin were among them. The majority of survivors settled in the north, and from this pact the civilization that would later become the kingdom of Ghak arose. Nowadays goblins, hobgoblins, and bugbears can be found all across Vodari, especially in Xolen, Zavros, and the Pirate Isles. They are accepted in some communities and shunned by others,* although they’re more likely to be accepted in the northern islands than elsewhere. Most elves still remember the pre-Godwar times and find it hard to move on, distrusting goblinkin in general.

*This kind of goes against Chapter 2’s statement that Ghak is universally disliked. If there’s a point to be made about being distrustful of the nation vs. the race as a whole, it hasn’t really been illustrated in the book.

Half-elves: Half-elves are closer to Eberron’s take on the race than the “one human, one elf parent” that predominates D&D. “Half-elves” are anyone who has a mixture of human and elven blood to a notable degree, and while they are more or less accepted in elven society their shorter lifespan often makes them feel different than their elven peers.

Half-orcs: Most common in the northern lands, half-orcs have a history dating back from alliances between human and orcish communities of the Verdaan Empire, raised to be ambassadors between the two groups. They aren’t the despised outcasts as they are in other settings: among the humans and orcs of the north they are judged by their ability to contribute to communities more than anything, while in the Southern Nations they helped found new societies and rebuilt surviving ones after the Godwar.

Halflings: Halflings have no true nation to call their own and are found across southern Vodari in all manner of trades. Those who make their living on land tend to be farmers, and those on the sea are notable for building “floating villages” of interconnected boats and vessels. Unlike the other traditional races in this chapter, we have a list of new Halfling family names for those who make their living off the sea, such as Highwave and Rumbarrel.

Humans: Nothing much new here either, checking off most fantasy tropes of being numerous and diverse. The only major difference is that their civilizations were most dominant before the Godwar, but now their lands and realms are just one of many as opposed to an overwhelming presence or majority. Nowadays most humans identify culturally by their island home, and only a few families of means care to trace back their lineage to pre-Godwar days.

Tieflings: The tiefling race are the descendants of human nobles of the empire of Zuroth that made infernal pacts for power. The tiefling descendents of such unions were viewed as the spawn of evil to be killed, and even after the Godwar such prejudices still linger. Tieflings mostly live as disenfranchised people in the slums of the Southern Nations’ cities, and many end up pushed into criminal activity and piracy to earn a living.

Additional Racial Options: This small section gives small one-paragraph descriptions of other official races and their place in the Seas of Vodari. Some have been renamed to more copyright-friendly titles, with Tabaxi becoming Felines and Tortles becoming Turtlefolk. We don’t really have much to go on besides where they’re from. Aasimar are believed to be a sign of blessings from the gods, Genasi are humans changed by exposure to planar elements and originally came from the island of Sanctuary, Kobolds served great dragons in the past but now live in ruins and slums, Lizardfolk mostly live in swamps but some became notorious pirates and valuable crewmates in the ships of other races, and orcs are found all over the north.

Thoughts So Far: I feel that the Sirens and Voda are too close in concept as “idyllic and carefree aquatic people.” I liked the minotaurs, although the Aurirn dwarven subrace felt a bit lackluster. Then again, the core dwarven subraces don’t have much either, given that the base dwarven race has a lot going for it already, so I suppose I can’t complain too much.

The existing races didn’t really cover new territory, with the most interesting things being the new aspects of the setting. The fact that said elements were covered quite well in previous chapters makes things feel a bit superfluous in places. The things I liked were having the gnomish subraces being on antagonistic footing, the removal of “usually evil” status of a few of the monstrous races such as goblinoids and drow, and the brief history lesson on dragonborn culture.

Join us next time as we check out the new Gunslinger class and 20 new subclasses in Chapter IV, Character Options!

Libertad! fucked around with this message at 21:26 on May 22, 2021

Just Dan Again
Dec 16, 2012

Adventure!

Halloween Jack posted:

Something I've noticed in a lot of costume design over the past few years--ranging from Game of Thrones, Vikings, and similar shows to Vampire V5--is how everyone's outfit looks like it takes a half-hour to put on or take off. All these layers and everyone's tits are still hanging out.

Or they're wearing seven layers of overlapping cloth and leather armour that would not do anything compared to a hauberk. And no one wears colour! Spartacus is more realistic than Vikings in this regard.

It's funny, because I think most larpers manage to figure out how to have a cool, extensive costume that allows you to take a leak without having to spend twenty minutes undressing. Armor still winds up being pretty weird compared to historical armor though, since it's usually tied so tightly to the rules (and the rules are generally based on weird 20th-century pop culture misconceptions about armor).

Also yes, more color! The past was really colorful! Only Star Trek people from bland planets wear nothing but beige, grey, and brown!

Hipster Occultist
Aug 16, 2008

He's an ancient, obscure god. You probably haven't heard of him.


Just Dan Again posted:

It's funny, because I think most larpers manage to figure out how to have a cool, extensive costume that allows you to take a leak without having to spend twenty minutes undressing. Armor still winds up being pretty weird compared to historical armor though, since it's usually tied so tightly to the rules (and the rules are generally based on weird 20th-century pop culture misconceptions about armor).

Also yes, more color! The past was really colorful! Only Star Trek people from bland planets wear nothing but beige, grey, and brown!

But enough about studded leather :v:

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Hipster Occultist posted:

But enough about studded leather :v:

I just accept that studded leather is basically brigandine filtered through the D&D lens.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
From Hell pt. 12: “Animals”



Degenesis Rebirth
Katharsys
Chapter 10: From Hell


Yes, we're dumped into example animals without any lead up.

Gendos


Observing gendos in captivity has done irreparable damaged to the Borcan dating scene

Silent Hunters

A longish story section about a gendo hunting Voivodule that does nothing else but tells us that Gendos don't care about dead prey in traps. :effort:

Grey Death

quote:

In the Balkhan, Gendos are called “Vuk” or “silent hunters,” in Borca “the greys” or “the dog-headed death.”

Borcans: dumb as dirt. :v:

This whole section – three paragraphs – says that Gendos are feared by everyone, mostly because they're smart. :eng101:

Tactics

Gendos harry prey, isolate it, and attack together to bring downanything large. They're like wolves like that.

Of a gendo pack, only alpha defends actively. Gendos never spend Ego, run away once 50% of the pack is down, and go into Tyranid “loss of synapse creature” infighting if the alpha is killed.

pre:
COMBAT STATS

PROFILE: Gendo

INITIATIVE: 8D / 6 Ego Points

ATTACK: Bite 7D, damage

2+1D, Range 1 m

DEFENSE: Passive 1

Melee active (Dodge),

Mobility 9D

Ranged combat active (sidestepping), Reaction 9D

Mental 8D

MOVEMENT: 10D

ARMOR:Thick fur 2 Armor

CONDITION: 10 (Trauma: 5)

POTENTIAL: Pack sense

As long as the alpha leader lives, all animals of the pack get +2S to mental defense.
Per Head

Gendos are such a danger that villages will pay 20 Drafts per head. :homebrew:

I'm sure you can find more lucrative bear rear end-hunting opportunities out there (especially with Marko’s obsession with factions going scalp hunting on each other), especially since this line of work is only thought to attract killers, and leads to a bout of “lock up your daughters” when hunters turn up.

So many words to describe a wolf +1. Degenesis!

Mammoths


'Bout to drop the most fire album of 2536.

No, these are not wasteland moths that feed exclusively on mamas. :v:

Giants

A huge mammoth herds follow the alpha female. Then the Garganti appear and the herd forms a defensive circle.

quote:

The humans slow down, pause. One of them leans on his staff and turns a crank on the perforated cylindrical top, and the others follow suit. A mechanical whirring and grinding rises to a drone. The people sing, their voices low-pitched and guttural, a whining rumble. The giants listen. Some still swish their trunks across the ground, throwing up dirt and snow, but others step out of the protective circle, tentatively extending their trunk. Again, the lore holds true. Again, the mind of the people becomes one with the mind of the mammoths.

Garganti use ancient karaoke machines to capture mammoths, got it! :v:

Herds

Mammoths can be found in Polen and Eastern Borca, just like today. The herds are lead by the alpha female, usually about 50 years old and bearing RPG-fitting scarring. :black101:

Mammoths are also very... bee about their males:

quote:

The mammoth cows take care of the calves together. The bulls quickly become a liability and are soon expelled from the herd. They roam the land alone. If they encounter a herd, they impregnate the cows and move on.

See a lone mammoth? That's a fuckboi! :pervert:

Origin and End

Mammoths come from some sort of giant RG tower in the North, probably surrounded by the glaciers.

quote:

There has been talk about a seal, an inverted “A” scratched through by a horizontal line.


Either go with an "inverted A" or "V scratched through by a horizontal line," but that would make too much sense for this game

Who the gently caress had the opportunity to talk about that?

Anyways, this place also serves as a mammoth graveyard as they return here to die.

I guess the players could make a killing in frozen ivory if they found it. Ignoring RG metaplot nonsense would be a bonus.

pre:
COMBAT STATS

PROFILE: Mammoth

INITIATIVE: 4D / 5 Ego Points

ATTACK: Pendulum swing with tusks 5D, 5+1D damage, range 3 m, blunt;

Trample 6D, 12+1D damage, blunt, only if the animal panics; attack can be dodged with AGI+Mobility or BOD+Athletics

DEFENSE: Passive 1

Melee active (rearing up),

Mobility 5D

Ranged combat active (-)

Mental 5D (if the Ego Points fall to 0, there is a chance of 1-3 on 1D that the animal flees or panics and tries to trample down its enemy)

MOVEMENT: 6D

ARMOR: Thick fur, 2 Armor

CONDITION: 32 (Trauma: 10)
Tactics

Mammoth herds form a defensive line and circle, sticking to it until they panic. If they panic, you get charged by a mammoth, which is widely considered to be a bad thing.

Wandering males are aggressive (due to all the toxic masculinity, Call of Duty, and MntnDew), and even musk oxen and gendos avoid them.

Spore Beasts


Post 'return to monke' enough times and this will happen to you.

Decoupled

quote:

The discordant Chakra storm tore the net that linked the first Biokinetics to their origin, their revelation, and their collective soul. Their thoughts bled into nothing; their panicky consciousness groped for the fluttering strands in the void. Yet the Earth Chakra had repelled everything, spun the cocoon around itself to ward off the discordant screaming. The flood of emotions faded.

At that point, the oldest surviving Biokinetics had already gone Zerg Drone to turn into giant fleshy relay stations. With no space mushroom Wi-Fi, they started dying. However, some cannibalized the aboveground structures to birth something deep under the ground.

Breeding colonies

quote:

Spore Beasts are caricatures of humans: naked and hairless, with misshapen arms, the hands devolved into claws. They are sheer hunger, hunters without compassion or survival instinct. Like roaches, only based on human schematics.

Spore Beasts like staying in their bone towers (I guess that's what was left above the ground when the nutrients got redirected underground), running through the “ancient nerve-canals,” because Marko has a weird understanding of what constitutes a good nerve system. :v:

Spore Beasts are all identical clones, and they all emerge grown up and ready to eat (for what purpose?).

There’s really not a word spared to explain how the nutrients necessary to bring about new Beasts are acquired. Does the hunger of the Spore Beasts play into this? Did the towers remember how they used roots in the day of Amanita On-Line? :iiam:

Spitalians and Anabaptists keep fighting these nests, trying to clear them out. They go as deep as they can fit, then throw incendiaries and chlorine before retreating. :supaburn:

But, oh no, we're playing a dark and mature game, so they are invariably unsuccessful in their efforts:

quote:

Yet in doing so, they only devastate the periphery of the colony, chemically burning some branchings. They do not get to the core. They can only ever curb the plague, but never destroy it.

OH BODY-SHAMING OF A SEA COW

Tactics

If the colony gets crowded, Spore Beasts attack in groups of 5-50. How's that for a range, huh? :cripes:

Nobody knows what drives them to do this: lack of space, hunt for food, defensive mechanism, [s]being cooped up for months without being able to visit a hairdresser[s/]. They're a lot more chill if they detect an intruder next to a canal opening, only sending groups of 10 or so.

But that's in Polen. In Borca, lone beasts are more a lurking stalker, ones who knows about stuff like “retreating.”

pre:
COMBAT STATS

PROFILE: Spore Beast

INITIATIVE: 9D / 4 Ego Points (uses 3 points right in the first round)

SPECIALTY: For solo Actions AGI+Stealth 10D

ATTACK: Claws and bite 9D, damage 4+1D, range 1 m

DEFENSE: Passive 1

Melee active (pushing aside the weapon), Brawl 9D

Ranged combat active (-)

Mentally unimpressed, does not take damage by mental or social attacks, Shockers cause Trauma

MOVEMENT: 9D

ARMOR: Ossifications, 3 Armor

CONDITION: 18 (Trauma: 9)
Away

The book says that “The beasts from Danzig are not any more intelligent than a Gendo” - and here I thought Gendos were supposed to be smart! :v:

The Borcan Beasts are larger and smarter, carrying out ambush tactics. They “still prefer nesting places in the depths,” though this doesn't make it clear how they breed or where they come from.

Leperos


Behold! The spine-chilling, blood curdling effects of smoking a single weed!

Fusion

Hey, remember when Leperos were meant to be terminal Burn junkies that invariably die to spread Sepsis?

Well, they're all connected to the Chakra field and they feel closer to other Leperos than a mother is to a child (book's words).

quote:

When Psychonauts die or spore fields sing this song of doom, he is washed away by the tide. He crawls from the ground, doesn’t feel the mycelia clinging to his skin, linking him to the earth. Like spider silk, he drags the gossamer behind as he moves. He breathes spores. He fears no Splayer, no burst of flames. He is the Primer’s immune system, attacking the infection and dying with it.

This whole “defensive cicada” thing feels somewhat different than what we've heard about them before, doesn't it? :rolleye:

Lost

Leperos are humans, but ones who have forever forsaken any human connections in favor of Burn.

quote:

Even if Leperos wanted to, if they tried with all their might, they could never again leave this orbit. When the EX burns in their veins, the mucosae dissolve and burst from mouth and anus in foamy gushes.

This... this doesn't really explain why EX doesn’t work on them, or what the actual effects of taking it are. :eng99:

Anyways, even if you can starve a Leperos of Burn till the Chakra signs go away, they'll grab Burn as soon as they can, boof it, “and call for help. The family will answer.”

No use in trying to save this Always Chaotic Evil orc, just kill them without fear or remorse!

Together

A community of Leperos will form a hivemind, and the Lepers themselves feel no need to regain individuality or free will.

quote:

The Spitalians consider that which the Leperos call “fusion” a deception. The Leperos are actually caught between the conflicting priorities of the Earth Chakras and are controlled by the Primer.

Wait, how does this make the hivemind not real? You just said that it was real. Also, how are Earth Chakras and Primer in conflict? :byodood:

No Cure

For the slow kids who didn't read between the lines in “Lost:” we're spending 50% of the total Leperos writeup to tell you that it's totally cool to kill them, both in the “it's moral to do so” and “you're a badass making a hard choice” sense:

quote:

Dozens of Leperos look at the Spitalian and say as one: “Go, puny human.” Even the babies open and close their mouths in the rhythm of the words. The Chakra marks on their bodies burn, smaller versions of them climb their throats and encircle their arms. All of these people are full of Sepsis; their souls have long been devoured by the Primer.

See, even the baby orc is doing the Nazi salute and gurgling “heil Hitler,” it's totally OK for you to fireball this nursery.

Since the Leperos said “no” to you when driven by a hivemind you don't believe exists, you really can do nothing else but kill them!

quote:

EX has no effect on them anymore. The Spitalians see no other option. It is not easy for them to light the Burners and see men, women and children die in the inferno. If the people cannot be saved – maybe their death will save the world.

The only thing harder than me after reading this section is this man and the choices he's making. :patriot: :patriot: :patriot:

Also, I thought giving Leperos EX was like dropping a Mentos into a bottle of coke, but now it says that it doesn't do anything? :shrug:

As an aside, the communal, family-having Leperos are kind of different from the visual we were given at the beginning:

quote:

He crawls from the ground, doesn’t feel the mycelia clinging to his skin, linking him to the earth. Like spider silk, he drags the gossamer behind as he moves.

Doesn't feel like it's very conducive to living in an extremely-justified-to-burn community.

pre:
PROFILE: Leperos

INITIATIVE: 4D / 12 Ego Points

ATTACK: Any weapon, usually primitive melee weapons, 5D, approx. 5 damage, range 1m

DEFENSE: Passive 1

Melee active (parry), melee 5D

Ranged combat active (dodge),

Reaction 4D

Mental 6D

MOVEMENT: 6D

ARMOR: Clothing, 0 Armor

CONDITION: 8 (Trauma: 4)

POTENTIAL: Flared up

The thoughts of the Leperos and Psychonauts are intertwined on the level of the Chakra calls. If one of them dies, this leaves a pulsating scar that pumps the last emotions of the deceased as screaming impulses into the gossamer for minutes. The Leperos flare up. Crazed, they attack those who are responsible for this pain.

EFFECT: If a Leperos dies, all remaining Leperos attack in a frenzy. They get +1D to all attacks, but do not defend actively. This is cumulative, up to a maximum bonus of +4D.
So, ugh, what element of this statline makes the Leperos less human (and thus more deserving of a statline) than any of the Clanners? The special effect doesn't seem any more outlandish or supernatural than Pneumancers ignoring Trauma, Cockroaches getting hype as their friends die, or Pandorians jizzing Spores on you if you hit a zit.

gently caress, these bastards can even use “any weapon, usually primitive melee weapons,” which gives them more leeway than Pneumancers, who clutch their Pneumo-Hammers harder than a Freeper holds his AR-15.

The fact that they were humans just like you once, and still apparently have human families, makes them more human than Pandorians who, remember, are genetically more removed from humanity than loving Psychonauts. Oh, Leperos have a hivemind? Well, Pandorians are directed entirely by mushroom Wi-Fi as they don't even have human senses anymore. Their zits breed Fractal Stars that grafting themselves to their nerve system – how are they more human than sci-fi drug addicts?

loving Degenesis.

Next time: animals not deserving of a statline

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Cythereal posted:

I just accept that studded leather is basically brigandine filtered through the D&D lens.

It looks how a brigandine would look if it had a leather outer layer instead of a quilted one. I'm convinced that's where the whole idea came from.

The Lone Badger
Sep 24, 2007

wiegieman posted:

It looks how a brigandine would look if it had a leather outer layer instead of a quilted one. I'm convinced that's where the whole idea came from.

I believe it came from fashion. First came brigandine, with scales riveted to the outer layer. Then people started polishing the heads of the rivets and arranging them in decorative patterns. Then the rivets started appearing in non-armour clothing items, now purely decorative. Then finally someone looks at a garment made of soft leather with decorative rivets and thinks 'the rivets are reinforcing the leather'.

Ghost Leviathan
Mar 2, 2017
Probation
Can't post for 22 hours!

Just Dan Again posted:

It's funny, because I think most larpers manage to figure out how to have a cool, extensive costume that allows you to take a leak without having to spend twenty minutes undressing. Armor still winds up being pretty weird compared to historical armor though, since it's usually tied so tightly to the rules (and the rules are generally based on weird 20th-century pop culture misconceptions about armor).

Also yes, more color! The past was really colorful! Only Star Trek people from bland planets wear nothing but beige, grey, and brown!

And even Star Trek has colourful alien outfits. The Ferengi pull it off. Neelix not so much.

Hipster Occultist
Aug 16, 2008

He's an ancient, obscure god. You probably haven't heard of him.


Justitian: Moloch, Part 2




Cinnamon here is a Stukov Clanner, she lost her parents when the Protectors got a little trigger-happy during a hostage situation (although honestly if you get mowed down in musket crossfire you probably pissed off God somehow), and then lost her brother when he got a little too lippy with another Protector while he was in the Cleft. She also despised the Judges and the Chroniclers for wiping out the traditions of the old clans, and wants to see Justitian remade anew again, in the image of the ancient clans.

Cinnamon is clearly set up as the rebellion NPC, if you’re running that plot she’s the NPC that the narrative will center around. The problem is that she’s dumb, real dumb. She’s also pretty much just a straight up terrorist.

”Justitian” posted:

. Cinnamon started looking for dissidents who shared her views. Ardon with his Cooperative and Elias Ramon had already defied the city in their own way, but neither went far enough. Only perfectly aimed attacks directed at the most vulnerable points would rock the system at its core. A task that could only be fulfilled by a secret terror cell.

Her plan is basically as follows. She’s made friends with a guy called Atama, a middle-aged Brenni healer/pit fighter who has concocted a poison that she’s applied to 5 letters addressed to the heads of the Advocate families (basically nobles/municipal officials). The Scrapper delivery girl Sorrow (the one with a car) is supposed to deliver all 5 fast as possible the morning of the attack. We’re told that this is because that way there’s less chance news could travel and warn the other families. Here’s why this is dumb. It makes too many assumptions. For starters, it assumes that the poison will kill everyone. Granted, it’s pretty deadly but it’s survivable if you roll well. Secondly, it assumes every Advocate is home, awake, and touches the letter as soon as they get it. If one Advocate decides to eat lunch first, or sleep in, this part doesn’t work. Also, I’d probably assume that their servants would be the ones to touch the mail first, thus negating the whole plan. It also has the unfortunate side effect of bringing someone not connected to her cell into the scheme. Sorrow knows who Cinnamon is (not as a terrorist, but as a person), because Cinnamon just popped into her shop one day and asked if she could hypothetically do the exact delivery she’s planning! Guess what’s goona happen once the Judges start poking around into the situation after 5 nobles die within an hour or two, and find out all these deaths are connected to literally the one and only car in town, and the owner of said car knows exactly who pulled off this scheme!

For the second part of her plan, Cinnamon actually came up with something that could work, although it still doesn’t seem worth it to me. She befriended one of the few Steel Masters allowed to leave the Steel Monolith, and took what she learned from him to devise this plan. Once a week the Ropers return baskets full of bent musket barrels to the Steel Masters for repair; these baskets travel along the aerial railway (a gondola) into the tower itself. On that day one of these baskets will be filled with pipe bombs instead, blowing the railway itself sky-high. This would probably work assuming the bombs did and they weren’t discovered, and it would greatly inconvenience the Judges/Steel Masters for a few weeks.

The final act involves one of her terrorist cellmates strapping some bombs to himself. When the Judges scramble their Protectors after all this poo poo starts popping off Downtown, this sacrificial lamb will board the elevator with a squad of protectors and take them all out. Setting aside the fact that the Elevator is very highly guarded and is probably going to be the first thing locked down after 5 prominent, coordinated murders and a terrorist bombing (thus making it unlikey that said suicide bomber will ever board the elevator), blowing up the Elevator would be an issue. It’s the easiest way to move a massive amount of people from Uptown to Downtown and vice versa, not the only way, but admittedly the most convenient one.

”Justitian” posted:

Cinnamon is a rebel who understands that sacrifices must be made to achieve her goals. Only when Justitian’s foundation has been shattered can the city be resurrected under the rule of the ancient Clans.

She really believes that these attacks will shake the city to its core.

Now, correct if I’m wrong here but these sorts of asymmetrical warfare tactics tend to work by convincing the invading and occupying power that the casualties and material costs associated with their occupation make it not really worth the time and effort (plus mounting pressure from your citizens at home), thus encouraging them to leave. They don’t actually so much attack their ability to fight, as it does their will to maintain the conflict. However, given that Justitian is the home and the seat of power of the Judges/Chroniclers, what value do these tactics have? They don’t hammer the current power structures enough to cause them to collapse, and it’s not like the Judges or Chroniclers have anywhere to flee to. Cinnamon doesn’t seem to have any plan for actually seizing political power from the Judges, nor has he tried to gain mass support from the populace or aid from a foreign nation. She just seems to think that killing some cops and crippling some key infrastructure will bring about the end of an empire! I mean, if you look at most of the successful rebellions in history, the few that did succeed often had aid from rival powers using them as proxies, and most were larger than 5-6 people.

Anyways, to be fair the attacks do pose significant logistical challenges if they are successful, but what they don’t do is shake the city to its core. Her attacks do nothing to the primary leaders of Justitian, nor does it significantly diminish its capacity to respond to a terrorist bombing. What’s going to happen is taxes will get raised to repair these bits of crucial infrastructure, while Cinnamon meets a Black Judge in a dark alleyway because she covered her tracks with all the skill of a Buffalo stampede. Revolution over.

drat, that might be my longest entry yet. I just couldn’t get over how dumb her whole terrorist plot was. I’m not entirely sure if her plot is mean to be full of holes, but the text doesn’t seem to imply that she’s in way over her head, or is stupid/arrogant in any fashion.




Now this guy I actually kinda like, and his plan for reform is a hell of a lot better. Ardon is the leader of the Cooperative, essentially a farmer’s union. Ardon is tired of the Providers getting the short end of the stick in negotiations with Justitian, and formed the Providers to increase their bargaining power.

He’s made friends with Elias Ramon, the Spitalian who defies the Spital by treating poor people for free. He’s had success in making more friends as well, even regular citizens are starting to join his organization. When the time comes, they’re essentially going to go on strike and will refuse to deliver any more food. They’ve also started preparing fortifications out in the Rubble.

Now this is a good strategy, once Justitian runs out of food in storage the Providers will have them by the balls, and thus will likely be able to win significant concessions because let's face it, starving to death sucks. All the Providers will have to do is hold out against some strikebreaking judges for a while.




:sigh:” posted:

Gotterdamm is the stain on Rutgar's soul. Nothing tears at his heart as much as what he did to Archot's child. The years trapped in the dungeon, locked up next to the deaf and dumb whore that Archot impregnated

Long story short, a couple decades ago Supreme Judge Archot impregnated a prostitute, said prostitute had his bastard son. Archot then got Rutgar to deal with the child, and kept the whole affair secret from the Judiciary. This is bad because Judges can never lie, and if Gotterdamm was ever publicly presented, it would kill what’s left of Archot’s reputation and force him to resign.

A couple years ago he escaped from his dungeon and has been rolling with the Defilers ever since, and he’s still half-feral due to almost no human contact prior to being accepted into the Defilers. Archot’s chief political rival Senator Laakon knows about Gotterdamm and is searching for him.

Incidentally, he got his name from the time he ran into a man during his escape and misheard the words “god drat.” It’s also a meta reference to the Gotterdammerung (go find your own umlauts), the Germanic translation of Ragnarok, since he’d be the end of everything if he was found. It’s not bad alliteration per say, but it still feels a bit too cute for my tastes.




So apparently the Cockroaches found a way past Siege, Sissma here is a Scout infiltrating Justitian to bring back information to the warriors of her clan. They want to know where to attack once they’re past Siege, so they can draw the Judges out into the open where the Cockroaches have numerical superiority.

Here’s why this is dumb. See those fuckin’ ritual tattoo’s she’s got on all over? That right there should be enough to get her shot dead at the first checkpoint, but apparently despite those and her almost complete lack of Borcan fluency or familiarity with civilization, she’s been able to infiltrate all the way up to Justitian itself!




Danislai Ogota is the patriarch of the Ogota bloodline of the Steel Masters. Aside from the usual worries that none of this offspring are worthy or able enough to succeed him, Danislai has an ongoing feud with his brother-in-law Heza Gotokai. You see, Heza (rightly so) thinks that they must leave the monolith and mingle with other people, lest they die out entirely. Danislai disagrees, thinking that this isolation is the only thing capable of preserving their sacred traditions. This disagreement has gotten so bad that they refuse to work together, and a work order of new canons needed desperately in Siege has gone unfulfilled. Heza intends to take his tribe out soon, he’s found a secret Chronicler door and plans on jumping the next nerd who crosses it before they can close it behind them. Meanwhile, Danislai prays to a CCP flag. Really.

”he gets back 1D of Ego every time he does this” posted:

His grandfather left him a small casket containing a memorial to the Ogota's past. An immaculate red flag, with five yellow stars in the upper left corner. On calm days, Danislai spreads the flag on the floor lengthwise, prays to it, and hopes for inspiration.




:sigh:” posted:

The ghostly silence of the Steel Monolith was unbearable. At night, while the giant hammers of the forge rested, Ferhat lay in his bed staring at the ceiling. Then he turned to his wife, who slept calmly next to him. He admired the shine of Sophene's black hair, her delicate shoulders, and wondered how it would feel to cut her throat.

Ferhat's mind drifted through a tangled abyssal labyrinth. The desire to inflict pain on his wife, to torture her, throbbed in him. If Sophene talked back at him, he beat her. First with the flat of his hand, then with a fist. When she stopped talking back, he cut off her hair and pushed nails through her skin. He yelled at her all night long, scalding her legs with boiling water, choking her until her struggles subsided. Time and again he blamed her for being the reason he was stuck in this prison. In front of other Steel Masters he cursed Sophene as useless cattle, pushed her around, humiliating her with pathetic tasks.

Was it the cabin fever? Claustrophobia? Had demons taken possession of his very soul? Every night, it was like an unbearable pressure building up inside him, like a tank filled to bursting, and the only relief was to unleash it on the woman by his side.

He was eventually muted, severely beaten, and exiled. Now he works as mute hitman for the Cartel.

gently caress you Marko.




Bosch is the leader of the Cartel, or the Scrapper mafia. He’s another NPC in a long list of high-tier NPCs that are basically untouchable, and thus kinda boring when you can tell Marko thinks they’re cool as hell. He’s asexual (the first LGBTQ character I’ve seen, ever) so you can’t tempt him with sex, he’s got friends in the highest of places, and dirt on everyone else. He has so much money that the tax he owes is enough to send inflation skyrocketing if he paid it all back at once. Tech-Central is pretty much his own fiefdom, everything there runs in accordance with his will. Apparently assassination is off the table because Scrapper revenge attacks would make daily news, and the Judges don’t want the chaos of a power vacuum. So, the Judges basically let Bosch do what he wants until he dies a natural death. Great job guys. AJAB.




Aeshma here isn’t really even a character, she’s just a piece of equipment with legs. That staff allows her to tap into different Chronicler/Judge radio frequencies,a dn the resulting conversations are passed along to Bosch. Aeshma herself isn’t notable in any way really, everything revolves around her intercom staff.




In a continuing trend of Scrappers being dumb as poo poo, Ike here found a dead body with a third eye in its forehead, just lying there in the Stukov desert. Being the genius that he was, he looted the Precognotic corpse and took a mysterious seashell that whispers strange thoughts to him.

Remember that bit early how I said Psychonauts are reincarnated, and then have their memories restored by the guys that can see the past/future? Well apparently they have to hand deliver the memories via seashell hard drives. This guy has Markurant’s memories with him.

Fuckin’ lol.




So Degenesis has these three brothers called the Cave Bears that get their own Scrapper Rank, they’re framed as these terrifying and legendary Scrapper outlaws that nobody fucks with. In actual play, this doesn’t really come across to the PCs. In there in GM background stuff, but it's rarely part of the narrative.

Steelbeam’s brothers are dead, and he’s the last Cave Bear left. He’s determined to avenge Blacksmith and Eisenhauer (Blacksmith dies in the Katharsys module, Eisenhauser is the big dude who dies of a heart attack mid-combat in the Killing Game), and through the toture of a Shutter he found out Nullify was responsible.

He’s announced his presence and called the Chroniclers out, and even Nullify is scared of the havoc he can wreak. Which is dumb. Yeah, he’s got some allies, and he’s got a big sword that hurts a lot. You know what he can’t kill?

Kreigsmachine6. That thing would turn Steelbeam into a pile of bloody giblets.

Besides, he’s one loving guy with no tech experience and no real way to force his way into the Central Cluster, beyond possible Carrion Bird tunnels or explosives that Cinnamon can give him. Action economy alone means he’s not really a threat.




Spoiled for sexual assault.

”GRIMDARK” posted:

Dahne never really had a chance. They ambushed her. One of them pressed his hand onto her mouth and the others forced her legs apart. It was a story that happens time and again – yesterday, today, tomorrow.

When they were done with her, they passed her a Burn cusp. They told her not to make such a fuss – after all, she had set out with the group and knew what she was getting into. Dahne stared at an empty spot at her feet and wasted no thought on the patronizing justifications of her companions. She inhaled the spores, and her misery faded.


It’s like Marko has a rapes to female NPCs quota he needs to fill or something, for fucks sake.

After this she gets addicted to Broiled and is recruited to push the new form of Burn onto the Scrapper populace.




I need a palate cleanser after that filth. Joerdis is almost that. She’s actually a really good person, runs a wholesome orphanage, and genuinely loves her kids. Unfortunately she got wrapped up with the birth of the reborn Markurant, and is also a slave to his pheromones like that one Judge that was his mother. She spends night after night looking for him.

Also, because Bosch wasn’t enough of a dick, he doesn’t like the idea of orphans having a chance at a better life, he wants to raise them up in the Cartel. He’s planning to buy the land the orphanage sits on and drive her out with excessively high rents. I wonder if he’ll agree to a battle of the bands at the local rec center.




Aside from a friendship with the Neolibyan ambassador Wakili, Remminger the Cartographer isn’t really all that interesting or fleshed out. He's just a guy following in the footsteps of Stukov himself, the great map maker. What’s special is that some of his older maps have memetic markings (which would take a Paler/Chronicer to examine correctly) that point to image walls in the Stukov desert. These image walls in turn point towards massive RG weapons caches and Sleeper bunkers. The Palers don’t know about him yet, but boy would they sure love to get their hands on him.




Like most Africans, Ambassador Wakili is here to plunder the wealth of Europe.

”Reverse Racism” posted:

To Wakili, the Protectorate is just what he hoped it would be: a potential gold mine holding boundless profits for his Cult. Uncharted territory – alas, it’s rotting in the wrong hands.

The right hands would be those in Tripoli, so all the deals he makes with the other Cults are towards that end.

”The Other” posted:

Those who talk to Wakili are either overwhelmed by his tranquility or afraid of what schemes lurk behind his serene gaze. His alien nature fuels prejudice, but also triggers curiosity.

How many lumps of othering do you take with your tea?

Aside from deals, all he does is piss off the Chroniclers. They’re always got agents following him, restricting his freedom as much as they can. However, they can’t exile him entirely thanks to Kranzler. The Preserver and the Ambassador made a deal, in exchange for passage down to Africa and land for a beachhead, Kranzler uses his political clout to protect the Neolibyan.





Bejide is one of these female npcs that fucks everyone to get what she wants.

So a few years ago there’s these Purgan Apocalyptics called the Sun Flock, they’re not too popular with the Neolibyans thanks to the whole piracy thing. So Bejide spread rumors of a truce if the Sun Flock would agree to a one on one meeting, they figured nothing could go wrong.

:wtc:” posted:

The only thing the Apocalyptics didn’t see coming was a woman’s guile…

The Apocalyptic boarded the Neolibyan’s dhow, and the negotiation began. For hours, they discussed the potential outcome of the situation until she interrupted him and asked for a kiss. Argus didn’t understand. Bejide insisted. “Isn’t the moment the only thing an Apocalyptic lives for?” she asked, as she stepped closer to him, her clothes discarded on the deck behind her. The pirate tried to resist, but he had already fallen for her. Piece by piece, she drew all secrets of the Sun Flock from his lips while
they were tangled in her sheets.

Bejide had all she needed. She bade farewell to the reckless man with a lingering kiss and waved him goodbye. Seconds later, she instructed her Scourgers by radio and at once five hit squads in torpedo boats raced towards Corpse to annihilate the nest
of the Sun Flock.

However, this envoy (Argus) and his boss (Vulco) escaped the carnage, rebranded as the Dust Riders, and took over the Flotsam (casino boat/brothel). Her cousin Wakili writes to her every so often, and;

”Wut?” posted:

Casually, Wakili mentioned the Flotsam, a ship on dry dock in the Harbor serving as brothel, casino, and haven to the Dust Riders, a local Flock based in Justitian. In the next paragraph, he described that the Seagulls of the Flock behaved like pirates and brought some of the great Purgan sense of humor to bone-dry Borca.

Bejide paused. Pirates? On dry land? She crumpled up the letter and ordered her servants to immediately prepare for her journey across the Alps.

Like, does this woman actually believe Pirates never go ashore or something?

”Rutgar or Archot is your answer” posted:

Bejide swept into Justitian like a hurricane. As Magnate and cousin of the Ambassador, she and her heavily armed entourage reside in Wakili’s villa. However, the laws of the City of Judges differ from those in faraway Bedain. While Bejide may move freely throughout Uptown, her Scourgers may not openly carry their weapons, let alone cause a ruckus.

The Magnate is thoroughly disgruntled. Which one of these gaunt Judges does she have to drag into bed to get those laws changed

Her entire character arc is literally just loving men to get what she wants.




It’s been a while since JcDent wrote about the Scourgers, so here’s a quick refresher. Rank 4 is called a Dumasai, they’re the leaders/legendary heroes of the Cult. Each Dumasai has a Moyo, or a soul twin. When they chose their Moyo, said person must complete eight traditional tasks. If they fail, the Chaga (pack shaman) breaks their death mask and they’re branded as Kifos (basically unranked and shunned from the cult).

”Apparently Africa only has one chicken, scratch that, HAD one chicken” posted:

The thirty-third day of Gacoki’s quest ended in disaster. It was time for his last hero’s trial, and the Scourger failed miserably. He was supposed to bring an egg back to camp intact, but the loving chicken had died during the night before it even laid the egg. For hours, Gacoki yelled every curse he could conjure from his memory. However, that couldn’t change his fate. He knew he could never return to Cartagena


He flees to Borca rather than face the music, and is able to sell what he knows about his cult + the Neolibyans to the Chroniclers for a pile of Drafts. He ends up guarding the Flotsam, and that’s when Bejide uptop there shows up. She has another Scourger with her, and that guy is actually hunting Gacoki’s Apocalyptic bosses! Meanwhile, at the direction of the Chroniclers Gacoki picked up a second job as Wakili’s bodyguard, and has been ordered to poison him. Needless to say, the whole situation is very stressful and Gacoki can’t keep up the web of lies much longer.

If only he hadn’t killed Africa’s last chicken. :sigh:




Atonke is the only Anubian in Borca, at least the only one with an NPC profile. Besides hinting at some first humans stuff, his entry explains that basically they’ve sensed Markurant’s rebirth. So he’s here to kill him an alien mushroom baby, for real this time.

However, he’s one man in an unfamiliar land. Provost Kranzler wants to get a hold of him so he can pump him for intel on Cairo, while the Carrion Birds don’t want him poking around their tunnels. They can’t accept the possibility of him finding Joshua after all.




Ostensibly, Carmel here is an Immaculate sent to Justitian by her very power cousin to straighten out the whole “whoops we did a terrorism” situation. She’s young, but slowly learning this politics thing.

However, most of the entry centers around just how fuckin’ horny this girl is.

”Get thee to horny jail!” posted:

Carmel's chest is heaving. Her heart is pounding and blood rushing to her cheeks. She’s never even imagined so many handsome men in one place, and she’s unable to resist drinking in the view. She spent her youth sheltered in a tiny tent settlement, forty miles east of Osman, next to an Abrami she had been married to as a child. The stubborn sack of poo poo was always busy with his prayers and Carmel was bored night after night, dreaming of another place where she would be allowed to blossom into a woman...

Now she is here. The fleeting looks of the Ismaeli leave her breathless. She gets carried away in daydreams, imagining their naked bodies covering her, mounting her. Day after day she drinks in the attention of the neighborhood’s boys. She knows a dozen Ismaeli already by name, and there’s not a single one of them whom she wouldn’t drag into bed…

Carmel has never kissed a man, nor has she ever been touched by one. The Saraeli’s heart longs so much for the embrace of a man that it threatens to jump from her chest. But no one in the neighborhood would dare to approach her. Her rank simply forbids it.

You can honesty count on two hands the amount of female NPCs in this book that aren’t either victims of sexual assault or very DTF.

She also has a bodyguard who’s like the one guy she doesn’t want to ride, and whose sole defining physical attribute is described as him being “hook nosed.” Yeahhh, not the best look for the Cult based upon the Abrahmaic faiths there Marko.




Fatim here is a respectable, rich barber and owner of a very nice bathhouse.

Or is he?

”TMI” posted:

None of his regulars suspect what Fatim devotes his spare time to. The barber harbors an addiction for women, just not the kind of prudes that live in the Jehammedan Quarter. He prefers the Magpies from the Flotsam. They have twisted his head around while bringing him to the edge of bankruptcy. The barber couldn’t care less about the money lost, so long as night after night he can grip some Magpie’s hair in his hand, lick the sweat from her breasts, and push his tongue into every one of her orifices. He's so eager to gently caress his brains out that even after waking up, he's incapable
of thinking about anything but what he'll do with the wenches later in the evening. The people in his neighborhood have no idea of Fatim's perverse double life. If they did know about it, the barber would find himself publicly stoned to death for spilling his seed amongst the infidels

I’m not really sure why “boy this guy sure likes loving” was worth the 157 words used to describe this guy’s brothel patronage, but hey, you do you Marko.

Anyways, the Dust Riders are blackmailing him because loving non-Jehammedans is a big sin, so he’s trying to get them news and secrets from his bathhouse patrons.

Also, his list of equipment lists pornographic drawings and etchings that he uses to “entertain” himself. Can you imagine killing this guy, and being told by your GM that you find a semen-stained wood carving of some tits on his corpse?





Naraka is unique amongst the Aranoi in that he remembers his life before and after he became one of the Horned Nine. The rest don’t.

He’s mostly here because he knows Jehammed’s will is coming to Justitian for “reasons” using “method.” If that seems vague, so is the text. Gotta wait for the next metaplot book for more. While he waits, he;s whipping up any Jehammedan warrior that will listen, promising to take them all to the stars via the Ark at Baikonur once they’re done here.

That orb in his hand is a little drone he can see through, smack dudes with (the damage sucks, not worth it) or set off flashbangs. It also says in the fluff that it can circle him and deflect attacks, but provides no mechanics for this. No defense boost, no extra active defense actions, nothing.

Hipster Occultist fucked around with this message at 12:44 on May 19, 2021

Froghammer
Sep 8, 2012

Khajit has wares
if you have coin

The barber isn't, like, killing people and serving them as pies or whatever? He just likes to gently caress? How is that a plot hook?

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



quote:

They don’t hammer the current power structures enough to cause them to collapse, and it’s not like the Judges or Chroniclers have anywhere to flee to. Cinnamon doesn’t seem to have any plan for actually seizing political power from the Judges, nor has he tried to gain mass support from the populace or aid from a foreign nation. She just seems to think that killing some cops and crippling some key infrastructure will bring about the end of an empire!
It's about sending... a message.

Hipster Occultist
Aug 16, 2008

He's an ancient, obscure god. You probably haven't heard of him.


Froghammer posted:

The barber isn't, like, killing people and serving them as pies or whatever? He just likes to gently caress? How is that a plot hook?

:shrug:

Justitian, How to use this book posted:

Chapter 2: MOLOCH takes a deep dive into an unseen plethora of NPCs, each with their own unique backstories, potential adventure hooks, and webs of connections, allowing Game Masters to string their campaign along a multitude of plotlines from a vast array of human interactions.


Nessus posted:

It's about sending... a message.

Yeah, and that message is "I really didn't think this plan through very much." :v:

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Unique backstory: is a really horny dude who doesn’t talk about it much

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
I, uh, is it just me or is Degenesis getting worse about the rape? It feels like every post has a "spoilered for sexual assault" at this point. Sometimes twice.

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


Marko is thirsty at levels which would terrify me at 15 and as edgy as a classroom of teenagers who just found out about the f word.
It's a terrible combination.

SkyeAuroline
Nov 12, 2020

PurpleXVI posted:

I, uh, is it just me or is Degenesis getting worse about the rape? It feels like every post has a "spoilered for sexual assault" at this point. Sometimes twice.

It's worth noting that Justitian was written and published after a few places made a big deal of Black Atlantic's rape scene and got more eyes on the game. You know that "any publicity is good publicity" BS?

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open_sketchbook
Feb 26, 2017

the only genius in the whole fucking business
i am a big fan, conceptually, of horny rpgs, but why is it always like this instead of, idk, not like this maybe???

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