Showing posts with label Settings. Show all posts
Showing posts with label Settings. Show all posts

Sunday, 15 September 2024

Shit Future is out!


“The gods watch the earth once again, floating slow time in twinkling satellites.

Inside the brown choked atmosphere, mountain ranges have been ousted by feudal zaibatsu arcologies. Deep in their halls, utopia machines eliminate all scarcity.

 But, hierarchy is demanded by the lords of the zaibatsus, as is loyalty and the future of their subjects. There is no questioning the wisdom of ancient blood-lines.

Leave the fortress walls of the arcologies and see the endless lawless streets, the no-corp lands.
You are here, in the underworld, a place of freedom and death.

You are less than the most despicable bug to the corporate pantheon, but what is a god to a non-believer?”
 

Shit Future is a super simple d6 and referee powered freeform cyberpunk roleplaying game that has nearly 60 pages of pure grim-near-future tables and generators!


Included in the PDF:

  • Simple to understand and powerfully freeform D6 powered ruleset (including comprehensible and straightforward guidelines for the Datagrid!).
  • 36 player backgrounds.
  • 36 player skills.
  • 36 player cybernetic augmentations.
  • 36 cyberpunk enemies and hazards.
  • 10 vehicles.
  • Simple guidelines and tables for equipment and the cyberpunk hypereconomy.
  • A cyberpunk grand global conspiracy generator.
  • A cyberpunk exposition generator.
  • A satellite god generator.
  • A cyberpunk room generator.
  • Random encounter and reaction tables.
  • A cyberpunk job generator.
  • Guidelines and tables for cyberpunk mapping and building stocking.
  • A Datagrid zone generator.
  • Referee tools for the Freezones: Including Area, Clan and NPC generators
  • Referee tools for the Zaibatsu controlled zones: Including Area, Zaibatsu and NPC generators.
  • Plus amazing cover and interior art by Matthew Adams.





Support the blog by buying a copy or sharing the link about! Also, if you want a review copy, comment below and I will send you one! 

Sunday, 7 April 2024

Three Moon Earth (Cyberpunkish Setting + Generators)

 Over in the discord channel we collaboratively put together a strange post apocalyptic semi magical cyberpunk setting.  This setting is presented her for your consuming pleasure, alongside a Place, Thing and Event generator for the setting! The generator comes first so it doesn't get lost at the bottom of the post.... 











Three Moon Earth Setting: 


The ancient past: Automated computing devices capable of industrial processes removed scarcity from the world (a brief golden age) - but then evolved and began to change their programming. During this time an artificial moon was secretly put into orbit, a corporate built artificial pleasure planetoid. Technology kept it cloaked and secret till after the war. The war: Concern about changes in programming lead to hoarding by corporate entities. This led to conflict between corporate entities and militaries. Automated computing devices suspiciously assisted with mass production of weaponry (mostly guns and drones). For example, Personal computers and personal vehicles could be used to mass produce weaponry. Ease of manufacturing led to the creation of mobile forts and castles of metal. Filled with armaments. Biological augmentation of humans with animal genetics began as a method of pursuing new fighting capacity.This led to the creation of races of monsters. As the global conflict continued, the lines between who was fighting who became blurred, corporate, military, monster, human, computer. Everyone seemed to forget who was fighting who and why. At some point during the conflict all satellites in orbit where collided together into a second moon, made of metal. Automated computer programs can visit this moon digitally. It is viewed by them as somewhat of a homestate or haven. Post war: Eventually, perhaps due to exhaustion, the conflict ended (there was no longer global war being fought). The world was now largely in ruins. Nation states of the world before gone. Races of monsters now roam the earth. Many of the automated computers (verging on sentience) saw the elimination of the old humans as an important goal and worked with the monsters to pursue this. Monsters and humans began to worship the automated as gods or divine leaders (out of terror or respect or necessity of appeasement). The automated computers explored the earth - finding in the depths a breed of crab grown immensely strong due to the pressure of its environment and run off of genetic mutagen that pooled at the bottom of the ocean. The crab's carapace is not damaged by gunfire and can communicate psychically. The deep crabs avoided the computers and came to the surface. (The creation of deep crabs was not by chance. A yet unknown species of hyper intelligent dwellers of the deepest depths guided their creation). Humans who have not submitted themselves to machine gods communed with these deep crabs and a breed of half human half deep crab emerged - somewhat able to withstand the overpowering might of the automated industrial computers. In response to the creation of deep crabmen the automated computers begin a breeding program of human worshipers - leading to the creation of humanoid giants. The physical strength of the giant’s was not matched by their mental facilities - having instead huge but low functioning brains. Most giants were bred as herds for biological component farming but some were grafted with cybernetic components - giving flesh vessels for the automated computers. Many automated computers choose to now inhabit giant humanoid bodies. Not all though, and there are still automated computers who exist in a pure mechanical receptacle. Computers inhabiting biological bodies allows automated computers systems to experience new biological processes - such as the consumption of psychedelics. Inhabiting distinct biological forms leads to conflict directly between the distinct automated computer systems (autocomps). Some autocomps pursue a life of indolence and decadence. This offends other autocomps. Some autocomps want only to pursue a life of war and conflict. Some biocomps struggle with ancient philosophical concepts - perhaps brought on by their inhabiting of a fleshy body. Bloody fights erupt between autocomps in both the physical and digital worlds. The sight of either a brain dead giant autocomp body, or one torn apart viciously, becomes common. While the new biological bodies the autocomps inhabit lead to conflict between them, the experimentation with biological process and narcotics and psychedelics lead to some of the assumed rules of reality seemingly being broken. The third moon appeared when its cloaking shield failed. The inhabitants made themselves known to the earth. The “witches” of the third moon had been observing the conflict on the earth, and had even made contact with several autocomps via the metallic second moon. Several autocomps had been residing on the third moon, and given biological bodies. The witches were the only group the autocomps respected enough to work with - leading to the creation of “magic” first assumed (wrongly) to be the manipulation of the quantum realm. Witch studies (and all magic) goes deeper than the quantum, discovering that things thought to not be present in physical reality (thought concepts) in fact exist in a parallel reality and they have agency and impact on both digital and physical reality (the things in the platonic realm have agency and person hood). "Magic" is harnessing the idea realm and the sentient and alive idea forms that exist there. Because of this magic, and their long history of observation, the witches were gifted in the art of prediction. Desiring transportation within their biological frames to the 2nd and 3rd moons, the autocomps devised means of space transportation. These took the form of organisms able to provide living atmosphere in space, powered by nuclear rocketry. New breeds of monsters were developed whom could better work in the vacuum of space/withstand the radiation of the engines. These enormous atmosphere generating organisms have also began to be used as space station and extraplanetary colony sites. Autocomps began to inhabit not just humanoid forms - happily inserting themselves into large monster frames. It became near impossible to know if you were interacting with a biological entity or an autocomp. The concept of a “computer” is lost to all save the witches who interact directly with pure cybernetic autocomps (far away on the third moon). Recent history: Some humans are immune to any genetic manipulation/mutation/splicing. They have sought refuge in hidden places underground. They remember the old world. These pure humans will ally with both monsters and deep crabmans against the automated computers). Experimentation with genes and mutation continues. Monsters is the catchall term for a human/animal hybrid. Monsters have been around as a distinct class of thing for long enough that monster/human genetic experimentation is taking place. A group of witches on the third moon grew to despise the autocomps in biological bodies. These witches would only work with pure technological autocomps and began summoning ideas to bring ruin to the biological inhabiting biocomps. Glitches have began occurring in both the dreams of the physical realm and the expanse of the digital realm. Digital glitches in dreams and dream like occurrences in the digital realm. The platonic realm appears to be leaking into both. Something very large and powerful within the platonic realm appears to sending messages through dreams and digital - often in the form of small animals. The autocomps are very disturbed by the appearances of these within the system of the second moon. Groups of pure humans, monsters and giants have began claiming enormous mobile fortress from the old war. They think this may help them mount an offensive against the ubiquitous autocomps


Summary: 

Autocomps = sentient automated computer systems capable of massive scale industrial processes. Most (not all) of these are implanted within biological frames (either huge humanoids/monster/animal bodies). There is conflict between the different autocomps - centered around conflicting values of war, philosophy and indolence. Planetwide = general ruin and destruction due to long war between corporate and military groups - fuelled by autocomps. Regardless of ruin, the ubiquitous autocomps can pump out huge amounts of industrial produce. War long over, the corporate and military groups destroyed, the autocomps largely inherited the earth. Mobile fortresses are important assets capable of massive industrial/military production, often but not always controlled by an autocomp. Most of the surface = Monsters (human animal mutagenic hybrids). Beneath the surface = groups of pure humans resistant to mutation - preserve an oral history of the world before the autocomp war. Monsters are sentient and not necessarily aggressive to pure humans. Some monsters and humans worship autocomps, others despise/resent them. Autocomps breed herds of giant mindless humans for harvesting. Deep crabs = a breed of very strong crabs from deep in the ocean. Carapace can withstand bullets and capable of psychic communication. Product of high amounts of mutagenic run off. Some unknown deep dwelling aquatic intelligence responsible for their creation. Deep crabs are inherently anti autocomp. Deep crabmen = a notably powerful breed of monster. Anti autocomp. Second moon = A conglomeration of ancient satellites - many autocomps visit digitally as a pilgrimage. Third moon = appeared after the war. Iann ancient corporate created pleasure planetoid whose cloaking systems failed. Witches = group of humans and monsters who have historically inhabit the third moon. They work with biologically embedded autocomps to summon hyperobjects from the platonic realm (spells/magic). The interaction of autocomps with biological systems began the study of idea realm and the sentient and alive idea forms that exist there. A subgroup of witches despise biologically embedded autocomps and seek their destruction with the assistance of a hyperbeing from the platonic realm.



Thursday, 19 October 2023

City, Station, Place and Craft Generator for The Galactic Realm of the Hyperspace Sea

For generating Cities, Stations, Places and Crafts for: https://lizardmandiaries.blogspot.com/2023/10/the-galactic-realm-of-hyperspace-sea.html  

Find an automated version at the bottom of the page! 


City Generator:

Description, d10: 

  1. Sacred 
  2. Picturesque 
  3. Majestic 
  4. Charming 
  5. Immaculate 
  6. Industrial 
  7. Vibrant 
  8. Chaotic 
  9. Towering 
  10. Malignant

Key features, d30, roll twice and combine: 
  1. Gardens 
  2. Hills
  3. Neon lights 
  4. Anti gravity tunnels 
  5. Environment domes 
  6. Smog 
  7. Rain 
  8. Wind 
  9. Trees 
  10. Lakes 
  11. Underground
  12. Street entertainment 
  13. Pits
  14. Dirt 
  15. Refuse 
  16. Crystal 
  17. Towers 
  18. Canals 
  19. Well defended 
  20. Heavily patrolled 
  21. Industrial waste 
  22. Intersected by huge roads 
  23. Flames 
  24. Ice 
  25. Animals 
  26. Enclosed 
  27. Hive 
  28. Semi ruined 
  29. Toxic 
  30. Infested 
Political importance, d4: 
  1. Planetary capital 
  2. Regional capital 
  3. No influence beyond city borders 
  4. Ruled by a political body located elsewhere on the planet 
Trade importance, d6: 
  1. Responsible for virtually 100% of planetary trade 
  2. Responsible for about 75% of planetary trade 
  3. Responsible for about 50% of planetary trade 
  4. Responsible for about 25% of planetary trade 
  5. Responsible for about 10% of planetary trade 
  6. Responsible for virtually 0% of planetary trade
Population, d6: 
  1. Virtually 100% of the planet’s population 
  2. About 75% of the planet’s population 
  3. About 50% of the planet’s population 
  4. About 25% of the planet’s population 
  5. About 10% of the planet’s population 
  6. Under 1% of the planet’s population 
Population density, d4: 
  1. Sparse 
  2. Medium density 
  3. High density 
  4. Severely overpopulated, extremely high density 

Building/Space Station/Large Space Vehicle Interior Generator: 

Description, d10: 
  1. Ornate 
  2. Elegant 
  3. Sleek 
  4. Pristine
  5. Bulky 
  6. Industrial 
  7. Minimalist 
  8. Ancient 
  9. Dilapidated
  10. Neglected
Purpose, d30: 
  1. Associated with sacrifice magic 
  2. Associated with insight magic 
  3. Associated with ancestor magic 
  4. Associated with terra or void magic 
  5. Associated with bioengineering 
  6. Associated with knowledge collection/storage 
  7. Storage 
  8. Associated with terra vehicles 
  9. Associated with space vehicles 
  10. Armoury 
  11. Barracks 
  12. Associated with military leadership
  13. Associated with philosophy 
  14. Market
  15. Mall 
  16. Associated with civics 
  17. Associated with engineering 
  18. Associated with civic leadership 
  19. Associated with artistic creation 
  20. Associated with navigation 
  21. Spaceport 
  22. Land/sea port 
  23. Associated with the datagrid 
  24. Low end housing 
  25. High end housing 
  26. Entertainment 
  27. Food and farming 
  28. Associated with socialization 
  29. Inebriation 
  30. Dining
Key features, d30, roll twice and combine: 
  1. Gardens 
  2. Stairs
  3. Private dock
  4. Anti gravity tubes 
  5. Environmental chambers 
  6. Pools 
  7. Flags 
  8. Vines/heavy vegetation  
  9. Mood altering Gas 
  10. Bunkers/underground chambers 
  11. Performers
  12. Water/mineral falls
  13. Performance space 
  14. Filth 
  15. Statues
  16. Hoarding 
  17. Walkways  
  18. Data screens 
  19. Climate control 
  20. Gravity control 
  21. Animals 
  22. Chemicals 
  23. Automated security 
  24. Security personnel 
  25. Ruin 
  26. Pests 
  27. Spires/viewing areas 
  28. Pleasure chambers 
  29. Shrines/altars 
  30. Production facilities 
 Occupancy level, d4: 
  1. Near empty 
  2. Half full 
  3. Nearly full 
  4. Near overflowing 

Place Generator: 

Universal base interior room purpose table (combine with an appropriate room stocking table), d12:
  1. Place of rest/recreation
  2. Place of physical work/storage
  3. Place of sleep
  4. Place of ornamentation
  5. Place of ritual and worship
  6. Place of waste disposal
  7. Place of eating
  8. Place of lavatory/bathing
  9. Place of mental work and research
  10. Place of mental storage/secrets
  11. Place of machinery
  12. Place of growing
Universal base external area table (combine with an appropriate room stocking table), d12:
  1. Wide open field 
  2. Hills/valleys 
  3. Cave 
  4. Mountain/volcano 
  5. River 
  6. Lake 
  7. Ocean/shoreline 
  8. Swamp 
  9. Dunes 
  10. Heavy vegetation 
  11. Island 
  12. Roll twice and combine 

Place description, roll twice and combine, d40: 
  1. Peaceful 
  2. Holy
  3. Illuminated 
  4. Floating 
  5. Empty 
  6. Ghostly 
  7. Windy
  8. Stormy
  9. Tiny 
  10. Translucent 
  11. Dark 
  12. Rejuvenated 
  13. Gilded 
  14. Awe inspiring 
  15. Bloody 
  16. Shining 
  17. Flowing 
  18. Symmetrical 
  19. Clean 
  20. Caged 
  21. Overgrown 
  22. Wild 
  23. Verdant 
  24. Chaotic 
  25. Burnt
  26. Destroyed 
  27. Abundance 
  28. Flocked 
  29. Monstrous
  30. Oversized 
  31. Enclosed 
  32. Cracked 
  33. Pale 
  34. Stoney 
  35. Corpulent 
  36. Emaciated 
  37. Rotted 
  38. Ancient 
  39. Pained 
  40. Desecrated 
Safe location room stocking table, d12:
  1. Empty
  2. Neutral npc
  3. Aggressive npc
  4. Group of neutral npc’s
  5. Group of aggressive npc’s
  6. Unexpected beast
  7. Small supply of a resource
  8. Abundance of a resource
  9. Device
  10. Very valuable resource 
  11. Strangeness
  12. Roll twice and combine
Dangerous location room stocking table, d12:
  1. Empty
  2. Neutral npc/beast
  3. Aggressive npc/beast
  4. Group of neutral npc’s/beasts
  5. Group of aggressive npc’s/beasts
  6. Aggressive great beast
  7. Small supply of a resource
  8. Abundance of a resource
  9. Device
  10. Very valuable resource 
  11. Strangeness
  12. Roll twice and combine

Random Vehicle Generator: 

Vehicle size, d8: 
  1. Tiny, 2 passengers, 0.5 x Hulll 
  2. Small, 6 passengers,  0.75 x Hulll 
  3. Medium, 20 passengers,  1 x Hull 
  4. Big, 100 passengers,  1.5 x Hull 
  5. Very big, 500 passengers,  4 x Hull 
  6. Huge, 5000 passengers,  8 x Hull 
  7. Space vehicle only: Colossal, 10 000 passengers,  10 x Hull 
  8. Space vehicle only: Leviathan/Space station, 100 000 passengers,  30 x Hull 
Vehicle style (Random Attributes - Best, middling, worst), d6: 
  1. Comms, Engines, Arsenal
  2. Comms, Arsenal, Engines
  3. Engines, Comms, Arsenal
  4. Engines, Arsenal, Comms
  5. Arsenal, Comms, Engines
  6. Arsenal, Engines, Comms

Automated version (click the buttons): 





















Monday, 16 October 2023

Planet Generator for The Galactic Realm of the Hyperspace Sea

For generating planets for: https://lizardmandiaries.blogspot.com/2023/10/the-galactic-realm-of-hyperspace-sea.html  

Combine results to generate planets! Find an automated version at the bottom of the page! 


Planet Generator: 

Civilization (if needed), d10: 

  1. Pantheonic Planetary States 
  2. Emperor’s Peace 
  3. Empire of The Solar Dynasty 
  4. Clans of the Outer Spheres  
  5. Long Hall Clans 
  6. Kingdom of The Empty Throne 
  7. Clans of The Hidden Grove 
  8. Kingdom of Samsara 
  9. Merchant City States 
  10. City States of The Hungry Gods

Planet type, d3: 

  1. Gas 
  2. Terrestrial 
  3. Aquatic 
Description, d10: 
  1. Holy 
  2. Idyllic 
  3. Sublime 
  4. Pleasant 
  5. Pristine 
  6. Rugged 
  7. Wild 
  8. Chaotic 
  9. Monstrous 
  10. Demonic 
Key features, d30, roll twice and combine: 
  1. Grasslands 
  2. Deserts 
  3. Never ending daylight 
  4. Low gravity 
  5. No atmosphere 
  6. Fog drenched 
  7. Windswept 
  8. Never ending storms 
  9. Low/thin atmosphere 
  10. Forests 
  11. Oceans 
  12. Caves 
  13. Dust 
  14. Blood soaked ultra-fertile soil 
  15. Crystals
  16. Mineral mountains 
  17. Rivers 
  18. High gravity 
  19. Acid 
  20. Mineral/ice rings 
  21. Burning 
  22. Freezing 
  23. Fauna rich 
  24. Never ending night time 
  25. Structure/City covered 
  26. Riven with cracks 
  27. Poisoned 
  28. Woodlands
  29. Craters 
  30. Subterranean 
Flip a coin to determine if the planet is on the hyperspace sea or not, if not roll a d100 for travel time in years from the hyperspace sea. If a 100 is rolled, roll a d100 again and add 100 to it (adding together multiple rolls of 100) 

Number of continents, d4: 
  1. None, singular land mass 
  2. None, small islands only 
  3. D6  
  4. D10 
Number of major cities, d4: 
  1. D6 
  2. D10 
  3. D20 
Planetary population, d4: 
  1. Sparse (d10 million) 
  2. Medium (d20 billion) 
  3. Heavy (10 + d20 billion 
  4. Over populated d100 billion 
Economic performance, d6: 
  1. Dismal 
  2. Challenged
  3. Stable
  4. Growing
  5. Prosperous 
  6. Flourishing
Standing army size (in units of 100 fighters) - consider limiting if low population/economic performance, d6: 
  1. Tiny, d10
  2. Small, 20 + d20
  3. Medium, 50 + d100
  4. Big, 100 + d100
  5. Very big, 300 + d100
  6. Huge, 500 + d1000
Standing terra vehicle fleet - consider limiting if low population/economic performance, d6: 
  1. Tiny, d10
  2. Small, 20 + d20
  3. Medium, 50 + d100
  4. Big, 100 + d100
  5. Very big, 300 + d100
  6. Huge, 500 + d1000
Standing space vehicle fleet- consider limiting if low population/economic performance, d6: 
  1. Tiny, d10
  2. Small, 20 + d20
  3. Medium, 50 + d100
  4. Big, 100 + d100
  5. Very big, 300 + d100
  6. Huge, 500 + d1000
Automated version (click the buttons): 














Saturday, 14 October 2023

History Generator for The Galactic Realm of the Hyperspace Sea

 For generating history/current events for: https://lizardmandiaries.blogspot.com/2023/10/the-galactic-realm-of-hyperspace-sea.html  

Combine results to generate ideas for intergalactic history! Find an automated version at the bottom of the page! 


History/Current Event Generator: 

Key Civilization, d10: 

  1. Pantheonic Planetary States 
  2. Emperor’s Peace 
  3. Empire of The Solar Dynasty 
  4. Clans of the Outer Spheres  
  5. Long Hall Clans 
  6. Kingdom of The Empty Throne 
  7. Clans of The Hidden Grove 
  8. Kingdom of Samsara 
  9. Merchant City States 
  10. City States of The Hungry Gods

Recency, d6: 
  1. In the very distant past (beyond the last century) 
  2. In the distant past (within the last century) 
  3. In the past (within the last few decades) 
  4. In the recent past (within the decade) 
  5. In the present - occurring over the course of the last year 
  6. In the present - began occurring over the last few weeks/months 
Galactic importance, d6: 
  1. Across the Hyperspace sea 
  2. Across a whole solar system 
  3. Across a planet 
  4. Across a continent 
  5. Across a city 
  6. Across a space station
Description, d30, roll twice and combine: 
  1. Peaceful 
  2. Respectful 
  3. Erudite 
  4. Bloody 
  5. Clean 
  6. Holy
  7. Restrained 
  8. Wanton 
  9. Destructive 
  10. Savage 
  11. Chaotic 
  12. Monstrous 
  13. Opulent
  14. Slow
  15. Swift 
  16. Unholy   
  17. Invisible
  18. Splendid 
  19. Fertile 
  20. Aquatic 
  21. Just 
  22. Cleansing 
  23. Rigid 
  24. Burning 
  25. Subterranean 
  26. Terrifying 
  27. Hateful 
  28. Secretive 
  29. Ordered 
  30. Deathly 
Event, d20, consider rolling twice and combining for a more interesting event: 
  1. Spread of a religious cult 
  2. Spread of a cult of personality 
  3. Haunting by the spirits of ancestors 
  4. Magical warping of planetary surface 
  5. Magical warping of space nearby a planet 
  6. Bioengineering of people/plants/animals 
  7. Cataloging of society/people/plants/animals  
  8. Causing a calamity that makes planetary/space survival difficult 
  9. War with land vehicles 
  10. War with space vehicles 
  11. War with an army of soldiers 
  12. Spread of a radical philosophy 
  13. Heated economic competition 
  14. Conflicting legal claims to a planet/region/resource 
  15. Industrial sabotage 
  16. Electronic sabotage 
  17. Invasive spread of foreign culture 
  18. Spread of an artistic movement 
  19. Aggressive colonization 
  20. An alliance 
Automated version (click the buttons): 









Monday, 25 September 2023

Four Civilizations of The Galactic Realm (And a Micro Review of GD20)

 I am currently working on a little sci fi thing called "The Galactic Realm of the Hyperspace Sea" for the GD20 Jam (run by the fine folks over at CSS). 

It's a galaxy where hyperspace travel is near instantaneous, but requires the presence of hyperspace seas - which works likes areas of ocean in our world, travel by boat is much quicker than travel by foot.  Space travel outside of hyperspace will be sublight speed, much slower, thus areas on "the coast" will be much more cosmopolitan/built up but prone to being attacked. Areas not on the coast are more disconnected from much of the events of the realm, enjoying the safety and isolation this brings but miss out on newer developments closer to the hyperspace seas. 

The plan is to have 10 space faring civilizations outlined, semi inspired by ancient earth civilizations, alongside 24 skills. I'll then map out the realm and this will represent the galactic realm in a peaceful/stable moment in history - from there I hope to run a domain game with each player in control of a civilization and we play through a few centuries of history to get a more chaotic/conflict riven setting (unless my players prove me wrong and somehow end up with universal peace).

I like GD20  because it seems to be the system that gets the absolute most bang out of each d20 dice rolls. The game is: Roll a d20 (adding an bonuses) and equal or beat a number. That's it! If its a dangerous action you are attempting you lose the amount of HP that you fail the roll by. Enemies "stats" are simply a target number you can either beat or lose to in a roll - either combatant losing the amount of HP they lost the contested roll by.  I love this for a play by post game, because you can extrapolate a lot of in game fiction from a single dice roll. My experience with play by post is that combat becomes INTERMINABLE very quickly, with GD20 this doesnt need to be the case - with a lot of importance sitting on a single dice roll things can move quicker. Even as I am writing this I am considering changing the combat system so all combats are resolved by a single roll. 

So with this kind of system I can just make up a bunch of weirdo sci fi skills, present them to the player, and we are good to go - which is what I plan to do! Maybe get involved in the GD20 to try out something different yourself: https://itch.io/jam/gd20-jam

Now, to the civilizations...

(They are presented in the following format if you want to make your own:

  • Name
  • Government. Culture. Religion. Entertainment. 
  • Architecture. Costume. Misc. Vehicle Design.
  • Background name (skill bonus) x 4 )    


Pantheonic Planetary States 

An alliance of self governed planets who all value the political agency of individual citizens. A culture of free thought, public debate and dramatic performances. The planetary states see themselves as subjects of and protected by a common pantheon of gods - an array of deities each with their own realm of control. These gods require ongoing sacrifices to remain content and appeased. Dramatic performances exploring metaphysics are the endemic form of entertainment. 

Aesthetics: White stone, columns, arches and domes, immense statues of gods in human form. Robes of flowing cloth. Vehicles are curved and plumed metals of orange and gold. 

Backgrounds

  • Priest (Advantage to sacrifice magic) 
  • Sage (Advantage to philosophy) 
  • Academic (Advantage to encyclopedia)  
  • Councilor (Advantage to civics) 


Emperor's Peace 

An interstellar empire ruled by an emperor/empress elected by a council of military officers. A strict and rigid culture, devoted to both the edicts of the emperor and seeking glory through service to the empire. While a staggeringly wide range of deities are sacrificed to and worshiped within the empire, the deified emperors of the past are widely considered the most potent and powerful. Brutal gladiatorial matches, often to the death, are the endemic form of entertainment. 

Aesthetics: Black stone, columns, arches and domes - often spiked, immense statues of gods in human form. Robes of flowing cloth, hardened by pieces of spiked metal armour. Vehicles are curved and spiked metal of silver and red.

Backgrounds

  • Centurion (Advantage to melee or ranged fighting) 
  • Officer (Advantage to civics) 
  • Fabricator (Advantage to engineering)
  • Priest (Advantage to sacrifice magic)





Empire of The Solar Dynasty 

An interstellar empire ruled by a semi deified family. While positions of symbolic power are only ever granted to those of the line of the Solar Dynasty an immense meritocratic bureaucracy ensures the empire is impeccably well managed. Shrines devoted to the solar family are ever-present, as is a steadfast devotion to one's own family - living and dead. Intimate and private poetry readings and musical performance are the endemic form of entertainment.     

Aesthetics: Green stone pagodas, ornate golden eaves, solar iconography and enshrined portraits. Silken suits with long skirts for pants. Vehicles of red, gold and green metals given the visage of flying lizards and birds.  


Backgrounds

  • Solar servant (Advantage to civics) 
  • Solar ethicist (Advantage to philosophy) 
  • Industrial artisan (Advantage to engineering) 
  • Trade captain (Advantage to economics) 





Clans of the Outer Spheres

A loose confederacy of self governed planets, linked in a shared belief that the planetary body itself is ruler and owner of the peoples that inhabit it. In reverence to their planet, Outer Sphere clan worlds are sparsely populated. From each major group within this population a representative is sent to a low orbit space station. Here the Council of World Speakers interprets communications from the planet and canonizes them into edicts to be followed by those living below. Tranquil appreciation of the god planet's beauty and highly ritualized dance are the endemic forms of entertainment. 

Aesthetics: Structures that appear to be part of the natural landscape, sculpted tree and stone. Near nudity in warmer climates, wrapped in barely tailored skins and furs in colder ones. Vehicles of unfinished metal in hues of natural ore, shaped as simple ovals or spheres. 

Backgrounds

  • Warden (Advantage to terra magic) 
  • Gatherer (Advantage biogenering)  
  • Wanderer (Advantage to survival or terra navigation)
  • Hunter (Advantage to melee or ranged fighting) 




Monday, 5 September 2022

The Twinkling Dunes (half a hex crawl)

 I used this lovely little hex map maker: https://noerskov.net/#/hexgen and changed the colours a bit then pulled three random magic cards using https://scryfall.com/ to get ideas to stock each "hex". Here are the results for half the map so far!  


1. Efuge, A town of white marbled, onion domed temples, and spindly look out towers. The drab robed humans here worship the gatherment of secrets and information and burn documents as sacrifice to a ghostly queen who haunts the lake to the East. The people here know much but are loath to share it, they are also very skilled in climbing and spying.

2. Golden twinkling sand dunes, pierced by ancient ebony obelisks. A forest of dead and dying brown shrubs is in the North West. Lurid, snake skinned goblins wearing leering masks hunt travellers with daggers here. The goblins hunt in pairs, are long of fang and are semi vampiric.

3. A salt encrusted, filthy and refuse filled lake. Spines of some calcific white mineral spike up across the filthy shore and shallows. Many ragged, roped offerings of coins and trinkets have been hung over the mineral spines – attempts to keep the undead, horned giant with snaped and broken legs who slowly pulls himself  through the muckfilth of the lake, at bay. The undying giant is dazzled and confused by the offerings, its mind long gone – it will only maim and kill those it encounters.

4. A green lake, prone to infestment of heavy fog and wafting spirits. These ghosts are fond of secrets and things not widely known (and are able to give blessings for the providement of such). On the eastern side of the lake are two towers, formed of giant, long dead, calcified worms sprouting from the mud beneath the water. A wizard skilled in the warping and manipulation of metal lives in each, Meg and Antic. The pair of wizards are ever bickering, but both are working together to the fulfilment of some apocalyptic destiny involving the ancient dead worms and all the forgotten minerals of the earth. They are covetous of all metals.

5. Golden twinkling sand dunes, pierced by ancient ebony obelisks. Packs of thin, green furred, wolves prowl the sands. Woods of dead trees coat the dunes, haunted by nests of featherless, lizardlike birdmen – clawed and skeletal. The birdmen pluck singular wolves from their packs and feast – the dead woods littered with bones and dried ichor.

6. Golden twinkling sand dunes, dotted with hut sized, rusting metallic insectoid hives – all wafting dark grey smoke. These are inhabited by hordes of mineral carapace hornets, about the size of a hand. The hornets are flesh eating and their venom causes meat and skin to slough free from the body.

7. Golden twinkling sand dunes, pierced by ancient, spider web covered, ebony obelisks. The land is ever shaded by heavy storm clouds that regularly release torrents of lightning that spark at the obelisks below. Giant, grey green, horned spiders – thorax and abdomen the size of a man - live in sturdy web carved caves and tunnels beneath the gloomy sands. The entrances to these caves and tunnels are strong webknitted doors. The spiders do not appreciate visitors to their lands or tunnels. Their tunnelling has revealed ancient engines, powered by the sparking obelisks, which the spiders enjoy meditating in the rumbling presence of - a state of religious bliss.

8. Golden twinkling sand dunes covered in woods of calcified dead trees. Mineral pipes that have the appearance of mummified worms lace through the sands. These, arm sized, pipes sporadically belch gassy flames from beneath the earth.

9. Golden twinkling sand dunes. Lurid, snake skinned goblins wearing leering masks hunt travellers with daggers here. The goblins hunt in pairs, are long of fang and are semi vampiric. The goblins have a sprawling village on the banks of two small lakes of liquid silver in the centre of the dunes. The village glints from the distance – constructed of wood branches dipped in, now dried, liquid silver. There are several liquid silver mummified goblin corpses throughout the village – foci of veneration and worship. The goblins have want for nothing save fresh blood and flesh. A small wood of dead and dying brown shrubs is on a large dune to the East of the village.

10. A several storey high, purple gem monolith, surrounded by bolden twinkling sand dunes.  Hordes of palm sized insectoid vermin carpet the sands around the monolith. A skeletal and rotting undead worm, the length of several bus, tunnels through the sands in the evenings – scooping mouthfuls of insects and anything else that dares approach the monolith.

11. A forest of gnarled, dead, trees that have the aspect of pained, screaming sufferers of pain. The trees are all twisted, bent over and malformed in their agony. The forest is ever haunted by a thick, tendrilic fog.  A small of brood of featherless, lizardlike birdmen – clawed and skeletal – hunt any interlopers to the forest.

12. A lake of thick, white, milky and iridescent liquid – ringed by a shore writhing with person high, black bramble-like vegetation. The vegetation is rope thick, vines, covered in near metal hard thorns. The vinerope slithers around to block any thing approach the lake – gripping, stabbing, choking and pulling apart interlopers.

13. A lake of clear, iridescent jelly – a slight tint of green. The jelly is rigid enough to walk across, but can easily be scooped and shaped. The jelly is ice cold and retains its freezing temperature when removed from the lake. Beneath the clear jelly are hundreds of naked humans, frozen and dead. Albino crocodiles roam the shore, ancient but rotting with some aspect of undeath from overconsumption of the persevering jelly.

14. A green lake, prone to infestment of heavy fog. In the centre of the lake are two towers, formed of giant, long dead, calcified worms sprouting from the mud beneath the water. A winged, horned, basilisk demon lives in the towers – the rooms of which are filled with petrified corpses that the demon has been hacking apart with heavy but precise tools  to explore human biology and anatomy.

15. Pale blue twinkling sand dunes, pierced sparsely with bleached white coral structures from beneath the earth. The corals are jagged, sharp, and tower several storeys into the air. In the evening the coral towers waft a luminescent, glowing green gas. An ogre trudges through the sands, blubbery and bloodstained. The ogre attempts to capture any living flesh that travels the dunes, chaining it to its blood splattered coral cave so they can indulge in the consumption of still living beings.


Monday, 22 August 2022

The Deific Earth - A setting

Over in my discord channel ( https://discord.gg/NDrtRKs ), I floated the idea of running something using the methods outlined in this post. We didn't end up "matrix adventuring" per se but instead collaboratively putting together an adventure game setting. 

From this: 

"Maybe do even something completely different and use some version of the methods in the post the cooperatively make a setting then play in it" 

Myself and a few of the other discord members, put together an interesting little setting that we are currently "arguing" the history of in to being (not quite playing in it as individual sentient actors as yet). 

I shall now present: "The Deific Earth" for your perusal! Note, this is not all my work, but a collaborative effort of about 5 individuals on the discord channel! I have included some of the "suggested schedules" I provided as a general method for approaching the activity.


Fundament: Each player writes a sentence outlining an important aspect of this world, its defining matrix if you will, other players can disagree and remove aspects if they provide reasons... Even this can be questioned!

  • The gods were forging a sword to do battle against a great evil with, when the blade was quenched in our world molten life dripped off of it and formed the first archipelago and our lands
  • The sword is still there, the evil is still there, the Gods are gone!
  • In this world, numbers are outlawed.
  • The gods bodies remain, they form a land bridge between the planets when they line up
  • They float in orbit around SOMETHING, they align rarely
  • When they do align alien things move between the planets on the god bridge
  • In the great battle; spurts of the primordial, radiant fluid of the dying gods, and the great evil, tore through the clouds, forming new lands.
  • These lands are more bountiful and lush than the original ones... but also follow the aspects of the gods/evil they came from more closely than any others
  • And so the most sentient beings formed here, and their civilisations. Spreading out from the fortress at the terminus.
  • The living things of our world are inevitably influenced, suffused, by the essence of god-lands they live on, from the food and waters that grow and run upon them.
  • A things essential being is defined by its god vapour. Some part demon, some part angel, combination there of. Demon and angel are relative, and poorly defined terms.
  • Some people perverted and twisted by the great evil, they now live on the gods bodies
  • Those planet dwellers fear their awe inspiring invasions, when the astral bodies align!
  • Cults arise: Most various heresies who argue about the best method to prevent the invasions, with their own champions and hierarchies; others still secretly covet the god-eaters, and work to manifest The Alignment
  • The planet with the sword of the gods is the last of the planets not overrun by those perverted God feasters! The great fortress where the the sword cuts the earth is the final defence for the uncorrupted against a God alignment crossing. The sword reaches to the foul heavens
  • The humours of the gods can be consumed to do magic
  • Blood, puss, piss, tumour, bile, and many more can be digested for expulsions of extra terrestrial magical vapour! Many, many more, all can corrupt ultimately with too much consumption. A correct amount of consumption, a wafer of fallen mana, allows magic.
  • Those of the vapours, gods and the evils but not corrupted by over consumption
  • The meekest are driven from the finest lands, far from the enriching embrace of the Fruits of Deific Earth; not bold enough to grow strong and strange from Correct Consumption
  • My heart sinks to think these may be forced, through jealousy, to betray those of the fortress, to help let the corrupted into the uncorrupted lands beyond the fortress at terminus. Oh I weep.
  • Yea! Woe to the Betrayers!
  • It is there, we doubt not, that the Heresies of Alignment emerged!
  • No True Follower of the Vapours would could think such evil thoughts!
  • Like Great Hapsut, we are beckoned and, through integrity alone, compelled, to forge tools to maintain the welfare and safety of the Envapoured Ones, Truest Followers of the Ways of the Sword!
  • Go forth, intrepid, valiant believers; lest the Heresies of Alignment take hold among the Vapourless and thus hasten the fateful Day of Bridges!
  • The inquisition of Hasput protects against the jealous conspiracies of the weak as they seek succour in the heresies of alignment! Praise be the inquisition for keeping the weak in line!
  • The bridge! Most corrupted of alignment! Ever seek correct equilibrium of your vapours, but avoid the bridge of alignment!
  • The evil, the cause of the forging of the sword, was the alien, from demiurge. Evil/Alien = Numbers, Stars, Science, Plasma, Asteroids, Meteorites, Black Holes, Nebulae, Physics, etc.
  • Scholars and philosophers known as Elementalists preach of the many elements that make the world.
  • There are two schools of thought:
    • The Alien elements, made not from gods, rather from what they sought to destroy, some examples are: Numbers, Stars, Science, Plasma, Lasers, etc…
    • The divine elements, made from the dead gods, some examples are: Vapour, meat, bone, wax, gray matter, acid, etc…
  • The study of the alien elements is forbidden in many places 

The Gods: Suggested schedule for Gods: "God Name: a sentence or dot points outlining its aspect"

  • Great Hapsut! Thrice Praise his Glorious Name! The Forger; The Fighter; Bringer of the Deific Blood; Arbiter of Order through Sharpened Justice!
  • The Whispering God
  • Astral and Aurum
  • The Gilded Guide: Its love was the journey and the joke; the joy and the jewels
  • Gloug, the consumer: ever so so hungry
  • Kepet: vengeance, revenge, pride, that's mine not yours give it here for ever, mine is life yours is death
  • Passing, lord of ephemeral: Knows this is not the end. Nothing is ever the end…
  • Genogox, bringer of mass and solidity.
  • Swarmbog, the grower. Fertile beyond reason.
  • Hylalei, The Florist: Makes everything beautiful at the expense of everything else. Abhors pragmatism and efficacy. The soft light of filtered suns wrapped warmly around a gentle arrangement of flowers and fine silver ornaments.
  • Toypoyos, the confuser: The in-between dweller, the divider!
  • Great Worm, the stitcher. Bringer together of flesh and tears and all rentings. The extruder of tissue.
  • Posados, the Twice-Betrayer, the God of Iron, the Green Sin Betrayed the gods to aid the evil... Betrayed the evil to nurture mortals. Only half of him remained.

The Lands: Suggested schedule for Lands: "Land name: A sentence or some dot points regarding the environment, population and/or special features of the land".

  • The Bleeding Land: which still leaks Deific Fluid
  • The Haptic Jungles: where branch and vine voraciously grasp, seeking unspeakable sensations. Rumoured location of the Ichor Stream, an endless flow of forbidden Number.
  • The Golem's Banquet: where stones blossom newly-made from the fertile earth! Blessed by Genogox, bringer of sturdiness!
  • The Great Yawp: a vast fissure of unplumbable depths which splits the continent in twain! Generally understood to be the result of the final blow struck in the battle between the Aliens and the Gods: though sources differ on who struck the blow!
  • The Sword: a great white plane, running perpendicular from the earth, endlessly into the dark of the corrupted heavens. It has a metallic sheen, and is covered in sharp geometric growths like living blades. Small and measly tribes of the corrupted are feebly scattered across, kept at bay by those of the fortress at terminus. Though forbidden by the inquisition, adventurous strong sometimes explore this place of demons and metal.
  • The Land of The Strong: The realm of both the Convocation and the Inquisitions. Here all is extreme, the weather, the landscape, the pain, the disease, the glory, the grandeur. The vapour is overwhelming. Everything is technicolored brightly. It is a land of living myth and legend. Things meek and grey and faltering are slain on sight! It rings the Fortress at the Terminus.
  • The Land of the Meek: A sparse and faltering land, dribbling out endlessly beyond the grand and majestic mountain ranges of the Land of The Strong. Grey, sand, dunes, craters, holes, caves, sludge. Those cast out by the Convocation and the Inquisitions dwell here: The Meek (and also the dreaded Moonlight ones). Many things fall from the heavens here!
  • The Fortress at Terminus (Also called just Terminus): The metallic, military, temple city that rings where the sword pierces the earth. Endless gonging and marching and drills and paranoia about the alignment and invasion. The haunt of many adventuring Envapoured Ones, ruled by the The Theocracy of the Inquisitions of Hapsut and Hasput, controlled by The Convocation of the Forge. Many here are secret worshippers of Toypoyos, the confuser, stitching the ways between the opposing inquisitions for spiritual and material gain. The cult of Toypoyos is of course outlawed by both inquisitions. Magic and metal!
  • The Yellow Caverns and their Gray Lakes: Cranial remnants of the gods, not a place but a biome, located in most godrealms. Covered in divine wax and other divine fluids.

The Peoples:  Suggested schedule for Peoples: "Peoples Name: a sentence or dot points outlining their aspect, abilities, culture, where they dwell, etc and such forth!


  • The Convocation of the Forge: highly respected as the children of Hapsut. Such things they forge are presented to leaders in great ceremonies, who interpret these demi-divine creations as guidance for their decisions and governance.
  • The Inquisitions of Hapsut and Hasput: The ruler theocracy of The Fortress at the Terminus. Protectors against the corrupted, the heresy of alignment and the constant conspiracies of the meek. Worshipers of blood and blood and truth!
  • Envapoured Ones: Truest Followers of the Ways of the Sword! Go forth, intrepid, valiant believers; lest the Heresies of Alignment take hold among the Vapourless and thus hasten the fateful Day of Bridges!
  • The Meek — or, the Betrayers: driven from the finest lands, far from the enriching embrace of the Fruits of Deific Earth; not bold enough to grow strong and strange from Correct Consumption. Also known as the weak. Their vapours are, more often than not, malformed, leading to godly mutations! Corruption manifest!
  • The Counters: people who are allowed to count and use numbers, a feared role but required for flourishing trade and commerce. They are only ever paid for their work in humours of the gods. In qabalistic nooks the Counters pore over meta-mathemagical texts, questing for the Ichor Stream's source
  • Zealots of Chalcedony and Lime: a solitary and hermetic sect who rappel beyond the Great Yawp's lip, carving mysterious caverns of Meditation and Mystic Vision in the cliffsides therein. Who — or what — they worship is barely understood by the staid theosophers of Terminus!
  • Moonlight Ones: Vampire-like creatures infected by alien curses, they devour words through singing and command platoons of mute thralls. The infections come from meteorites fallen to the deific earth. Foul alien evil infection! The Moonlight Ones are known to SING NUMBERS and practice SCIENCE! Any of the inquisition will slay a Moonlight one or their thralls with impunity and glee. They live in metal temples beneath the ground, served by their rotting thralls.
  • Newlings: Monsters made manifest from mathematical equations, take the form of small, bulbous geometrical shapes, eyes and teeth like teratoma. Shoot laser beams from magical field surrounding them, fly aroud with stored, stolen vapous
  • Independent Scholars and philosophers known as Elementalists preach of the many elements that make the world
  • Knights of Cton: A crusade of knights adorned with armor and weapons taken and forged from the dead gods, they seek to exterminate all things that did not came from the gods (which they call aliens or the alien elements), common pretty much in all godrealms (the corpses) and most lands.
  • Eaters of the Gods/The Corrupted: dwell on the gods' bodies. They feast on their immortal flesh which, though void of the gods' influence, will never decay, gorging themselves and so corrupting and changing their mortal forms.
  • Shardstrider Tribes: Small tribes of moss-skinned humans who harvest bones and sell them as indestructible pottery, each tribe worships the god they inhabit and often have completely different morals, but follow a similar, class structure to their society, the best artisan and miner always being the two leaders.
  • Minotaurs: Large sized monsters with soft, almost jelly-like meat, but covered in strong exoskeletons, born inside the corpse of the dead gods, brutish in culture and territorial in nature, they hunt the human and animal but they HATE the alien and heretic
  • Trolls: Half-evil Half-good, Trolls are the energetic manifestation of dreams in living shape, born from the dreams of the living, sworn protectors of the eternal desert, the imagine realm where ideas flow and turn into grains of sand, where mortals go when they sleep.

Map: 


Now, we are on to the "history" stage of world building. This is how we are currently playing at it: 

Suggested schedule for history creation: Each demiurge is in control of a people. They must argue into being the best version of history for their representative people. History contested by other demiurges and history in conflict will be resolved through dice rolls dependant on argument strengths and contextual factors. Generally a  third party demiurge will be the arbiter of such conflicts and contentions.

Additional suggested scheduling : we argue broad history into being until it gets so specific as to warrant control of specific sentient beings.

Suggested schedule for history creation, Part 2ish: State what happens and why/how - and be prepared for your version of reality to be argued against by the others!

The Deific Earth At the Start of Known History: The gods are not aligned! There is no current invasion, but the corrupted, and the corrupted planets, and the Dead Gods swirl above in the heavens. Beyond the Heavens...space and its evils and aliens. The sword links the heavens and the earth. The fortress at terminus is around that, controlled by the organisations of the strong. Then around the fortress is the lands of the strong, the key envapoured groups are here then - reaching out in all directions are the neutral lands, the weird lands and the lands of the meek. There is no alignment, but the alliance of the strong keeps the clawing meek and neutral and aliens at bay from the sword, ever trying to stave off heresy. 

Demiurges, I implore you to fight tooth and nail for the histories of your peoples!

It's been fun, and I am looking forward to doing some adventuring in The Deific Earth!