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Night10194 posted:Until they remember to cast Knock.
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# ¿ Feb 23, 2016 09:55 |
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# ¿ May 10, 2024 18:07 |
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CHAPTER TWO PART TWO weird drat picture for a character class... MEDIUM: Mediums observe spirits thanks to having powers of Second Sight. Second Sight is always on and it can be tricky to tell the difference between London and the Spirit World. Most Mediums are self employed and part of London's booming post-mortem communications industry. Some end up getting attached to aristocratic families and groups or end up becoming entertainers. Nothing says "birthday fun" like a medium channeling your dead relatives to wish you a very happy sixth birthday. Other classes can end up with Second Sight by way of Latent Medium (Mourners, Psychics). The difference is that they don't have access to what a Medium can do beyond paying into Second Sight's Quality to raise its levels. Mediums automatically get FAMILIARITY: SPIRIT and never make Fear rolls for ghosts. They also get SECOND SIGHT level 1 for free and can upgrade it with custom points at creation. They also get bonus abilities tied to their Thanatology skill rank.
Thoughts on the Medium: Okay, first, let's look at Second Sight before I go into my thoughts. I would normally hold off this until it appears in the book but it's kind of vital we take a crack at what exactly a Medium can do with their powers. SECOND SIGHT: Second Sight comes in 5 levels of ability. Every time you raise a rank in it, you get all the abilities the rank has to offer. Some powers may require needing to enter a trance in order to use a power and each power has a Subject, Range, Trigger and Description (Trigger being when and how a power is activated). For Mediums, raising in rank in Second Sight costs 3xNew Level. With me so far? Cool. Level One:
why the hell is this picture here in the section on second sight? I'm not kidding, it's there and it's ridiculous but I need some art to break up these words so yeah have...this. Level Three:
Thoughts on the Medium: The Medium doesn't really do anything another class can't (with the exception of Ghost Buddy and even then). That's an incredibly harsh thought but it's completely true. The problem with Latent Medium is that it lets other classes do more than just see ghosts with points pumped into it. They can't do any of the other Medium (optional!) class abilities but really what that boils down to is rerolls for Ghost Stuff and Will Contests. Mediums get the ability to raise it at a cheaper level and they get the first level for free, but the Latent Mediums can just do more with their own class abilities. Latent Medium is only available to Mourners and Psychics, but what else can they do?
After reading through the Medium far more thoroughly, if it wasn't clear that they didn't play test or balance any of this it should be apparent now. NEXT TIME: the Parapsychologist (I won't be including their gear for that update because there's way more than a Medium's abilities) and the Psychic (won't be including their powers either). Vox Valentine fucked around with this message at 09:39 on Feb 24, 2016 |
# ¿ Feb 24, 2016 08:42 |
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CHAPTER TWO PART THREE look it's just not proper bustin' without a smoke after PARAPSYCHOLOGIST: Parapsychologists are academics and science-learnin' types who focus on ghosts and psychic phenomena. They operate entirely using the tools at their disposal, building and maintaining their own tech to hunt ghosts, capture them and measure supernatural phenomena. Despite supernatural shenanigans being an accepted fact of life, parapsychologists are low-ranking in the hierarchy of scientists. Even the nutjobs who try to bring the dead back as Mercurials have better governmental backing. You've still got funding and power, though, and it's enough to be a PC. Parapsychologists start with FAMILIARITY: SPIRIT so they're never spooked by a ghost. They also gain bonus abilities depending on the strength of their Parapsychology skill.
Thoughts on the Parapsychologist: Like an Artificer, Parapsychologists are totally reliant on their poo poo and being able to build their poo poo. They're also reliant on how much stuff they can carry at once, but if you take interns you can turn them into porters. Parapsychologists do get some fun toys to play with and they can also use Galvanic weapons like lightning guns, so they're quite good as a tech-focused class. PSYCHIC: You know exactly what a psychic is. In London, licensed psychics are given training for their powers and then ranked in three groups by how powerful they are. A lot of psychic ability is borne from suffering and torment and a lot of psychics have mental issues as a result. So do PCs. Psychics automatically start with LATENT INSANITY. The presence of psychic powers and a calm mind are holding back a mental disorder that the psychic has; as long as they're stable and calm, the disorder is at rest and they can function normally. It manifests in times of extreme stress or when they gain too many Instability Points from using their powers. You pick a Mental Disorder for free and don't get any points for having an impediment and you can't pick one you already have to be your Latent Insanity. The class abilities Psychics gain stem from their Concentration skill stat.
Thoughts on the Psychic: It's hard to get into them without talking about their powers. They're the squishy wizard splat and most of their class benefits are about making the facets of their class be less of an impediment. It's not too hard to smooth the edges and it's interesting that they only get a little bit of their abilities to be about increasing damage or hitting better. In the long run, it helps that the limits of Concentration are dictated by Willpower and Psychics need a high Willpower to handle Instability. There is also some backwards compatibility fuckery we will get into when I get deeper into psychic powers. How powerful are they from the word go? Not very; level one devotions grant minor things, it takes second level to do more impressive/offensive things. Make sure you pick up some combat abilities to help you out. NEXT TIME: Qualities and new Mental Disorders and the end of Chapter 2.
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# ¿ Feb 25, 2016 08:30 |
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Night's Black Agents is pretty good and I appreciate that you're sharing it, Prof. It gives me good thoughts of vampire stories. CHAPTER TWO PART FOUR NEW QUALITIES AND IMPEDIMENTS: Qualities and Impediments are bonuses or drawbacks you take at character creation. As much as this kind of system tends to be a bad idea that doesn't integrate game mechanics and roleplaying properly, the vanilla options from Unhallowed Metropolis had a lot of just plain lovely choices you should never take such as: Good Tasting, Fits (aka seizures/epilepsy), Hemophilia, Consumptive, Leper, Syphilis (because you can't cure it for unknown reasons), Gigantism (because despite being a bonus, it has "realistic" drawbacks such as what ended up doing in Andre the Giant) and Malignity. So let's see what's on the menu this time around: bad choices and a lot of art to break up the text. wrong thing to do but at least you tried Social Qualities:
and for my next trick, I will pull a good quality out of my deck of magic cards Supermundane (ugh I hate that word) Qualities:
pretty rad, she'd make a good PC Supermundane Impediments:
me for most of this, sans rosary Physical Qualities:
help i'm trapped in a bonus/drawback factory Mental Qualities:
man, lot of art of women in this section New Mental Disorders:
That's it for Chapter 2. A lot of those qualities are okay at best, a lot of those impediments are stupid to take and the new mental disorders don't really add anything new but they're there for the psychic players to pick from. There's not much to say about this part of 2, the character classes are much more interesting. NEXT TIME: ALL ABOUT PSYCHIC POWERS AND OTHER BRAIN poo poo this isn't from chapter 3, it's from 2, but trust me: it's incredibly appropriate for a lot of the content in 3
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# ¿ Feb 26, 2016 21:38 |
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CHAPTER THREE: THROUGH A GLASS DARKLY PART ONE It is the duty of all proud, patriotic citizens of the British Empire to register if they have psychic powers. A lot don't, especially because you can lose your license. A licensed psychic has to fill out the proper paperwork to get ordained to use their powers for money followed by training and lessons. You have to reregister and get retested annually. However, most psychics only register one or two of their abilities and hide the rest because there's nothing requiring you to register ALL of your powers. PSI LAW: Empathy and Telepathy cannot legally be used to dominate or influence people. It's two years of prison for minor nudges, ten of hard labor for fraud or contracts the influenced signs and surveillance/eavesdropping using powers is illegal (gathering sensory info isn't). These rules, of course, change if you become a psychic cop. Precogs are not liable for if their predictions aren't right, but intentionally misleading/lying is fraud. Psychokinetics are licensed weapons and are liable for the damage they cause but can still profit using their powers. And, of course, misusing your powers isn't illegal if you don't get caught but if the police see you they will ask for your license. So what happens if you're caught and get imprisoned? You either go to prison and go to solitary or if you're especially unwell, you go to an asylum. You don't want to go to an asylum. I told you. Asylums suck. They're the personification of every horror game trope rolled up into a Cuban cigar wrapper of "suffering tends to induce psychic powers in the desperate". Most people with minor or mundane or "hopeless" cases get thrown out onto the streets with a scolding to make room for a psychics. The regulars and the psychics are kept separate with psychic captivity resembling supermax cells that can pump in gas. Psychics in asylums are experimented on, studied, poked and prodded and kept on a healthy diet of scop, sedatives and inhibitor drugs. If you can't be used for experimentation, develop a resistance to the drugs, try to escape too much or are too dangerous to be safely kept, you're lobotomized. So let's say you're a talented enough psychic and you're willing to play ball with the law and they're willing to let you join the Psi-Branch. You don't actually have to be the best of the best to join Psi-Branch; the majority of them are Rank 2 or Rank 3 psychics. Psi-Branch is made up Psi Crime, Special Interrogation and Oracle. Psi Crime is the department that solves crimes using their assets (generally precognition and clairvoyance). Psi Crime has five rapid response teams made of up to four to six psychics who handle major problems beyond simple investigation. Special Interrogation uses telepaths to extract information from suspects and witnesses. Special Interrogation telepaths don't ever make an appearance in court (not like the worst criminals ever make it to court) and the project itself is a closely guarded open secret. Oracle tries to predict the future by using precogs and analysts but they're generally not very accurate. The most accurate thing that Oracle does is predict Lost Days (when the smog is so thick it can kill and reanimate a body in a minute) and print the info ahead of time. Despite that, it has the highest funding out of all of the departments. Alienists, Mediums and Parapsychologists can also find good employment in Psi-Branch if they're willing to support the main assets or work with the dead. The only people Psi-Branch will not employ are Empaths, considering them to be too unpredictable and believing that their powers influence and change police work too much. PSYCHIC RULES Let's talk about all the things that make psychics tick. For starters, your level in a Devotion gives you all the powers of that level and below (this system is also used for Second Sight). Sometimes when you use a power, you have to make a Control check which is a Will check with DC 11+Power Levelx2 (so 13, 15, 17, 19, 21). Success means nothing, failure means +1 Instability Point. What exactly are Instability Points? They're how much stress and strain the mind of the psychic can take before their latent insanity manifests and they return to their old self, unable to use/control their powers properly. Your limit for points is directly equal to your Will score. Matching that amount is what's called a Breakdown and the player has three choices for how a breakdown plays out:
Trances are necessary for some abilities and requires one point in Concentration to be able to perform, automatically entered after five minutes of meditation in a peaceful environment. That's the ideal case, so of course there's rules for trancing under duress: Will rolls with a minimum DC of 11 and entering a trance becomes easier with something to focus on or sedatives. You can trance as long as you like but requires a DC 11 Will roll to exit one peacefully. If you're brought out by force, gain one Instability Point. Finally, psychic powers have four aspects: a subject, a range, a trigger and a description. This is pretty much the same as the Second Sight powers except for the fact that a Psychic can maintain certain amounts of psychic abilities up to their Concentration skill stat. That's the rules for how to track and use psychic powers and world fluff. So far, this has been a pretty boring, dry update. I don't even have much art to offer to spice things up. Let's do something different before we finish then. Let's see how hard we can break the system or at the very least game it. First of all, there's a backwards compatibility issue I'm not sure the developers thought of when they made Concentration the bonus power skill for Psychics. However, what they've done with the first game (and have done since) is give you bonuses for every point in some skills besides "gun better". For example, every point in Rifles gives you one bonus ability to pick, like Night Fighter, Sniper, Headhunter or Trick Shot. This applies to Concentration: every point in Concentration lets you pick a little bonus. Some of them are quite good, but in the core game alone they're entirely situational because Concentration and trances weren't used for much. Let's take a look:
The bonus abilities of the Psychic class rely on being somewhat situational, unfortunately. You're not going to take Wrathful if you don't have those offensive powers, you're not going to take Mass Perception without a scrying-type power. Let's assume that we're playing a Psychic with 5 Will and 5 Concentration. Without even picking a main Devotion, let's choose the following bonuses for maximum cheese and gaming. When it comes to Concentration bonuses, we pick Focused Healing, Thought Mask, Compress Sleep, Dull Pain and Willpower (because drugs are handy things, sadly). Now for class bonuses. First, Meditations so we don't get IP from getting shocked out of trances and getting in and out of a trance faster. Second, Sound Mind which reduces Temporary Insanity to one day only plus removes 2 IP instead of 1 when you rest. Mix Sound Mind with Compressed Sleep and you can easily flush out all of the accumulated IP over the course of a day and still have time left over. Or, if you want to engage in Maximum Cheese, trance for eight hours while everyone else is sleeping their required eight to be super rested and lose up to 4 IP. Third, take Force of Will; failing Control Checks with those other safeguards in place are the biggest source of IP and a reroll to help deny those means you've got less to worry about. More importantly, it helps keep Temporary Insanity much more manageable so you don't have to choose those worse options. Now, unless you have other active Mental Disorders it's not worth taking Fortified Mind or Self Control because they relate actively to handling Mental Disorder rolls. Hanging out with the right crowd (coughanexorcistcough) will help protect the Psychic against any future mental disorders, leaving them with a latent disorder that they have created a system of control and prevention to manage. Your other two ability choices are just gravy and personal choice, depending on the type of powers you choose to take. You'll still accumulate IP, there's no bones about it because a good GM would test your limits and push you and account for your trippy mind powers. You're just much more equipped to flush and purge it with a good night's sleep. Aside from that, there's not a lot of ways to break the system besides taking Wrathful and cutting yourself every now and again to shoot lightning better. They only really excel at breaking the rules and restrictions imposed on them (as opposed to the Exorcist who does VERY well at breaking the actual game rules). That being said, don't take their ability to break the restrictions lightly; without worrying much about the pressure of IP they can use their powers all day every day if needed and in the hands of some of the more destructive psychokinetic powers this can be quite a tasty benefit. NEXT TIME: THE ACTUAL POWERS, STARTING WITH EMPATHY
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# ¿ Mar 1, 2016 02:57 |
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So. Uh. Does that mean that Circe's legs are inside of Lucinda's mouth and lungs. Because if that's the case man I would not have turned her back to normal and risked choking to death.
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# ¿ Mar 3, 2016 00:37 |
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Bieeardo posted:I love you in a deeply platonic fashion, just saying.
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# ¿ Mar 3, 2016 04:05 |
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Fossilized Rappy posted:This reminds me, are there any current RPGs out there that have tried to wrest back the idea of steampunk from the whole "just glue some gears on it" fad trend? Like, one with actual social revolution, anti-colonialism, and anarchism that dotted the real Victorian era? 1: the creators are massive Anglophiles who have made this grim city the main focus of the series. 2: It's not particularly steampunk, it's more coalpunk; coal burning powers the aetheric generators used for their super technology but they still use World War I era guns and weapons. 3: They do address actual Victorian values and mores but they don't do a hell of a lot about it. 4: The nation of Prussia is pretty steampunk what with being a nation of zeppelin-bound duelists and warriors but there's literally 0 rules for playing them. 5: It's not a very good d20 clone; a lot of class benefits come down to "free reroll if you fail". 6: It's an overstuffed gothic horror heartbreaker whose mechanics hinder it pretty heavily in my opinion. I still love it because it fascinates me, though.
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# ¿ Mar 5, 2016 21:48 |
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Xavier's School for Gifted Youngsters (and Magical Girls Who Are Bored of Intro Classes).
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# ¿ Mar 6, 2016 18:16 |
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I think Condemned: Criminal Origins and Condemned: Bloodshot could be good Unknown Armies plots if you tone down and dial back the whole "murdering the homeless in great numbers" angle. Start off collecting dead birds and pieces of metal as the dregs of the city slip into despair, madness and corruption, then transition to firing magickal blasts by screaming and using metal braces as charge-holding amplifiers for spells and rituals.
Vox Valentine fucked around with this message at 00:40 on Mar 7, 2016 |
# ¿ Mar 7, 2016 00:36 |
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Adnachiel posted:
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# ¿ Mar 8, 2016 06:20 |
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CHAPTER THREE: THROUGH A GLASS DARKLY PART TWO Empathy: Empaths can't read minds but they can influence emotions and glean information from how people respond to emotion. Empathy is a power you can't legally profit off of and (as mentioned previously) Empaths can't be police officers due to the possibility of tampering. Most Empaths of London are content to hide their abilities and, if they do use them, use them as grifters or con-men or gold-diggers. It helps that it's really hard to prove empathic influence in a court of law. Empaths are supposed to be tragic characters in the game, ruled by their uncontrollable emotions, have "a perceived deficiency of character" and unable to touch another person without problems. It's mentioned that it's common for Empaths to be sexually attracted to vampires due to their limited emotions and many Empaths have a Desire Corruption. Empaths have some extra rules in place. First, unless the power says otherwise, they can't use their powers on animals. Second is a rule I highly dislike: critical failures with Empathy are horrific failures and critical successes go way too far in the direction of success. Empaths also suffer from Empathic Backlash (if you didn't take Silence, which prevents this from happening so why didn't you take it). Empathic Backlash means that an Empath with a power stat of 2+ is subject to feeling the worst of negative emotions any time they're in close proximity of half-lifers, humans or spirits feeling strong emotion. What this translates to is that they have to make a Will roll with a DC of 11+highest Will of character around them in the group and if they fail they take damage. This is bumped up to +2 DC if they're touching someone. Just take Silence, this is a stupid rule. Finally, Empaths get +2 to the Empathy rolls if they're touching the person they want to influence. Would you smooch a ghost? LEVEL ONE
I have no idea what this has to do with Empathy or why it's in this section really. LEVEL FIVE
Extrasensory Perception: Psychics with ESP are called clairvoyants and their power isn't a sharpening of the senses but a honing of the mind. Or so the book says; in the next breath it says that ESP can replace lost sight or it can augment existing senses to pick up new things, but for the most part ESP is an entirely new sense. London's psychics are generally voyeuristic with a predilection for Drive or Desire corruptions and it doesn't help that they can't legally use their powers to spy on people (unless you're a cop and even then there's limits). It's not uncommon for a psychic to blind themselves in a misguided belief that this will enhance their powers or have trouble reacting to stimuli properly (overreacting to distance noises, not noticing a gun going off by their ears). ESP has its own special rules. First, the powers don't affect animals unless they say they do. Second, just take the stupid Split Perception ability. Otherwise, every time you try to use certain powers while maintaining other powers, you have to make a Control check with a DC of the highest power you're using. On top of that, you get -1 to all Wit rolls per maintained power. Fail and you gain 1 IP and drop all the powers you're currently channeling. So just take Split Perception. Your Stand, with a gun. LEVEL ONE
Spoilers: there are zero powers that will let you figure out who killed a person by touching the body. LEVEL THREE
ESP gets a lot of art. LEVEL FIVE
Thoughts on Extrasensory Perception: Like many powers or spells where the PCs are able to just gain info with a snap of their fingers, ESP can break things quite a bit. The progression is pretty good, though, and I would honestly say that it's worth sinking the extra points into starting with level two. You do start off with a very good kit of tools from level one alone. ESP lends itself very well to stories about investigation and you're going to be using a lot of your powers over and over. It's also not a set of powers that carries a lot of IP risk which is handy, but taking the ability to increase the range of your powers is absolutely necessary. I'm not happy with the hindering of Astral Projection, though. If you can't project over places that are too corrupted with the rotting of the planet, that means there's a lot of places you can't visit easily. France makes sense, but most of Europe/East Europe/Central Europe? I know you're not going anywhere near them because the mechanics of this game assume you're focusing ONLY on London, but that's a really lazy way of stopping your players from getting more information about the world. Revelation is also somewhat weak as a capstone and at least Seeker will let you follow people now. NEXT TIME: Seeing the future (protip: do not do this) and reading minds (protip: reach out and touch someone). Vox Valentine fucked around with this message at 03:55 on Mar 11, 2016 |
# ¿ Mar 11, 2016 03:44 |
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Paranoia but all metagaming must be done with semaphore.
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# ¿ Mar 13, 2016 02:26 |
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CHAPTER THREE: THROUGH A GLASS DARKLY PART THREE Prescience: The game describes having Prescience powers as being "a living nightmare" so there's that. The majority of precogs who aren't working for the cops end up becoming hermits or cult-leaders or con men. A licensed psychic can in fact make money off of prescience and they're not liable for their predictions not coming true unless they out-and-out lied to the customers. It's a lot safer and a lot more financially stable to just join Oracle and become a weatherman. Precogs have no special rules but it's not uncommon for them to need some sort of focus for the powers they have control over (and a lot of their powers they can't control). Some of the more nasty drawbacks are related to Prescience though and the game says it's pretty common for long-lived precogs to develop ennui, nihilism or dementia. I would make a joke but this is just feels exploitative. LEVEL ONE
Put your keyboard on the floor. Put it down as flat as you can. That's good. Now I will move your keyboard by power of my will alone! LEVEL THREE
LEVEL FIVE
Thoughts on Prescience: A lot of the passive powers are unreliable and uncontrollable and that's kind of not fun, especially when the GM is in control of whenever you get visions. There's also the fact that you can still use minor powers when you have a higher level, so you're still beholden to GM visions whenever. Prescience also doesn't seem like an Instability intensive set of powers, but failing control checks gains IP and there's a lot of control checks you have to make to shut the visions off. Force of Will is mandatory for IP management for precogs. Aside from that, I like some of the powers that aren't just "get vision". The precog can be an effective fighter or a skill monkey whenever you need them to be and I appreciate the versatility beyond just seeing the future. The capstones aren't very good. Dreamshaper is nice from a RP perspective but it's just going to get you in trouble, Prophecy is okay and Fate Weaver gives you rerolls for anything but oh man is that a limited pool of dice you don't want to increase. Telepathy: Victorian telepaths are people with trust issues because they know what you're thinking and it ain't always pretty. Most telepaths keep to themselves or to their own kind, most work for private clubs or clients or the police. The aristocracy tends to stay the hell away from telepaths because pretty much every bloodline is host to horrible secrets and bizarre pasts, so telepaths are generally not allowed in higher society. They live quiet lives of silence and work and really stand out as a result, even considering the nature of Neo-Victorian London. On the plus side, you can totally use your powers for money as a courier or with the authorities, just don't steal info on your own. Telepathy has some extra rules. First, using them on anyone with a Chronic Mental Disorder or Corruption 4+ gets you 1 IP. Second, telepaths are immune to the powers of other telepaths who are lower than them in power (unless they permit them to use them). Third, touching someone you're using your powers on gives you +2 to the roll. However, touching people is risky. It forces a Will save where a failure is 1 IP and a success is brief flash of what the other person is thinking. You can automatically pass this roll with Silence but you won't get that flash of vision, so opt out of that when you need to. Otherwise, Silence is a handy class ability to have. I don't think you need be able to read his mind to know he wants you to stop touching him. LEVEL ONE
Oh hey Professor X. LEVEL THREE
????? LEVEL FIVE
Heck yeah. Thoughts on Telepathy: Telepathy is a nice grab bag of powers that can pretty easily fall into uncomfortable territory unless the players take action to not go there. The whole set is a good mixture of investigative powers, debuffs and group communication abilities. The capstone powers continue to not be totally good/worth it. Mind Slave is a really good way to impersonate someone for a little while, but it's a borderline abominable act. Omniscience would be a lot better if it didn't have the caveat that the personality of the telepath bleeds into the minds of people around them. Puppet Master is by far the best because it's very versatile for group control; the sleep ability is an excellent way to shut down enemies or problems, group Pain Induction is a nice debuff and while it probably wouldn't work to command everyone to kill themselves, it's a lot easier to tell them to shoot each other. Telekinesis is a very IP-intensive power set, so management is important; pump up the Will and Concentration. We have officially moved past the predominantly investigative/social psychic powers, which means that NEXT TIME, we move onto the three Psychokinetic power sets: Electrokinesis (Shocking Grasp), Pyrokinesis (Burning Hands) and Telekinesis (Bigby's Magic Hand).
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# ¿ Mar 15, 2016 00:23 |
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CHAPTER THREE: THROUGH A GLASS DARKLY PART FOUR PSYCHOKINESIS: Psychokinetic abilities (Electrokinesis, Pyrokinesis and Telekinesis) are more noticeable, physical psychic abilities and follow different rules. First, most of them require the psychic to make a ranged attack using their Wits. They can't use Combat abilities with their powers but they can use other powers to see their enemies where they normally couldn't. Second, psychokinetic powers can affect the dead unless otherwise noted. Third, be prepared to make a lot of control checks. Finally, most psychokinetics can't find gainful employment due to their naturally destructive abilities, but they're a considerable ally to criminals, anarchists and Deathwatch. Vicky is covering a zombie titty. Electrokinesis: Electrokinetics are walking, talking aetheric generators, capable of powering galvanic weapons and aethertech with their bodies. They're considered to be the most calm and stable of psychokinetic psychics, developing an interest in space, math and science while keeping their bodies and minds fit and clean. Some gain a fear of entropy and gain phobias of the dark. There's one big rule for Electrokinetics and it's an enormous pain in the rear end. A lot of their powers run the risk of causing temporary blindness from flashes of light. Anyone looking at the psychic or the target (and this includes the psychic) is blinded for 1d5 rounds. The psychic can close their eyes and fire blind at -4 or the psychic and their friends can wear photo-reactive goggles. Other characters can be warned ahead of time that the flash is coming and can close their eyes. Either way, it's a giant annoyance but handy for dealing with human enemies. Finally, a note on electrocution: electrocution has its own damage table. It ranges from "cooked alive" to "muscle spasms" depending on how severe it is. It doesn't do any long-lasting damage like certain complications (disembowelment) but it does bypass armor, so that's nice. LEVEL ONE
LEVEL FOUR
~toasty!~ Pyrokinesis: Pyrokinetic powers are, as a whole, destructive. There's a disproportionate amount of pyrokinetic's stuck in asylums for small crimes compared to other psychics and the most unruly/dangerous are often lobotomized. The game portrays pyrokinetics are impulsive, antisocial and ruled by their emotions. Your attacks and abilities often run the risk of someone being set on fire, which add +3 to rolling on the damage table and you're on fire until it gets put out. Pyrokinesis has a big restriction and it sucks. Without the Silence ability, strong emotions or Serious wounds force Will checks on the part of the psychic where failure means they must attack the source of their frustration. Take Silence. Just take Silence. Also, a lot of your powers might result in you losing your clothes, so don't worry too much about armor and get comfy with being naked in public. Freak them Victorian squares. LEVEL ONE
You'll find her at the Black Lodge. LEVEL THREE
TADAA! LEVEL FIVE
Let's see you turn heads like that, Empathy. Telekinesis: Electrokinetics are tied to logic and control, Pyrokinetics are tied to passion and emotion, but the Telekinetics of London are most tied to madness and sorrow. Telekinetics are pylons of power and often have pasts rooted in mistreatment, tragedy and suffering. Their powers are a way to take control of the world around them and they end up with a lot of complexes and raging egos as a result. The ones who gradually develop their powers have more control over their anger and their power than ones who develop it spontaneously. These psychics are prized in construction and manufacturing and often live lives of control of themselves and their power through meditation or mysticism or religion. Some become mass murderers, some neglect their bodies and use their powers instead, some rip Animates asunder. They don't have any explicit downsides besides normal psychic rules save for one: if two telekinetics try to use a power on the same object, the one with the higher level wins automatically. LEVEL ONE
"We're never gonna make it as a circus act at this rate." LEVEL THREE
"Ride the Maelstrom, just a pound a go!" LEVEL FIVE
Honestly I'm glad to be done with sharing these powers. They were a lot and I think I was too thorough in regurgitating them. NEXT TIME we'll finally be done with this chapter and take a look at lobotomies, psychic induction surgeries and the rest of the nitty-gritty behind psychic powers.
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# ¿ Mar 18, 2016 04:51 |
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Crasical posted:You really think that Pyros would find plenty of welcome work stoking the enormous aetheric generators that power London, since their level 1 ability triples fuel efficiency. Even if they didn't, it seems like they'd still find good work on the Pyro Death Kill Squads that go in and incinerate wards of London when they fall to the zombies so that they can be rebuilt.
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# ¿ Mar 18, 2016 07:05 |
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CHAPTER THREE: THROUGH A GLASS DARKLY PART FIVE A warning: the following write-up is all about surgeries and treatments in Neo-Victorian asylums and sanitariums. It handles them as well as you would expect them to (in true lazy horror fashion) and people who are sensitive to these topics should pass this section over. You're sincerely not missing much, just a lot of tables. PSYCHOSURGERY To make a long story short, the lobotomy was invented in 1888 then the Plague happened and lobotomies never really went out of style. Psychosurgery in Unhallowed Metropolis/Necropolis is explicitly cutting into the patient's skull to access the brain to tinker with it to fix the patient's ailments. This is essentially the pinnacle of mental health treatment in London and has been for two centuries now; therapy is available but instead of medication or pharmacology, psychosurgery is used for the majority of all treatments. This is definitely on the more extreme end of things but hey, you chose to include this in your book. Psychosurgery breaks down into three separate fields: corrective surgery, lobotomies and psychic induction. This all ties into my main problem with the Alienist: there are rules for letting the players do all of these procedures. The game treats corrective brain surgery the same way it treats creating Thrope serums, reanimating the dead Herbert West-style and genetically engineering new life. The Doctor class, the scientist-of-all-trades class, can get by perfectly well without ever needing to delve into making monsters or creating new life. Psychosurgery is essentially half of what the Alienist can do, and there's enough here to make a group incredibly uncomfortable or delve into bad territories. It feels cheap and exploitive and not fun because you're giving the players direct access to taking advantage of/controlling NPCs with the power of authority and "medicine" and ~horror~. I personally would not make any of what follows a part of any game I would run in this universe. Corrective surgery involves trepanning the skull for access to the brain for corrective alterations. "Though such procedures were initially quite haphazard, Neo-Victorian medicine has advanced to the point at which minute and seemingly harmless alterations to the psyche are not only possible but the expected outcome of such treatments." uggggggggh. Corrective surgery can be used to remove psychic powers (whether the psychic wants them to or not), Mental Disorders and some Mental Impediments. These rules apply to both PCs and NPCs so I suppose you could, in theory, pick up a bunch of Disadvantages in generation then immediately turn to the party's Alienist and say "crack me open and fix me" but as you will see, that's not such a good idea. First the patient has to be diagnosed with a Psychology roll (vs. DC of patient's Will+10) to identify the conditions and level of psychic power. The patient should be strapped down ("or" sedated, the game seriously doesn't expect both), the psychosurgery kit should be prepped and surgery can begin once the doctor states the conditions they want to attempt to fix. Key word: attempt. Each condition takes a hour to treat and requires a skill roll of Medicine vs. DC 11+patient's Wit+patient's Will. You can only attempt to treat that condition once per procedure, but the doctor can attempt to treat more than one different condition per procedure. The doctor can take care and double the length of the operation for +2 to the rolls (do this) or rush it and try in half the time for -2 (do not do this). The doctor can also make a really big hole in the skull for +1 to treatment or not sterilize their poo poo/use the wrong tool for -2. Aftercare requires someone with Medicine 2 to give the patient a half hour of treatment a day for a week or else they'll get an infection and slowly die. I would provide an example of an operation but A: I really don't want to come up with something like this myself and B: the book provides for me. A doctor takes 6 hours to treat a man's chronic OCD, night terrors and narcolepsy and over the course of the operation removes the man's OCD, doesn't cure the night terrors and instead makes the man prone to melancholic fits and accidentally makes the narcolepsy chronic. Whenever you fail a Medicine roll for Psychosurgery, the GM rolls on the Failed Psychosurgery Table to see what happened to the patient (in this case, he still has night terrors and he now sleeps more so that's awful). Lobotomies are a lot faster because it's using a hammer to shove an ice pick into the patient's brain through their tear ducts. All it takes is a DC 14 Medicine roll and lobotomies are popular with asylums because A: they automatically shut off all psychic powers and B: they reduce the patient's Wit to 1, reduces their Will/Charm by 1 point and makes the patient docile and compliant. If Will/Charm is reduced to 0, the patient is in a vegetative state. If the patient is a PC, they can regain their stats with experience but can never have a Wit higher than 2 or a Will/Charm higher than 4. That's pretty much it for lobotomies; they're an awful medical practice favored by doctors because they're cheaper and faster than sedatives/psi-inhibitors and if the Medicine roll is failed then the GM rolls on the Failed Psychosurgery Table. FAILED PSYCHOSURGERY TABLE-O-FUN
????? PSYCHIC INDUCTION: Induction comes in three forms. There's natural psychic induction, which is when a person experiences something so terrible and horrific the trauma permanently puts their mind off-kilter and gives them a Latent Insanity and one level in a power (but can't develop anything from the Psychic class). This can just happen naturally over the course of play and is by far the "best" way to get powers outside of playing a Psychic. Hypnotic Induction is the safest kind, but it's temporary. Someone with Hypnosis 4 and Parapsychology 3 can spend a half hour walking a living subject through a trance to unlock their potential (Hypnosis vs. Subject's will, where success for the hypnotist manifests a power). The hypnotist can attempt to make the subject manifest specific powers (DC 20) or direct the subject to use their power (DC 11+Will). Failures result in uncontrolled/unwanted powers and critical failures/success means they're way more powerful than they should be. If the subject wakes up, the powers disappear. Hypnotic Induction really just exists to look cool or show off the hypnotist's skills at putting people under; in the long run, it's incredibly inefficient. Which leads us to the hard way: Medically-Induced Psychic Induction. This kind of psychic induction is illegal, incredibly dangerous and undeniably immoral. At its core, it's systematic abuse of the patient with the intent of breaking their will. Anyone involved in the procedure must have Medicine 3, Parapsychology 3 and Psychology 3 and the subject can only see those people for the duration of the procedure. If there's more than one person involved, one has to be designated the head physician who is the one who determines how this progresses. There is no nice/gentle/good way to do this, considering it's breaking a living being's will and intentionally destabilizing their mind; the game recommends that the procedure have appropriate equipment such as an operating room, torture chamber, isolation room or psychoactive drugs. The patient will need two hours of care daily from anyone in the project, requires 24/7 monitoring and the head physician has to monitor and perform on the patient for six hours a day. At the end of the week, the head physician makes two rolls: Medicine vs. DC 16-Subject's Vitality and Will vs. Will. For the former, failure reduces the subject's Vitality by 1 (at 0 they die). For the latter, the doctor adds their Torture, Medicine or Psychology skill to the roll and success lowers the patient's Will by 1. The experiment is done when the subject's Will hits 0, so depending on how rolls go this entire thing can run around a month/six weeks. The subject regains Vitality/Will 1 point per week after the experiment. So what happens when the experiment is done? The GM rolls 2d10+subject's base Will to determine what happened on the Psychic Apotheosis Table. Yeah, the doctor's stats don't really do anything or add anything, it just comes down to a blind loving roll after all of that nonsense. The results should be secret until the patient is full examined. Keep this guy the hell away from my skull. PSYCHIC APOTHEOSIS TABLE-O-FUN
FINAL THOUGHTS ON CHAPTER 3: Thank god it's over. The information on psychic powers overwhelms a substantial chunk of this book that's supposed to be about ghosts. I feel like I went too in depth into the powers. This whole last bit is just wholly unnecessary for play and for player interaction and I feel like I can't make my opinions on it any more clear. At least Reign of Steel said "hey, if the PCs end up in a Zonemind's death camp, it should be to further the plot and you really shouldn't just do bad stuff to the characters". There's this kind of implication to Unhallowed Necropolis with psychosurgery; it feels like it's offering up the rules for lobotomies to say "if you wanted the PCs to get thrown into an asylum and operated on, here's mechanics for that" in the same breath it endorses letting the PCs perform brain surgery. Psychic induction is just awful mechanically and narratively speaking; if you do it, you have to commit to it for at least a month and the side effects are bad. There's also the fact that powers gained that way don't get anything from the Psychic class' abilities. The Psychic class is just a better deal overall and I can't think of any narrative reason you'd make a psychic besides needing to for some contrived reason. It's all just awful and I'm glad I can move on with it. Same. NEXT TIME: Chapter Four, Ghosts'n'Stuff Vox Valentine fucked around with this message at 22:04 on Mar 21, 2016 |
# ¿ Mar 21, 2016 22:00 |
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Their first invention is a race of Kramers.
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# ¿ Mar 24, 2016 01:10 |
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Evil Mastermind posted:Now you guys are reminding me of one of my favorite Paranoia modules: The People's Glorious Revolutionary Adventure, the one where you play Commies from Alpha State. It came with cut-out mustaches for everyone to wear, including a big beard for Tovarisch Computer.
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# ¿ Mar 24, 2016 21:51 |
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CHAPTER FOUR: GHOSTS OF LONDON Hey I hope you're ready for a lot of art because I have a lot of art and there's not too much to this chapter. The Spirit World is linked to the physical landscape of London but it's also linked to the biggest source of power in the city: aethertech. Aether is a wirelessly transmitted form of energy invented by Nikola Tesla and the broadcasting plants are powered by massive coal furnaces. The Spirit World is actually measurable/understandable as a low frequency level of aether, so aethertech can be used to actually measure the Spirit World. So what is it? It's a bit like going to the Other World from Silent Hill; it may match the physical landscape but it's altered and changed by the emotions of people interacting with it or who've come and gone. Destroyed buildings may exist as whole or vice-versa. The ghosts that occupy the Spirit World are erratic and their true nature aren't entirely clear but it's generally held that they have a sort of "battery" necessary to their existence (or that they ARE aetheric energy bound into a sentient form). Ones that are bound to people, places or things draw power from them, while some of the more powerful spirits exist independently and conserve/drain power somehow. With religion being a bit on the backswing and science's gleeful exploration of the supernatural, Neo-Victorians retain a fascination with spiritualism. Some of it is superstitious in nature, some of it clashes with scientists over the relationship between soul and spirit, but the séance is widely popular. On the other end, you have spiritualist cults like the Adepts of Perpetuity, the Invisible College, the Daughters of Ammit and the Blackthorn Covenant. The Adepts are aristocrats so terrified of death but are unable to take any more anti-aging treatments so their spirits are stripped from their body before death and used to possess a new body that is adopted into an Adept family. The College is a(n allegedly) disbanded cult of mediums and ghost-hunters who blackmailed aristocratic families with secrets gleaned from the dead. The Daughters worship the Egyptian demon Ammit by using alchemy to distill the essence of the living and dead for drinking in an attempt to attain immortality and dread power. Finally, the Covenant is a cult of homeless beggars and madmen who worship the spirits of the city and willingly give up their bodies to possession to escape life and serve a higher power. It kind of says a lot that there's more info about evil ghost cults than anything else. The infamous spiritualist cult The Brotherhood of the Funny Outfits. So what does one do with a haunting or a spirit? Neo-Victorians treat mild hauntings like one would treat being mortified about a pest problem. Minor hauntings/immaterial ghosts need to have their haunts destroyed or relocated (haunts being people, places or things keeping the ghosts attached). If destruction isn't an option, an exorcist can exorcise and banish, a medium can communicate to the ghost and talk them through severing a haunt, or a parapsychologist can capture/contain or talk to the ghosts. Ghost-hunting/ghost handling is a vital business to London's economy; there's no shortage of takers and it's considered to be the "safer" alternative to Undertaking. These businesses range from amateurs with home-made tech or low-level mediums to teams with contracts with companies, the Anglican church, large franchise companies or groups who work for specific families/groups. The worst case scenario for dealing with a haunting is flat-out quarantine of the affected area as executed by the Department of Health; quarantines can last for decades or until someone gets rid of the ghost (most often a poltergeist or malicious spirit). I ain't 'fraid of no property damage. Taxonomy of the Dead Spirits are divided into three categories based on strength: apparition, ghost and poltergeist. They are a self-contained aetheric force that can manifest between the Spirit World and real world and they leave behind ectoplasm. All spirits basically need a tether or a reason to keep existing or else they'll gradually dissipate and fade away. Apparitions can last around months, ghosts can last up to centuries depending on what holds them on Earth and poltergeists only lose power in isolation. London has no shortage of old ghosts but the majority of them active in the metropolis are people who died after the Plague; they're only made from a bad, sufficiently traumatic death and the worse the circumstances the more power the spirit has. Dying and becoming undead do not create spirits, so someone dying from the Plague or vampirism can never become a ghost. Other artificially created undead don't have ghosts either and word is out for what happens to most half-lifers (like ghouls or Thropes, not dhampirs because they become vampires). Finally, a note on possession: the person being possessed will not remember what happened while they were possessed. In long term possession cases, the mental faculties of the victim will decline if freed and many have attempted suicide immediately after release. Also, possession really plays hell with the immune system and post-possession the human body has a higher risk of illness. A friendly reminder that Neo-Victorian science is terrible and their scientists are idiots. GENERAL SPIRIT RULES To be honest I can't be assed to regurgitate everything I just said but with actual game mechanics this time. Here's some new info instead:
Apparition or ghost? You be the judge! Ghosts retain all of their stats from life (except Vitality and Coordination) and their skills, but their minds might be impaired from death. Their appearance is tied to how stable their Will is but is tainted by aspects of their Corruptions. Also, most importantly: ghosts can never be player characters. Ghosts can manifest in certain ways, and get ways to manifest equal to their Will selected at their creation.
THE FURY! Poltergeists are assholes. You need Second Sight to see them and they're all terrible inhuman abominations, primal horrors created from a person dying with impotent rage/hatred or the death of a diseased mind. Poltergeists can't be reasoned with or talked to, they're just wellsprings of anger and psychokinetic power. The best way to deal with them is capture and isolation or by quarantining its domain. Destroying its haunt is a good idea but easily said than done for two reasons: because there's a poltergeist standing between you and its tether, and because the poltergeist is prone to destroying it without realizing as it rages. They can't manifest, they regain Will whenever someone dies around them and they get one Psychokinetic power set (Electrokinesis, Pyrokinesis or Telekinesis) equal to the Will of its dead creator. Here's the mandatory naked lady for this chapter. I guess whatever is possessing her hates pants and loves Spiderman. And that's it for Chapter 4. There's really not NEARLY as much compared to Chapter Three, and that's not even counting out the fact that I included the rules/powers for Second Sight with the Medium class. Funny how this whole expansion is supposed to be ghosts but the ghosts don't get a hell of a lot to them. There's really not a lot to say here! Poltergeists should be used sparingly, there's some neat diversity among ghosts, but the majority of this chapter is back story, world fluff and repeatedly explaining the same things. It really is all downhill from here because NEXT TIME is Aethertech and all the new equipment the book introduces. But to its credit, there's some neat stuff. Vox Valentine fucked around with this message at 20:33 on Mar 28, 2016 |
# ¿ Mar 24, 2016 23:53 |
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PurpleXVI posted:
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# ¿ Mar 27, 2016 14:30 |
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"Look, I get it, you want to be all traditional? But smoking cigarettes made of people is soooo bad for you, you can get cancer from some person's legs clogging your lungs with magical tar and I know a girl who has a cousin whose roommate was smoking a guy who turned back into a normal person halfway and she almost choked on his toes. Disgusting, right? I've found it's so much easier to cast "flesh to goo" and use an alembic still to distill it for e-juice. It's way healthier and you have to use less people so it's so much more efficient and nobody gets all pissy if you vape in public, it's super handy. My vape used to be an EVP recorder but I bought it on eBay and retrofitted it, it's so decent and I can use it to blow smoke rings that look like screaming ghosts, check it out." (Bellum Maga was released in November 2015 and didn't get the memo that teens don't smoke anymore) (I'm aware it's most likely a fetish thing)
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# ¿ Mar 28, 2016 08:21 |
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CHAPTER FIVE: AETHERTECH Aethertech, as it's used to hunt ghosts, is pretty straight forward. Spirits are actually condensed, "intelligent" collections of aetheric energy created by a sufficiently lovely death. Ghost hunting with aethertech tools and galvanic weapons just requires the hunters to create a field of aetheric energy around the spirit that has a stronger power than the ghost. Capturing a ghost requires an aether field generator, a containment ring, brass cables connecting the two and knowledge of how to work a generator. It's as simple as luring the ghost into the area of containment and turning the field on. As long as the field is running, the ghost is contained. Most generators are hooked into the city's aether field but it's pretty common for ghost hunters to have machines with backup batteries. Outside of London, these machines need a source of fuel. Operating a generator doesn't require a dice roll if you've got any points in Galvanics or Parapsychology if you just want to turn it on. A generator has two ratings: Threshold and Area of Confinement. Threshold determines just how powerful of a spirit the field can contain and will trap/deny the powers of a spirit with Will equal to or less to the Threshold rating. If it exceeds the Threshold, the spirit can just leave and use their powers as they see fit. A character with Galvanics/Parapsychology 2 can manually control the field to push the Threshold but can't contain any spirit stronger than Threshold+2. To push the Threshold, it requires a Parapsychology roll based on the DC caused by the Spirit's Will where a failure means the field collapses. An augmented generator needs constant supervision, though; if unattended for longer than a minute, the spirits can try to break free. In cases of dire emergency, the generator can engage in Parapsychology vs. Spirit Will rolls to temporarily hold a spirit with Will higher than Treshold+3 where every success only buys a minute of containment. A field collapse is pretty self explanatory: the spirits are no longer contained and are probably pissed. Loss of power or damage to the machine is an easy way to lose the field, but certain powerful ghosts can just overpower it. The big, important rule of thumb is: any non-Exorcist/Psychic way to deal with a ghost using technology NEEDS a stable aetheric field to contain the ghost. No exceptions. No field, no containment. This applies to all aethertech. So what do you do with a captured ghost? Generally, a ghost in a containment field can't stay there forever. There's long term imprisonment in a vault until their dissolution is complete and they no longer exist, there's multiple attempts to farm ectoplasm for industrial purposes and there are ways to turn ghosts into alchemical tools or sources of energy. It all depends on what you want to do with what you've captured or who you want to sell it to. The big problem is that you need a good amount of gear to capture ghosts: you need a generator to set up a containment field, you need at least one apparatus to extract the ghost from the field and you need a place to put the ghost. Well boy howdy do I have plenty of stuff to sell you! Friendly reminder: if you have the Aethertech Engineer ability, you get these for half price because you made/scavenged most of the parts yourself. You really, really need Aethertech Engineer for this to all be workable unless you're a university employee or working for a private group. Each item has a price, a threshold and an area of containment. AETHERIC CONTAINMENT DEVICES Aether Vault ($350/Unlimited/the vault): The aether vault weighs 500+ pounds. It's built to be a long-term installation for the containment of ghosts until they dissolve. Vaults are massive fixtures of generators, tubes, chambers, spheres and gauges wrapped in a brick, wood or brass frame. Anyone with both Galvanics 2 and Parapsychology 2 can transfer ghosts into the vault for permanent containment, the ghosts unable to manifest. Most vaults draw on the aetheric grid but have backup generators for power outages. The vault in its natural habitat: someone's basement. Alcott Jar ($30+regular maintenance/6/15 foot diameter): Alcott Jars are 20-50 pound containment field rigs that use alchemical materials to boost the power of a group of generators. The generators are deployed in a circle and form a containment field of static aether that contains ghosts. Alcott jars come at a good price for the threshold they offer but they have downsides. You need both Galv. and Para. 2 to use one or remove a ghost from its field. Because of their alchemical materials, they require four hours of maintenance after every capture or after ten hours of use and have to be off during that time. Not doing the repairs leads to very bad things happening and the jars in general have a eight year lifespan, no matter how well they're kept in shape. Good containment at a good price, pretty big pain in the rear end otherwise. EctoHabitat ($20/3/slightly bigger than habitat): EctoHabitats are basically orb-shaped or square containers used to hold ghosts without them dissolving and losing Will, drawing on the city's aether for power. It can never have its threshold increased so it's only used to hold low level spirits. While the game says they're shaped like diving bells or lanterns, there is no way in my mind they're anything less than fish tanks that you can keep ghosts in. Ectostability Containment Suit ($40/unlimited/the suit): Do you remember Hellboy? The developers sure do. It's primarily used to load ghosts (not spirits or poltergeists) into the suit to communicate with them and study them, rarely anything more. There's a bunch of rules but let's be honest, I think the following picture says enough: The WEIGHT...of the SEA... Essence Chamber ($10/unlimited/the device): Essence chambers are used to extract spirits from containment fields so they can be moved to a vault or another container or they can just be kept in the essence chamber. The device is a mix of a generator, a power supply, glass tubes and brass that weighs ten pounds and creates a stronger field than the container which draws the ghost in through a pressure imbalance between the fields. They come in the form of spheres or boxes. An essence chamber can only hold one ghost, but as long as the spirit is in the chamber it's not getting free. Oscillating Aether Field (variable/variable/variable: The OAF (heh) is a newer invention. The Alcott Jar uses a single ring with an unchanging field (static) while the OAF uses a circle of spider webs placed on the floor that generate concentric, overlapping fields (oscillating). They can take more physical punishment than an Alcott, able to function while damaged. The main downsides are strength, size and price. The price depends on the size of the area and the threshold, ranging from 5 feet to 30 and 3 to 5. On the low end, the five foot diameter, threshold 3 OAF costs $5. On the high end, radius 30 and threshold 5 costs $60. With or without Aethertech Engineer, you're paying twice the price of an Alcott Jar for less containment but you're also paying to not deal with the maintenance. Plus if you're after a Will 6 specter, you're probably working with someone who can reduce their power, so just go with the OAF as the better choice. Spirit Lamp ($15/unlimited/device): The Hot Topic equivalent of an Essence Chamber, it does everything the essence chamber does but for illumination purposes, lit with wisps of swirling green smoke or tinted to appear however. They don't do anything different except for $20 more you can add a voice modulator to talk to the ghost. Their popularity leads to a pretty good business opportunity for the enterprising Parapsychologist: nab a ghost and sell it as a lamp for twice the cost it took you to build the lamp, plus get paid for the capture job. Seriously, eat your heart out Spencers' Gifts, spirit lamps look good. Void Gate ($20/4/internal essence chamber): Using an Alcott Jar or OAF is a lot like fishing with a reel or with a spear; you have to pick a good spot, lure the ghost, etc. By comparison, using a Void Gate is a lot like fishing with dynamite or a shotgun. A void gate is a 30 pound tool that generates a ten foot diameter field in front of the device that then immediately (violently) collapses and retracts the field into itself. Anything caught in the field is drawn in, but only the first spirit gets captured; the void gate has an attached port for essence chambers, allowing for the speed capture and sealing of a ghost. When the chamber is full, you can just remove and replace it. They don't need any skills to operate, but the big downsides are: need for multiple essence chambers, comparatively low Threshold power than other rigs, can't differentiate between targets, pulls ghosts towards you, requires two hours of recharging after being fired. Looks really cool though. Clunky and big? Yes. Pretty cool and works well? Yes. AETHER GEAR Aether gear is used to hunt ghosts or communicate with them (or utilize them) without actually capturing them. Really, anything involving ghosts but not capturing/fighting them belongs here. Aether Converter ($100): A converter weighs 20 pounds and consists of a turbine and aether vault. Its use is simple: transfer a Will 3 or less spirit to the vault from an essence chamber and the turbine will generate power as it processes the spirit. The theological implications of using ghosts as power has the general public in an uproar and allegedly energy made from ghosts is sinister and bizarre, so don't expect them to replace the coal furnaces powering the aethertech towers just yet. Aethergraph ($40, 10 silver for a disk, $5 for a prerecorded disk): The aethergraph is a phonograph designed to play EVP, aetheric vibrations, emotions, thoughts and more. It can also record up to a hour of whatever it picks up and burn it to a disk. Excuse me while I pedal down the street on my bicycle, blasting this disk of what ladies think about me as I balance a phonograph on my handlebars. Ghosts really don't appreciate it when you scratch records to remix their death wails. Aetheric Coupling Tube ($2): "Used to transfer spectral matter from one aethertech vessel to another". Translation: you need one of these to shunt a ghost from an essence chamber to a vault. Aetheric Monitor ($5): A watch-sized device used to...monitor the aether. There's complicated rules for reading it but meh whatever. Either this aetheric monitor is broken or it's a feature, not a bug. Aether Lock ($40): An aether lock is a lamp-shaped device that creates a 10 foot zone of interference. Ghosts can't manifest, psychics and ghosts have a harder time using their powers and it gives psychics IP. Autopsychographer ($20): The poor man's aethergraph, the autopsychographer is a typewriter hooked up to a motor and a field generator that records everything said onto a piece of paper. Devourer Swarm ($25 for a small school, $40 for a large, $20 for the habitat): Ohhh man these little bastards are my favorite thing in this chapter. Devourers are little aetheric critters made artificially that live in a modified ectohabitat, either fish tank style or a reinforced backpack with a tube. The Devourers themselves look like ghostly fish with skeletons. Using the swarm is simple: point towards ghosts, release and recall with a special tune that tells them to come back to the tank. When released, they will attempt to eat any and all ghosts in the area; large swarms have Will 5 while small have 3. Psychoactive Photo Plates ($1): Want to take pictures of ghosts? Use these. Psychocondenser ($25): A psychocondenser is a still with an attached essence chamber that's used to distill a ghost into alchemical solutions. This always uses up the entire ghost. Never drink/use the raw distilled ghost, that is a terrible idea that won't kill you but will make you wish you died. The psychocondenser, for if you want to try putting spirit in your spirits (again, do not do this, do not drink the ghosts). Psychoscopic Goggles ($20): Goggles that let you see ghosts, auras, astral projections and psychic powers in use but inhibit normal vision while used. Rictus ($60): The Rictus is a full-face mask made of lead crystal and glass that makes the wearer's completely immune to all non-psychokinetic powers and spectral manifestations and also become invisible to ghosts and scrying. The masks were based on designs from crystal skulls and various hoopla that actually worked. The mask only remains perfectly clear to people whose Corruptions aren't higher than 1, becoming darker and darker the worse of a person the user is. I have no idea if the mask has eyeholes so I mean the mask's darkness may show the world "hey my owner is a horrible person" but people still can't tell who you are, so it might not be that much of a downside. Shadow Caster ($250): The Shadow Caster lets people engage in astral projection in the form of a living shadow. The device itself is a tripod projector that casts the shadow of the user onto a screen. It's not an invisible shadow and it has to stay in contact with the ground but other than that, the other rules of astral projection apply. This is also terrible to use. Each charge lasts two hours and anything less than touching your body to get back in results in -2 to all Attribute/Skill rolls for 6d10 minutes while you gain a horrific headache and violent vomiting while you piss and poo poo yourself. Soul Harvester ($100, $25 per cartridge, $5 per filter): First of all, the machine is highly illegal. Second of all, it was invented by the Prussians as a punishment device for criminals who deserved more than death that found its way to London illegally. The soul harvester itself is a box with a neck that contains tubes attached to a face mount that goes over the top of the head. In a nutshell, you put a person's head in the mount and slam it shut, shoving glass prongs into the victim's eyes which drains the aetheric energy through the skull, down the tubes and filters of the neck and into the box. The box itself contains a "maiden cartridge", an essence chamber that contains the ghost you made from murdering the victim. The machine also makes a weird psychic sludge captured in the filters that goes for big money on the black market. The whole process takes three minutes or six if it's not being maintained properly but the filter must be replaced every five extractions. The contained souls are normally kept on display in Prussia along with the name of the criminal. Interestingly? The chambers don't need an aetheric source to contain them. Good German engineering. Telekinetic Lock ($15+): A lock that requires telekinesis to open, generally made by telekinetic locksmiths. Transaetheric Receiver ($35, 10s for headset, 8s for antenna): Use this radio to hear ghosts. Never use the radio that hears ghosts within someone using a psychic power, that is a terrible idea. Transaether Luminator ($20): The luminator is a gyroscope of seven brass plates that, when spun once by hand, will create an ectoplasmic mist that shows all ghosts in thirty feet for ten minutes. Do not interrupt the device while it spins or else you'll break it/get electrocuted. The really notable thing about this invention is that the design was invented by a French inventor before he was imprisoned by the Golden King, the actually immortal god king of France. This is also the only French item on the list and it works solely by spinning which really makes me want to know more about what's going on behind the closed borders of France. Too bad we'll never know. The luminator at work. Transpsychic Resonator ($150): The TPR is a brass cylinder that boosts the power of a psychic when pressed against the back of their neck, sinking metal prongs into their neck and running an alchemical solution directly into their body and is removed by applying pressure to the top of the TPR. When attached, it gives the psychic +2 to their Will when it comes to damage, range and contested Will rolls. However, every use forces a control check where a failure forces the psychic to pass out and use runs the risk of making mental disorders worse. If that's not bad enough, there's a chance that user will create an apparition based on their memories or thoughts. That last part isn't so bad really, apparitions can't do poo poo. They should have gone with "ghost" or "poltergeist". AETHER WEAPONS Carpe Spiritus ($75): The Carpe Spiritus is basically a four-shot howitzer that forces ghosts to become corporeal by trapping them temporarily in ectoplasm. Any hits to the weapon (like most Galvanic weapons) inflict a -3 penalty to use and using the gun without rubber gloves will electrocute you (like most). Grenade, Aetherpulse ($5): The aetherpulse grenade is a brass clockwork weapon that will remain primed once it's wound. Simply tossing it causes a pulse of energy that forces spirits to lose 1 Will or psychics to take 1 IP if they fail a DC 16 Will check. Klöchmann-Adler Hellbore ($100+ and crazy illegal): The Hellbore was created by an Austrian parapsychologist (Adler) who immediately sold it to an esoteric group who sold it to empire who started making the guns for soldiers. Then Klöchmann Arms went bankrupt and top-secret weaponry started ending up in the hands of anarchist and terror cells. Simply put, the Hellbore is a Galvanic rifle that uses ghosts as ammo, drawing from an essence chamber built into the stock. Each shot drains 1 Will from the spirit and creates a five foot explosion of ectoplasm and ethereal energy that forces a Vitality and Will roll in everyone in the area (and automatically forces 1 IP in psychics). If Vitality is passed but Will is failed, the victim is overcome with despair for 2d10 minutes and spends 1d5 days in a depressed funk with -3 Wit, Will and Initiative. Fail Vitality but beat Will and the victim spends 2d10 minutes in pain and spends 1d5 days poisoned with -3 Vitality, Coordination and Initiative. Fail both? Instant death. Fail either roll critically? -1 to Vitality or Will. Pass both? No damage. What a weird weapon. The Gore Cannon from SLA: Industries that Necanthropes can use is seriously a much better and cooler Emotion Gun than the Hellbore. Man I love that game. Lockhart Aetherpulse Cannon ($50): The LAC is a rifle that you wind and fire that creates five feet of fog that forces a Will roll in psychics and ghosts. If they fail, psychics get 1 IP and their maintained powers shut off and ghosts get -1 Will and their manifested powers shut off. It's not as good as the aetherpulse grenade but it's a good ranged alternative. MEDICAL EQUIPMENT, PSYCHOACTIVE DRUGS AND PROSTHETIC GRAFTS Psychosurgery Operating Kit ($10): Boy, who knew that tampering around in someone's head could be done at such an affordable price. Bastion: Clear solution or pills that causes the user to become immune to non-psychokinetic powers for at least a hour. If you take this and you're psychic, you can't use your own for at least a hour. Deathlace: An oily liquid that kills anyone it's injected into and is made using spiritual distillate. It's rare because it's hard to make and not well wanted even on the black market, plus deathlace poisoning is obvious for 5+d10 hours it takes to work its way out of the victim's system. Victims become cold and pale and breathe a cold mist. If they want to survive, they need either an antidote or to succeed Vitality rolls every half hour until the 5+1d10 hours are up. It's especially cruel because everyone who dies from it becomes an apparition forced to relive the circumstances of their death. Harrower: Harrower is a black, greasy liquid that makes the recipient a neurotic, jittery, paranoid mess once it's injected. This thing clearly has no purpose outside of letting the PCs gently caress with people. Nebuchadnezzar: Neb is an anti-aging drug made with spiritual distillate that will reduce Ghost Will+1d5 years of aging on the subject. It's a cheap, last resort drug for people who can't afford better procedures. It's highly addictive (where not using it ages the user 1d5 years every week), its uses have diminishing returns, it makes you smell delicious to the undead and the user becomes white like marble. The aristocrat in their natural habitat: doing drugs to stay young. Psi-Inhibitor: Psi-Inhibitor shuts down the psychic's abilities for three hours minimum (instantly if a shot or 3d10 hours later if taken in a pill). While not physically addictive, it does get mentally addictive for psychics with poor control or hatred of their powers. Requiem: Requiem is made with a ghost's distillation that lets the drinker see into the memories and psyche of the used spirit. After the visions are over, the drinker runs the risk of getting -1 to their Will for good and Shell Shock on failure of a Will roll or if they critically fail the spirit takes over the body by completely destroying the old personality. We're not talking possession, no: the drinker is GONE. Revelation: Drink this, see ghosts and the spirit world. You also glow in the dark for a day. Kinda rad. Shroud: Made from the ashes of staked vampires, Shroud is a paste that makes the user invisible to ghosts if it covers more than 80% of the body. The downside? The stuff is like psychic sand; you may clean yourself off but boy do you not feel clean. Cryptor ($30): The Cryptor is a prosthetic graft that looks like an insect and gets mounted on the back of the neck up half the head. It's attached to the spine and has a battery that draws from the aether network to shock the user any time mind control is used on them, negating the power. Downside? That poo poo hurts; your face twitches, you might drop whatever is in your hands and you have to forfeit your next action to shake it off. Looks cool though. SO COOL Thoughts on Chapter Five: Chapter five has a lot of stuff and not all of it is...good. I mean, sure, it covers the bases when it comes to not using a Medium, but it goes way beyond what it needs to with the whole "look technology can only do SO much angle". The new weapons are pretty useless and meh, the ghost catching equipment is nice but very, very limited in choices, not much of the drugs are worth any use, Devourer Swarms are awesome little spooky pets and I would love to own them. All in all? Par for the course for Unhallowed Metropolis/Necropolis: a bunch of slightly neat stuff and mostly useless clunky stuff. Also pretty much every parapsychologist headquarter/ghost containment central is one bad power outage from releasing everything, from the vaults to the ghosts in their lamps. But man oh man was the art game on point for this chapter, I included pretty much everything this time around because it's seriously so good. I just wish there were more pictures of the parapsychology ghost-capturing tech so I could get a better idea of what it looked like. Next time: the end of the book! Holy gently caress!
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# ¿ Mar 29, 2016 04:49 |
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Count Chocula posted:Was it Paul Dini who loved Zatanna so much he married a woman who looks just like her? She's kinda a witch. Also here's why you don't eat the ghosts:
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# ¿ Mar 29, 2016 06:16 |
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CHAPTER SIX: BEYOND THE SHROUD Chapter Six is the DM/campaign chapter that discusses the book and gives advice on how to use everything presented. It's...not particularly creative in the slightest, really. It gives advice for how to use ghosts and the new PC classes with the players or NPCs but it's kind of basic.
Plot ideas!
That's it for chapter six! Seriously. It's seven pages of plot seeds and advice. So I won't end this entire thing on an uncomfortable downer, there's one last thing I want to look at for Unhallowed Necropolis: errata changes and additions between Necropolis and Metropolis. Oh boy!
... That's it. That's all of it. THE END Final Thoughts on Unhallowed Necropolis: The core game, Unhallowed Metropolis, is one of my favorite bad games. There's some games I like a great deal with flaws, but Unhallowed Metropolis goes beyond flawed to bad. It's a d20 heartbreaker with this overwrought emphasis on Victorian steampunk and every PC having a hidden heart of darkness set in a city on the constant brink of destruction. The big thing, I think, that sucked me in was the fact that they loved Neo-Victorian London as an idea and built the hell out of London as a city. A lot of the core book is just plain world building and fluff, and I'm a giant world building nerd and that's definitely something that caught my interest. The game has a lot of ideas I'd love to steal (and have been, for other project) but requires being less grim to actually play. Unhallowed Necropolis doesn't have that and I feel like that ultimately makes it worse than the core book, but not in the same way. Unhallowed Necropolis isn't an enjoyably bad game to me: it's a boring bad game. Are there things that stand out? Absolutely, and I was happy when they did. It actually gave me something to talk about besides digesting and repeating the info my own way. Exorcists easily being imbalanced, Devourer Swarms, incompatibility issues between both games, the sheer uncomfortable idiocy of the chapter on brain surgery. But I wouldn't call them ideas I'd take (except for the first two). A lot of these stood out in a bad way that detracted from the product. The book was literally half the size of Metropolis and it took me way too long to do this because I wasn't interested and I feel like most of you reading this aren't either. I picked apart this whole thing and all I really did was wrinkle my nose and frown at it. It taints a think I like and it's sort of impressive it took them this fast to make the series even worse by making it pretty boring and by destabilizing the mechanics of the game. To be honest, I don't know a hell of a lot about the company and creators behind Unhallowed Metropolis and Unhallowed Necropolis. Atomic Overmind has been focusing on Day After Ragnarok but hasn't had much to say since late, late 2014. Supposedly, for Metropolis they've been working on an expansion book about France and the old British colonies. If they do? Great. I'll check it out, critique it, share it. Maybe we'll finally learn about what Australia has been up to. But I feel like I shouldn't hold my breath. The core book was their big labor of love and I feel like they said what they needed to with it, created what they wanted to. Necropolis addresses an important part of the world and yet focuses more on psychics and feels like a big old shrug. I don't think anything they can write will be better than what I can imagine about their lovely, messed up world. It's been at least two years and while I want to know more, I know I shouldn't hold my breath. And it's a shame, to me. But there's other things out there that have great world building that interests me. ACTUALLY THE END THIS TIME Vox Valentine fucked around with this message at 23:13 on Mar 29, 2016 |
# ¿ Mar 29, 2016 23:11 |
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Alien Rope Burn posted:If by "angels" you mean "libertarian pipe dreams" and by "demons" you mean "one percenters" then yes.
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# ¿ Mar 30, 2016 04:29 |
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Wait so what exactly is WHAM?
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# ¿ Mar 30, 2016 23:49 |
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Goonalda seems well suited for running a business like a tavern or a general store from a slouched posture in a chair and then rearing up to full Troll height whenever customers get snotty or rowdy.
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# ¿ Apr 1, 2016 21:04 |
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The year is 1938. The space race has pulled the world out of the Great Depression with the great empires and nations building rockets and colonies in our solar system. There are unknown riches of minerals and lost technology in the stars, aliens wary of mankind or welcoming them with curious arms, a frontier of adventure and exploration. There's money to be made, sights to be seen and forces of evil to be triumphed over, but the Second World War is still coming. This time, it won't just be fought on Earth. Welcome to Rocket Age. ROCKET AGE is an atomic pulp sci-fi tabletop RPG by Cubicle 7 games that runs on the Vortex System (also used by their Doctor Who game). Vortex uses point-buy character building and d6 dice and emphasizes talking and thinking before fighting and shooting (in true Doctor Who fashion). The setting is Pulp Adventure! with an influence from Burroughs, Heinlein, More, Brackett and Stark. The heroes are square jawed and will only kill if they have no choice, the villains are flawed (and may have a redeeming trait or two that might let them become good if given the chance) and everything is shiny and portable. The writers admit that unironic black-and-white morality might not be everyone's bag, but here's the thing I really like about Rocket Age: you're not just fighting "bad guys" to make the world better. Rocket Age is set in the 1930s and the writers know it. The planetary colonies are run by nations and the ugly side of colonialism is in full force with humans enforcing/balancing national culture with native aliens and encroaching on land. Nazi Germany and the USSR are big players in space and we're talking Stalinist Russia. The book provides ethnic slurs for the alien races that you might hear a big-hearted asteroid miner drop casually in polite conversation. We brought the culture of Earth to space, including all the bad parts. We didn't mean to, but it's still on us. In Rocket Age, you fight to make the solar system a better place because it is the right thing to do. We may have opened Pandora's Box to the planets, but we can bring hope and make things better. NEXT TIME, we'll get into just how mankind started to explore the stars, cursory glances of the planets of our solar system, the intelligent species (sophonts) of the stars and mankind's colonies. Vox Valentine fucked around with this message at 05:45 on Apr 3, 2016 |
# ¿ Apr 3, 2016 05:05 |
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That's what I get for being lazy. Image is fixed.
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# ¿ Apr 3, 2016 05:44 |
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RECENT HISTORY The first manned spaceflight took to the skies on April 17th, 1931. The ship, The Eagle, was designed by Nikola Tesla, Albert Einstein and Robert H. Goddard. Einstein and Tesla were on the ship (it launched from Tesla's lab in New York) but Goddard was ill and was instead replaced by a young pilot named Ray Armstrong who took the controls. It took six months of travel (and lots of minute adjustments and learning moments along the way, such as the invention of the space suit and the space walk) but Einstein, Tesla and Armstrong were the first humans to walk on Mars outside of the city of Jilvar. The three astronauts took to learning Martian and were well received by the people of Jilvar and their Prince, Javos. Armstrong explored the city with the help of guides while the scientists were showed the most sacred of relics: ancient machinery created by the ancestors of the Martians. After three days of study, Tesla and Einstein made it more efficient and Earthling/Martian diplomacy was off to a grand start. The three astronauts lived on Mars for six months, working with Javos to create the first trade agreements and accrue everything they could about Mars. After six months of travel back, the three were hailed as world heroes. Armstrong and Goddard opened a rocket company together, Tesla kept returning to Mars to study energy weaponry and Einstein would invent the first trans-relativistic drive for space ships, setting out in 1937 with a new ship to explore beyond Pluto. That's all well and good for Tesla, Goddard, Einstein and Armstrong but what about the rest of the world and the planets? Mars is the big point of interest in the stars for Earth's nations. Mars is known for being beautiful and exotic, an easy mark for people who want to make big money. America, Britain, France, Italy, Nazi Germany and the USSR all have colonies on Mars and there's problems balancing mankind's interests with the fact that Mars has its own culture, its own people. Venus is a tropical death world, lush and teeming with natural resources: diamonds, gold, radium. The jungles are full of primeval thunder lizards, giant insects, deadly pockets of gas, disease and the native Venusians, a species of ape-people. Jupiter is home to the Europans, a race of psychic humanoids who claim themselves to be lords and masters of the solar system. The Europans can back up those claims, possessing technology that blows the old weapons of Mars out of the water. Tensions between Earth and Europa are frosty to say the least and until recently were barely allowed to go past Mars' asteroid belt without taking a warning shot from a Europan ship. As for Earth? Well, the technology boom is spreading across the world, the big kicker being the invention of nuclear power. Radium is the rock of choice, doing everything from helping power ships to make flamethrowers burn brighter but this isn't Fallout: radium is still dangerous and will not give you super powers. Radar has already been invented, radio is the big form of communication, computers are still the size of a house, vacuum tubes might be on their way out, Tesla has officially invented the RAY gun and every nation worth its salt can offer either cleaner industrialization or rocket weaponry, jet planes, machine guns or big bombs. The major nations are the USA, the Empire of Japan, Italy, France, Germany, the British Empire and the USSR. Despite some nominal divisions (pre-WWII style, it's USA, France, England and the USSR vs. Japan, Italy and Germany), every power is stepping on the other to stake a claim in the stars. Mankind is directly engaged in colonization of Mars, Ganymede and Venus and there's still so much more out there with ships only going so fast. Publically, they don't even know what to do with the Europans. This isn't even counting "lesser" nations that want to join the others as a big power. Sophonts and You: Intelligent Beings of the Solar System The discovery of alien intelligence has not been well received by the public at large. Yes, many good men and women of Earth are willing to accept that Martians are sapient beings. There are also people who believe that mankind must unite as one to stand up to the alien menace or believe the aliens to be lesser beings. The biggest thing that changes people's minds is, of course, to live and work alongside another sapient species. The US Rocket Corps and the Rocket Rangers are space rangers who have become excellent friends with species across the solar system and are essentially leading the charge to accept them. The USSR is happy to teach aliens about Communism, the Catholic church is charging theologians with debating the topic, there are Methodists and Unitarians spreading the word on Venus and Mars and some governments and religions just remain mum or pro-human on the subject. Aside from those examples? Well, it comes down to individual belief, but the game assumes that the player characters are the sort of people to be open-minded and accepting (plus you can play as alien beings). Let's take a look at the sophonts: Earthlings: Officially we go by Earthlings. I like the name Terran more, but Earthlings works fine. Europans: Europans all have an aptitude for psychic powers and a generally condescending attitude. Those are stereotypes, mind; what's definitely known is that they want to know more about mankind and Europans are sending out emissaries in the forms of doctors, teacher, scientists to spend time with us and learn. Europan biology is complicated and not really well understood by us (especially because it's the 1930s) but they have roughly five genders. A Europan. Ganymedians: Ganymedians aren't particularly advanced and that kind of puts them in a weird position with mankind on their planet. They're symbiotic organisms made up plant and fungal species working together. A Ganymedian. If you thought I was describing an Ork, you're sorely mistaken. Ioites: Io used to be a civilization on par with the Europans until the Europans nuked them back to the stone age (for reasons not entirely clear). They were once a humanoid species like Earthlings or Martians but now they've been afflicted with mutations and damage, walking with a hunch and marked with irregularities. But make no mistake: the people of Io are survivors. An average Ioite. Venusians: Venusians are the apex species of Venus and the only mammals, a hardy and strong race of ape-like humanoids. They may seem primitive, but Venusians have a rich oratory history and a love for philosophy and logical debate. Plus if you call them primitive it's a good way to get your skull beat in. Portait of a Venusian. Martians: Martians are different than the others. If the Europans are Elves in attitude, then the Martians are Elves in sub-species. Millennia ago, a near-extinction event on Mars resulted in the creation of the Martian caste system. This involved the creation of actual subspecies of Martian divided by caste, only fertile within their own caste. They all lay claim to the name "Martian" but there's more to them than that. There's more specific nuance to it all because there's quite a bit about Martian politics and bureaucracy but the seven types of Martian are:
A note about the setting: there's a lot that's happened between 1931 and 1938. This may be too many changes too soon for some people or it may not. Adjust the timeline as you see fit; maybe you want to set it in the 40s or 50s. That's up to you. For the review, we're going to keep the clock on 1938. NEXT TIME: Welcome to Mercury and Venus and Luna.
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# ¿ Apr 3, 2016 22:52 |
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TOUR OF THE SOLAR SYSTEM MERCURY Mercury is not a fun place to live. The side that faces the sun is boiling hot all the time, the side that faces away is a frozen nightmare. The atmosphere is nonexistent, the gravity is light. None of the flyby expeditions of Mercury have picked up anything of interest; it's not even worth trying to mine there. People would rather try to mine Venus than Mercury. This is perfect for the Nazis, who've built a base called Festung Sieg on the dark side of Mercury beneath the ice and rock. Festung Sieg is a gigantic stockpile of Nazi technology, gasoline, food for a decade of constant war. SS supertroops are being trained and kept in constant circulation and Nazi scientists are working around the clock on reverse-engineering even more Ancient Martian technology, testing it and training the SS and Wehrmacht in its use. The fortress is the supply base for the Nazi's efforts, providing their supplies and resources for battle on Mars. They could wage World War II using the fortress' supplies alone and still have plenty saved on Earth and Mars. In addition to the Nazi war machine, there's the sinister Nazi science labs. The doctors are working on three main projects. The first is testing weapons and materials on captured subjects, making them test experimental implants and grafts before using them on their own soldiers. Second, and the biggest project by far, is the raising of Aryan ubersoldaten in isolation except for Party ideology and training to make them reach the pinnacle of human perfection. Third, and related to the Aryan project, is research into cloning technology to create artificial Aryan soldiers without needing a human mother, only a mechanical womb. Out of the three projects, the second has borne the most fruit; the oldest Aryan supersoldier is...five years old. Then there's the worst of it all: Lab 8, home of the Nazis' genetic engineering programs. The scientists of Lab 8 are the most dangerous/most loyal scientists the Reich has and take orders only from Hitler. Their mission is to try to hybridize alien races and mankind or transfer genetic traits. So far, hybridized insemination hasn't succeeded in creating a Venusian/Earthling or Martian/Earthling and the only experiments who've survived splicing make a terrible menagerie of monstrous, deformed or insane captives. For the sake of the solar system, they have not succeeded. Doctor Ritterbach, Nazi madman/scientist. The head of Lab 8 is Doctor Ludwig Ritterbach, a true believer in the Reich and complete sadist. The doctor is constantly calm in the face of the horrors of Lab 8, and this scares the other scientists; they're either in awe of the strength of his mind or convinced he's a shell of a man about to snap). The fact of the matter is that Ritterbach is probably the Nazis' biggest problem but they don't know it yet. One of the subjects from Venus, a parasitic species of slugs, was far more intelligent than he expected and it burrowed into his spine one night after escaping captivity. Ritterbach is a walking body providing knowledge and mobility for the slug who is actively sabotaging the doctor's programs for its own purpose: to reproduce. The slug hasn't had any success yet (what it wants to do is alter the doctor's biology so it can reproduce biologically through a human host that way) but it's working on it and there's plenty of new hosts in Festung Sieg. VENUS Beautiful and deadly go hand in hand on Venus. The temperature swings from 24 to 41 Celsius from morning to noon to night with constant humidity. The planet is full of jungle mountains (highlands) and valleys (lowlands) with only the mountains being safe for humans to explore; the lowlands are shrouded in a fog with temperature and air pressure increasingly dangerously the further one goes. Nobody has gone below the fog and returned. The wildlife is dangerous, most of the fruits are poisonous, it's constantly hot and muggy on Venus and the Concordats (tribes/clans) of Venusians are of mixed opinion about the presence of humans. The Highlands are the main focal area of Venus and so the main areas are laid out around the Highlands, especially focused on Ishtar Range. The Range is home to the Kind'alkakla (White Mountain) Concordat, a clan of Venusians who are mostly tolerant of human presence. The presence of corporations and nations of Venus are responsible for the colonization of the planet and bring most of the people (and problems). The main places of interest on Venus are Fort Washington, Roosevelt Station, Livingstone Lodge, the Ore Fields, Algontawanala and the Grand Crater. I like how the book starts with the places most important to the Venusians because it's their planet. Normally I'm not one for slang in tabletop RPGs but oh goodness Rocket Age does it well and does it believably. Algontawanala is Venusian for "Tower of the People", a holy site on top of an extinct volcano in a caldera made of concentric blossoming rings like a ripple in a pond. The Tower (let's call it that for the sake of brevity) has nine rings with the ninth being the outmost and the first ring containing a giant stone tower. The Tower has two purposes. First, it's a place of gathering where the Speakers can come and address the Kind'alkakla or engage in religious rituals of dance and scarification. Second, it's a shelter from natural environments and war, each ring of the caldera holding supplies and living quarters and defense. Both reasons are why you can live on the Tower; Venusian meetings can last for weeks. Algontawanala, sacred Kind'alkakla site. There's a big problem with the Tower, though: it's on top of a massive radium deposit (which has health effects on the Venusians but that's not why it's an issue). The Allied nations (USA, Britain, France) won't bother with trying to get access to Tower because they have the Ore Fields. Nations who aren't mining the Fields (specifically Japan and Germany) are trying to pressure the Kind'alkakla into giving them access. They're refusing, naturally, and Japan is preparing to try and take it by force. Which brings us to the secret alliance that the Kind'alkakla have forged with the USSR. The Venusians get guns and weapons to help defend themselves (and provide a nasty surprise) and in exchange some of their warriors will act as shock troops for Soviet activities. If the Japanese push their luck, things will quickly get out of hand. The Grand Crater is the result of an ancient meteor strike. Its depths are unknown, going far into the lowlands and with an odd curve to the impact that makes it look like the meteor bounced and rolled. This mystery is exacerbated by the fact that the crater is littered with ancient machines that don't match any known alien inventions. Any attempt to use them has killed the explorer or done nothing, but the place is considered to be a treasure trove of research. The Crater has its own issues, though. First, it's at least a month away from the civilization of the Ishtar Range and there's nowhere for aircraft to land. Second, it's held in awe by the Venusians. It's not as important to the Kind'alkakla, and they're not particularly happy with explorers and scientists poking around (though "not as important" is still pretty drat important). However, it's on the edge of the Kind'alkakla territory. The other tribes it neighbors, the Jill'yalla and Bwaht'analk, have no contact or relationship with humans and it's up in the air how they'll react to people trespassing. Fort Washington is home to the USA's 33rd Rocket Squadron and the "Flying Leather Heads", the 3rd Platoon of Company A of the First Rocket Rangers Battalion. Everything in Fort Washington is made of aluminum prefab huts with big fans; it sucks for heat but it's rust and corrosion resistant. Fort Washington is run by Captain Luther Running-Tree and his men and women are "misfits"; soldiers not 'fit to serve' or considered an embarrassment are shipped off to Fort Washington where Running-Tree and the other soldiers can get them into shape without worrying about army politics or bureaucracy. Fort Washington functions as the center for US, English and French expeditions and the soldiers are the closest thing to law enforcement the planet has. However, there's only so many of them. They do the absolute best they can to rescue people, repel creature attacks and deal with hostile Venusian Concordats. They're brave and heroic people, they just need some more soldiers. A lot more. Roosevelt Station (named for Teddy) is the main port for rockets and travel on Venus. That sounds cool, but keep in mind this is the 1930s and on Venus. The landing pad is a dirt field with aluminum huts containing tools and personnel. Blossoming outwards from the pad is a shanty town of rotting houses, rotting tents and stone buildings. This is where the colonists of Venus live, divided by national lines into neighborhoods of Brazilian, British, French, German and American. There are even neighborhoods of Venusians who have fallen prey to the exotic drugs of alcohol and opium. Roosevelt Station is a frontier town, where people live and drink when they're not preparing for expeditions, weighing their finds or loading ore onto freighter ships. It's not nice and it doesn't help that the station itself is underfunded, underequipped and overworked. But they're all making do, working and surviving as best as they can. The Ore Fields. The Ore Fields are where the people of Roosevelt Station don't want to end up. What was a couple of square kilos of lush, mineral-rich jungle have been turned into a muddy mining pit flanked by tent cities and factories. The pollution of the trucks, the smelters and chemicals make it rain constantly, dying the mud red, indigo, purple. Nobody claims the Ore Fields except the companies that hire miners to work for them and because it's not Earth...mining or labor regulations don't apply. Workers are seduced with the promise of a free trip to Venus, free lodging, free meals and medical care in exchange for work. In practice, the Ore Fields are a company town. The workers are paid in scrip and are in debt from their transportation and contract, the prices of all that held against them. As contract employees, they can't quit without paying their debt but their hauls are often undervalued. The only miners on Venus who make a profit are the wildcatters (who the corporations are gunning for). This isn't even mentioning the fact that the Venusians really aren't happy with how rampant industrialization is stripping the land of the Ore Fields. Livingstone Lodge. Livingstone Lodge is probably the nicest place on Venus and that fact is often used to disparage the Lodge. Made of stone and wood, the Lodge is the premiere place for people to come and kill things on Venus. Run by the British, the Lodge offers the top meals from Venusian fruit and meat, hunts of the highlands and nature walks. It also offers bald-faced British Imperial racism. The entire place is like an African hunting lodge with bellhops and servants tending the guests' whims; the handful of Venusians on staff are mostly there to perform floor shows of their Concordat's dancing and rituals. It's a nice place, sure, but beneath the glamour and niceties, Venus is still a dangerous place and people don't like being taken advantage of. PERSONALITIES OF VENUS Hambtruan is the High Speaker of the Kind'alkakla, a mighty warrior and leader of his people. On his sixtieth birthday, with his fur a gleaming silver, he cast aside the choice of leaving for one last Long Hunt or retiring to meditation in order to become High Speaker. On the day of his election on Algontawanala, the humans landed. Since then, Hambtruan has been the biggest proponent of letting the humans stay and treating them with respect, acting as a direct diplomat from his Concordat to nations of the world. This angers the warriors immensely but not the other Speakers, for they know Hambtruan's true plan. Once the Kind'alkakla have knowledge of mankind's secrets, strengths, weaknesses and technology, they plan to use our own technology against us and get us the gently caress off of Venus for good. Not even the Soviets will be spared, and the secret alliance is actually playing right into Hambtruan's hands by getting his people the knowledge of the weapons man uses. Kaltamala'k is a Venusian priest. Despite his withered and useless arm, he mastered the Thirty-Three Truths of the Venusian religion and proved himself to shrewd and intelligent. On the day of his coming of age, he impressed the elders by reciting the Thirty-Three Truths, the entire history of the Kind'alkakla and the Hashturik, a six-thousand line epic poem dedicated to their gods. He was elected to position of Speaker at the age of 19 and has remained Speaker since. Kaltamala'k originally supported Hambtruan's call to peace, but after watching how mankind treats itself and the environment he can barely stomach their presence anymore. He was the one who formed an alliance with Oleg Akhmerov of the USSR and found much in common with Communism and the Venusian way of life, and is now spreading the word that the time of waiting is drawing to a close; soon they rise and prevent mankind from taking Venus. Luther Running-Tree is Lakota Sioux and left the reservation to fight in the Great War. He stayed with the army after the war and was later transferred into the Rocket Corps in 1934 of his own decision. Venus is a punishment to some, but he has the strong hand the Rocket Rangers need to be the best they can be on Venus. He's getting up in years but remaining sharp, guiding from his heart. He has empathy for the Venusians and realizes how complex the situation is, and hasn't been afraid to go against mankind or the USA to do what he feels is right. Luther is a good man, a reasonable man, and a good ally to have on Venus. Daniel Steinwick was sent to Roosevelt Station to run it when the USRC couldn't actually prove he was stealing/misusing supplies on Edison Station, Mars. His help is bottom of the barrel, he is underfunded and he's expected to keep the station running. Despite all this, plus the harsh environment, Steinwick is succeeding. He's not afraid to get his hands dirty through theft or "accidental" misplacing of supplies and mixing that with ingenuity is getting the job done; it's making him feel good about himself, making him feel pride in his work for once. Johnny Iacoli is a first generation American from immigrant parents who served on Mars with the Rocket Corps as a pilot. He was discharged and joined a French expedition and made gigantic profit exploring the South polar regions at the cost of making enemies with the native Martians. Now Johnny lives on Venus with his own rocket ship, acting as a pilot for hire for people who need someone reckless and daring. Major Reginald Stratford-Collingham fought in India, France and Palestine. He's 63 year years old and still sees himself as a dashing young man. Before Venus, he turned what little money he had left from war/inheritance into big game hunting expeditions in Africa where he turned it into a business for himself. However, the Major was bad with money and leading expeditions grew boring until he was approached by the businessmen who built the Lodge to live there as a guide and fixture. Venus...is not good for him. In the year and a half since, he has rarely been sober, using quinine gin and tonic to control his malaria. The food and drinking has made him heavy, bloated, gouty and jaundiced. But hey, he's the real deal and that's still impressive to visitors. Emily Caruthers graduated from Cambridge as an archaeologist and went to the Middle East, working alongside T.E. Lawrence and Gertrude Bell and playing second fiddle in their adventures. She managed to escape Egypt in the Great War with Lawrence's help (and a shepherd boy disguise) and kept working in the Middle East and China after the war. When Lawrence visited Venus, she came along again and became infatuated with the treasures of the Grand Crater. She's gone three times and has been planning for a fourth, but her willingness to violate the territory of the Kind'alkakla is something the US, England and France don't care for and has seen her deported from Venus or held in Fort Washington. Lisa Wells lost her parents in the Ludlow Massacre in Colorado (real thing, look it up) when she was six. The Unions took her in, paid for her education and used her as a speaker for change. When they sent her to college (for philosophy), she was seduced by radical American Communists and helped them bomb and steal for the cause. She's on Venus under an alias to escape the FBI and is more or less trapped in the Ore Fields on her contract. That's fine with her, though. She's been hard at work organizing the miners and flying under the radar of the mine owners. She's also been preventing the few Soviet agents she's encountered from getting a foothold; Lisa Wells may be a Communist, but she doesn't trust the USSR's own brand. THE MOON There's not much to the Moon besides the ruins. The native Lunans are all dead, leaving behind humanoid skeletons with strong back and shoulders, possible mounts for gliding membranes, elongated head crests, jaw/elbow/knee spikes, six-fingered hands with thumbs and three-toed feet with heel-thumbs. There's traces of water on the Moon and the air is so thin that you can't survive longer than twelve hours unprotected without health problems. There are roads but there's no writing, there are empty frames and glass surfaces mounted on poles but nothing more advanced that furniture and tools. What has been found are small metal cases with black glass and thumb-sized plastic sticks in colors and shapes. Theoretically they go together and require power, but any attempt at using them attached to a power source has made them short out or explode. Doctor Felix Wentworth is a bit of a crackpot but he's still the leading British scientist in study of the Lunan ruins. He personally believes that the Lunans evolved from the dinosaurs and built rockets to flee to the Moon. His ties and connections make it easy for him to stay well funded and sabotage others, so despite his weird theories he has few critics and mostly just whiles away the hours studying the ruins. NEXT TIME: Mars, part one. There is a lot to Mars. A lot to Mars. This is gonna take a while. Vox Valentine fucked around with this message at 23:31 on Apr 5, 2016 |
# ¿ Apr 5, 2016 22:57 |
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I thought their intestines were being turned into a nest of angry snakes. Somehow that picture is worse now.Count Chocula posted:
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# ¿ Apr 6, 2016 04:46 |
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Snake Nazis, or Snazis. Man those enemies aren't particularly compelling in general.
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# ¿ Apr 7, 2016 07:35 |
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Count Chocula posted:Isn't that the idea behind both HYDRA and COBRA? Vox Valentine fucked around with this message at 08:59 on Apr 7, 2016 |
# ¿ Apr 7, 2016 08:34 |
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ProfessorProf posted:Incidentally, I spotted this at the game story the other day: Faerie Skies, a kickstarted stretch goal book that acts as an expansion pack to GSS, moving it from Japan to the English countryside. Fae instead of henge, et cetera. (Though I hope it doesn't just become "eat your hamburgers, Apollo".)
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# ¿ Apr 7, 2016 18:05 |
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MARS, PART ONE One would allege that Mars is not the kind of place to raise your kids, that it's far too cold for human life. The native Martians would beg to differ; it's an arid, dying planet but the tools the Ancients put in place help them survive. This part of the review will be split into two parts: Martian history, society and technology is part one and part two will be the effects of human presence. Mars was originally cool and wet, teeming with plant life. The Ancient Martians had figured out how to safely harness atomic power and undertook a scientific revolution, creating a paradise for their people. The average Martian was functionally immortal (with immunity to disease) and relied on machines for water, food, service and entertainment. The exception was the Ancient scientists and engineers, a cadre of bright minds who wanted more than a perfect life and devoted their time to the upkeep of Mars' machines. So naturally after centuries of immortality, the Ancient Martians grew decadent, lazy and stodgy with fewer and fewer becoming scientists and artists. Two problems spelled doom for the Ancient Martians besides their decadence and laziness: they had hyper-efficient recycling but no new resources, and also there was the minor problem of the intelligent species of planet Eris invading to conquer them. The Erisians were warriors and by the time the Ancients got around to figuring out what to do with them, they had already invaded Mars. Mars had not seen war for ten thousand years (save the occasional murder) and had no defenses, no weapons. The Erisians would have completely wiped out Mars if a group of top scientists didn't develop two planet-busting rockets. They stopped the invasion by blowing up Eris with one, which had some long-lasting effects. First, the destruction of Eris created the asteroid fields between Mars and Jupiter. Second, not all of the Erisians were killed. There were still some rockets in transit which fled across the solar system (or landed on Mars where they were destroyed). They also landed on Earth (where they failed to thrive) and Venus (hmm...). Third and most importantly, the act of blowing up a planet adjusted Mars' orbit and axis. Mars was starting to die, wracked by natural disasters, storms, earthquakes. By the time the Martians figured out a course of action, it was too late. The main transportation across Mars was destroyed, most of their advanced technology networks were interrupted or broken and the planet was turning to desert. The Ancients had to work and struggle for the first time or die. The nations of Mars were cut off except for radio networks, and that's how the Ancient Martian scientists came up with plans to save Mars. First was stratifying people by what they could do (the caste system), second was to dig the canals of Mars to let the ice caps melt and bring water like an artificial stream. Both ended up working (around 9000 years ago) but it didn't fix Mars or bring back the green. What actually happened was that every Martian city state was unable to think above their local needs, creating pockets of civilization in the red deserts. The Ancients also used their genetic engineering tech to create the Warriors and Laborers and diversify the other castes so they can't interbreed. At the end of it, a religious movement of ancestor worship began where the Ancients were exalted for building the canals and saving Mars with a focus on building up perfection and unity to get to heaven. The entire thing was promptly hijacked by early Princes and Nobles, claiming that they were descended directly from the Ancients. Modern Mars is...stagnant. The machines don't work like they should anymore, the planet is still slowly circling the drain and life is rigid and stratified. The arrival of mankind is the best and worst thing to happen to Mars in two thousand years. Life on Mars Martian cities are principalities under control of the Nobles, the Priesthood or an Earthling power. There's a couple hundred principalities that range from small areas to big sweeping swathes. Principalities under Martian control have the Prince/Princess/whatever title the Noble feels like using on top (never king or queen because they're servants of the Ancestors, a bit like how Kim Il Sung is still the actual ruler of North Korea). Below them is the Grand Vizier, followed by the head of each Caste, the Masters (of Slaves, Crafts, etc). Underneath the Masters are the lesser Nobles who act like bureaucrats and daily managers of the principality, the Priests and the Warrior castes. Under that is everyone else: the Laborers, the Craftsmen, the Merchants. The Prince/Princess owns everything in the principality and Martian economics works trickle-down style, distributing things by Caste strength to meet quotas. A lot of this info or requirements are outdated and corruption/bribery is the best way to fix that. These black market deals and bribes are managed by the lesser Nobles with the implicit acceptance of such by the Prince. If you want to trade with another principality, you need a Merchant. Earth has introduced more economic systems to Mars. Soviet colonies are a bit like Martian principalities, where one group owns the means of production and distributes by census data. It's an easy pill to swallow for Martians because Soviet economics means that they don't give a poo poo about the Castes. America has brought free market capitalism to Mars, which is generally baffling to Martians except for the ones who run black market deals and understand barter. It's a mostly good system (especially for the Laborers and Craftsmen) but poverty is starting to develop on Mars (especially for Laborers and Craftsmen). Finally, there's Fascist economics brought by the Nazis and Italy, which is very simple: strip Mars for everything of worth to Earth then do it again, the lives of the Martians are a secondary concern as is their survival. Want to get around Mars? Walk. You can also ride a Bahmoot (aka the "Lizard Horse"), ride a cart pulled by a Bahmoot or ride a canal boat/barge. Rickshaws pulled by Laborers are also entering popular use. Some principalities still have running transit which take the form of electronic mag-lev trains used to carry people and cargo. On the Earth side of things, our technology has a big limitation: there's no oil on Mars, not a drop. Cars are impractical because oil needs to be shipped to Mars from Earth and while this is done, the price is ridiculous. Mars does have radium, though, and since radium powers rockets it's used for rocket sleds, rocket cars and more. Martian communications consists of either paying a messenger to memorize and marathon or carry a letter for you. As a result, Martians have trouble spreading news around but communications festivals and rituals are common. This has also had the effect of making some principalities ignorant of the presence of Earthlings. Ancient technology is also used (mostly by Nobles) and comes in the forms of a microwave transmitter that beams info and energy to towers and receivers, beam transmissions that carry information, or a jury-rigged microwave transmitter turned into a switchboard phone system. The Laborer Caste powers pretty much everything where Ancient technology has broken down, literally powering infrastructure with hand cranks, bicycle generators or treadmills. Laborers are required to maintain the Martian standard of life: running water, unclogged sewers (waste and sand, mostly), a few hours of electricity a day. Arts and entertainment on Mars is a business in itself. Craftsmen may not need to make their items so instead they may be told to decorate what they've made. They're used to paint, etch, sculpt and much of a Martian principality is just covered by all kinds of hand-made art. The greatest kind of art is the sand painting, with cleaned sand dyed and laid grain by grain (sometimes wetted) to create paintings or 3D sculptures that will one day blow away. Every Prince is required to have at least one they've managed to preserve. As for other art, music and dance is divided by Caste lines. What this means is that most Castes don't see or appreciate another's display with some exceptions: Nobles and Merchants don't have any artistic traditions but appreciate watching the Priest Caste's rituals, and everyone likes watching a Courtesan's dancing or harp-lute playing.
Food on Mars is a lot like food in Alpha Complex. The lower castes eat spiced bread and spiced porridge (or reconstituted food product dispensed by Ancient food machines). The higher castes get fruit, veggies and meat. A lot of Priest sub-castes are vegetarian and Warriors get the best food always because they need fuel and nutrients. Healthcare and education aren't much better. Education is generally taught by other members of your Caste or teacher, and healthcare ranges from Ancient auto-docs to black market medicine to Earth-style care to superstition and guessing. War is probably the greatest ritual Mars engages in. I'm not talking about coups, which happen. Martian war is a multi-step process that begins with a formal declaration of hostilities along with open goals for all parties and what they wager if they lose, negotiated by each principality's merchants.
Wild Mars Outside of the principalities, Mars is home to the Chanari and whatever wild species have managed to make a home for themselves. The land isn't empty, just sparse, and the biggest danger is the lack of regular food and water. More enterprising explorers focus on open Mars because they have to worry less about politics. As a whole, the planet has five different types of ecosystems. Silt Seas are what happened when sand gets into the dry oceans and rivers of Mars after the destruction of Eris. A thick, fine layer of silt floats above dry beds and dirt kicked up from nature, creating something not as buoyant as water but something you definitely can't swim in. Crossing the silt seas requires a special ship that is made of wood and goes fast enough to skip. Because wood is so precious on Mars, the Chanari make a living salvaging old ships and it's considered an unspeakable crime to destroy a ship when you can just board one. The other way to get around over the silt seas is to use ancient highways built by thousands of years ago. They're crumbling, they're not all connected and they're really high off the ground but they're a safe way to haul cargo. Deep Desert is your standard Martian desert, a sun-baked land of rock and sand. Anything living in the desert is often dangerous to approach, especially Chanari that have managed to survive there. The safest way to avoid sunstroke, dehydration, starvation and sand storms is to stick to old trade routes and possibly hire a Chanari caravan guide (who might turn on you). Salt Plains are what remains of old oceans that didn't fill with silt and dirt. There's less salt plains than silt seas but their rarity brings better access to Ancient ruins. Most of the water just evaporated and left behind old towns and structured abandoned along the dried coasts, but there are still some machines damaged by salt and time. Your average Martian considers the salt plains to be cursed and forbidden, old graveyards that should not be disturbed. Arid Highlands are the most forgiving places of Mars. They're dry but it rains, they're hot but there's shade from the trees. The highlands are home to most of Mars' flora and fauna and most Chanari live there too as herdsmen and forresters. Some of the highlands are too high and are inhospitable from thin air while others are in a sweet spot of being high enough to get the most water. Dead Canal Valleys are artificial environments made by principalities abandoned when the water dried up, the machines stopped working or whatever reason. Chanari tribesmen make their homes in the canals and so do a good deal of animals, able to eke out a living or maybe finding a way to draw a reliable source of water. Renegade city Martians can also be found living there, escaping their homes or banished. The canal valleys are also a good place to explore and scavenge. What is life like for a Chanari tribesman? Whatever they want it to be, but mostly focused on survival. They tell stories, they scavenge, they hunt, they dance and sing. They rarely think about the castes and principality life of Mars except when people pass through their territory. They live a Bronze Age/nomadic life and the presence of humans hasn't done much to change it (besides giving them access to guns). NEXT TIME: Human Occupation of Mars. Spoilers: we really could be doing a better job of it.
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# ¿ Apr 7, 2016 23:32 |
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Alien Rope Burn posted:If the history of White Wolf has taught me anything, I would never underestimate their ability to commission word vomit on any goddamn subject. Put out one on families, another on hungers, another on heroes, maybe another on, I dunno, lairs and broods, and another on avatisms, there, that's like a six-book line. It's a formula that's depressingly easy to sketch out. Beast is a good idea in theory but it falls into many common mistakes a lot of things that try to flip the script make. There's a lot to talk about what you would change and a lot of discussion to be had about what should be different but they clearly didn't go that direction and because they didn't, that's what makes it Beast and not something else. Best you can do is see what went wrong and take it in your own direction if you decide to steal or borrow parts of it for yourself. (personally I would make the Beasts a thematic mix between Sin Eaters and Prometheans. Beasts have to devour human misery but they can also eat places with bad pasts and because it's the World of Darkness they don't necessarily have to cause a ruckus to get fed, they could devour things like "bad memories of a relationship" or "dad's drinking problem" or "that place on the side of the road where the crash killed nine people". Beasts would represent man's ability to heal and forget and move on but personified in a monstrous way. Also being full of bad things makes you a magnet.)
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# ¿ Apr 9, 2016 17:11 |
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Tasoth posted:Heroes sound like they would be better named Stalkers or Obsessed. Experience a beast and become so focused on it your entire life revolves around it until you destroy it and find a new one to move onto. That right there could be a good plot hook if you made the conflict between humanity and the beast important. How does a Beast deal with those who are stalking it? Does it take the easier, and more bestial approach, and murder them or does it confront them and try to help them heal? That would tie into the aspect of them teaching. Also being a murder engine having to find a place in this new world where you are redundant would have been another interesting direction. How does the hot stove teach people when most people willing accept you don't touch a hot stove? Actually Leviathan does a lot of stuff Beast could do but in a much better way which is interesting for a fan game that predates it.
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# ¿ Apr 9, 2016 21:45 |
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# ¿ May 10, 2024 18:07 |
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To put it in perspective, if the demon possesses an actual terrible person, that terrible person will go on a rampage of evil to sate their desires and will quickly be dragged right to Hell. The demon will then be pretty free to return to Earth to tempt a new host. The big reason you're committing these semi-petty acts of supervillainy is to keep the demon trapped inside of you trying to tempt you and giving it small meals to keep it occupied rather than bored or too much so it can take you. The game also emphasizes that you're commiting acts of Evil, not evil. Evil: I'm going to steal the Hertz Diamond in broad daylight with the help of my army of Sharkborgs so we can use it to power my Laser Light Array to overwhelm the city's Fourth Of July fireworks and make them pay attention to me instead! evil: The drug's side effects eventually lead to death so add some time-release enzymes so they'll take longer to take effect. Get the drug on the market by Q2. E: DAMMIT, beaten. Oh well. I'm just echoing the sentiment that it's a cool game.
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# ¿ Apr 11, 2016 23:29 |