Difference between revisions of "User:Peel"

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==Sphere Technology==
+
[[The Vanguard]]<br>
===Tech===
+
[[New Illumina Republic]]<br>
'''Static Harpoon'''
+
[[Mage: The Ascension in Arcus Prima Arena]]<br>
:Advanced FTL drives depend largely on scrubbing causal static from the jumper as quickly as possible. Reversal of these techniques allow an object (such as a railgun or rifle shell) to be 'charged' with static and launched into an enemy, rendering them unable to jump until their drive can clear the interference.
+
[[Escape from the Abyss]]<br>
'''Efficient Catapult Construction'''
+
[[Project Codename: Orenji]]<br>
:This is not an application per se, however the cost to construct catapults is affected by your Catapults TI similarly to application cost.
+
[[Hell's Garden REDAMNATION]]<br>
 +
[[Mage: Garden of Forking Paths]]<br>
 +
[[Mage: Drifting Tokyo]]<br>
 +
[[Pillars]]<br>
  
===Xenotech===
+
[[Paris Aberrant]]
'''Nova Cannon'''
 
:The essence of electrochemical weaponry is that of a shell propelled by sudden thermal expansion. However, as increasingly desperate League scientists have discovered, there are limits to mundane chemistry, and macro-scale weaponry has persistently remained beyond practical feasibility. The development of effective plasma containment changes this. By using a large shell with advanced containment mechanisms, a high-grade plasma blast can be 'caught' and used as both initial boost and sustained thrust to propel the shell at tremendous velocities, until containment fails and the plasma is explosively released.
 
::Required Feral Xenotech index: 75
 
::Subsidiary Indices: Electrochemical Weapons 35
 
'''Nephilim Replication'''
 
:Human industry is fundamentally too coarse to manufacture true nephilim armour, but advanced study can provide enough understanding to create it using posthuman fabricators or Velan nanomachines.
 
::Required Feral Xenotech index: 60
 
::Subsidiary Indices: Materials 20
 
'''Xenofabricator Construction'''
 
:The grail of nano-manufacturing is a fully adaptive system that can construct any object given plans and feedstock, turning fabricators from irreplaceable resource to expandable infrastructure.
 
::Required Feral Xenotech index: 100
 
'''Drone Intelligence Adaption'''
 
:Reprogramming the central processors of Velan drones and installing them in human craft is an affordable and accessible solution to creating autonomous vehicles for powers without sophisticated industry and computing ability.
 
::Required Feral Xenotech index: 125
 
::Subsidiary Indices: AI 16
 
'''Metabolic Reactor'''
 
:Velan drones have a versatile metabolism. Their ability to survive in almost any system for long periods relies on their ability to extract energy from a variety of sources by altering reactor architecture to match the input. The output is low, and the system must be topped up with nanomachines on occasion as the intense energies burn them up, but a craft with a metabolic reactor can run for several months without resupply as long as the crew have access to rocks, gases, corpses or almost anything at all. These reactors are the cause of the iron 'drone droppings' that pose a navigation hazard in infested systems.
 
::Required Feral Xenotech index: ??
 
::Subsidiary Indices: Power ??
 
  
===Basic Theotech===
+
==General WoD Notes==
'''Theta Catapults'''
+
[[Inferno Project]]
:Catapults made with theta dust are no faster than normal catapults, but they require far less dust and fewer structural components to support said dust.
+
===Baali===
::Required Basic Theotech index: 50
+
Rather than being a particular clan or bloodline of vampires, this term refers to vampires that truck with the infernal in general. They are rare as most vampires have no ability to interact with the spirit world, if they even believe in it, but as vampires are more common than mages they make up an (un)healthy proportion of infernal servants.
::Subsidiary Indices: Catapults 25
 
'''Theofabricator Construction'''
 
:The grail of nano-manufacturing is a fully adaptive system that can construct any object given plans and feedstock, turning fabricators from irreplaceable resource to expandable infrastructure.
 
::Required Basic Theotech index: 100
 
  
===Advanced Theotech===
+
The Camarilla forbid demonology and prefer that it not be spoken of at all, both to ensure the exclusive power of the Princes is maintained and from genuine moral revulsion. The Sabbat frown on it like a bad drug as they promote freedom of vampires from control, but the Lasombra fall from their ironic religious posing into actual devil-worship far more often than they are willing to admit. The nature of the 'Set' of the Setites is a matter of dispute even among followers, but the Serpent heirarchy does not ban traffic with demons - only subservience and 'excessive' behaviour.
'''Wormholes'''
 
:Powers which can satisfy the fantastic dust requirements can construct standing zero-time gates to other star systems.
 
::Required Advanced Theotech index: 1200
 
::Subsidiary Indices: Catapults 35
 
  
===Hitech===
+
Contact with demons can be achieved by forbidden rituals of Thaumaturgy or Necromancy, by astral projection, or by the secret discipline of Daimonion that is passed down among Baali from master to student. Not all Baali have the use of any of these powers themselves, but rely on access to a more capable Kindred master, a terrorised or controlled mortal sorceror, or even some item or location into which a demon has been bound.
'''Fusion Needlers'''
 
:The key limiting factor for plasma weaponry is containment, which metric-alteration technology is remarkably adept at. Enterprising engineers have exploited this to combine the two into a long-range weapon with fearsome penetrative power against shields and armour.
 
::Required Feral Xenotech index: 50
 
::Required Basic Theotech index: 50
 
::Subsidiary Indices: Particle Weapons 20
 
'''Flash Armour'''
 
:Embedding dust nodules into nephilim armour enables the projection of an energy field a tiny distance above the surface that disintegrates incoming matter. Some is repelled by the explosion, and the remainder is rendered an incoherent plasma of the type nephilim armour is optimised to reject.
 
::Required Feral Xenotech index: 60
 
::Required Basic Theotech index: 75
 
::Subsidiary Indices: Electronics 20, Materials 25
 
'''Dust-Doped Mechanocytes'''
 
:Through long decoding of programming and longer encoding of programs, posthuman dust can be made to cooperate with Velan nanotechnology. The addition of sophisticated energy control and containment systems to repair conduits dramatically increases their work rate, at the cost of increased power requirements.
 
::Required Feral Xenotech index: 80
 
::Required Basic Theotech index: 80
 
::Subsidiary Indices: Electronics 25
 
'''Yogic Reactor'''
 
:Incorporation of dust in a metabolic reactor both dramatically improves output and more effectively shields the components from the energy released, keeping nanomachine loss below replacement. A yogic reactor can run essentially forever as long as it has access to non-iron nuclei.
 
::Required Feral Xenotech index: ??
 
::Required Basic Theotech index: ??
 
::Subsidiary Indices: Power ??
 
  
==Apoptosis==
+
==Exalted: Eclipse==
Population: 0 (0)<br>
+
What if the Usurpation was done by ''Lunars''? The Solars are slain, their Sidereal cronies sent fleeing to hide in Yu-Shan, and now the Thousand Streams River encircles Gaea. Dragonblood and Beastman populate the world. But all is not well. More and more knowledge is lost in the shifting tides of history, the Lunar elders and their experiments are becoming ever more degenerate, and once-Lunar monsters threaten to invade from the edges of Creation. And the Ebon Dragon just tricked the Raven into coughing up the Sun...
Transhumanism: 3 (4)<br>
 
Infrastructure: 2 (2)<br>
 
Growth Potential: 0 (0)<br>
 
Military Support: 5 (5)<br>
 
Space Fleet: 3 (3)<br>
 
Diplomacy: 0 (0)<br>
 
Espionage: 2 (2)<br>
 
General Advancement: 1 (4)<br>
 
Unique Technology: 4 (8)<br>
 
Emergent Technologies: 2 (3)<br>
 
Magic: 3 (4)<br>
 
  
==Snail (final statblock)==
+
====Lunar Charm/Knack Concepts====
Race: Classic (+1 universal)<br>
+
*Open up Chimaera charms to all lunars, with whatever caveats.
Occupation: I-tech (+1 education)<br>
+
*'''Circle of Life Technique:''' Those the lunar kills and eats always reincarnate (including ghosts) <- needs more oomph.
Traits: Obsessed (research) [+3], Dark Past [+5], Obscure Knowledge (AI programming, xenopsychology, esoteric computing, mindstate engineering) [4]<br>
+
*'''Chimeric Chrysalis:''' When threatened with mutation, instead enter a chrysalis and emerge radically transformed.
Stats:<br>
+
*'''Eyeball-Swallowing Approach:''' Eat a sense organ and receive memories of what it perceived over the last [essence] days.
Physical 1 [0]<br>
+
*'''Hungry Cuckoo Method:''' The Lunar plants themselves into an organisation and siphons off a proportion of its turnover/profits <- maybe too Siddie.
Smarts 11 [55]<br>
+
*'''Myriad Hairs of the Monkey King:''' Release bits of body as independent entities.
Education 6 [10] specialise Systems Theory 4 [10]<br>
+
*'''Raven Steals the Sun:''' Prereq. ''Golden Widow Method'', ess 6+. After hunting and killing ones solar mate, imprison their exaltation and learn Solar charms (with limitations/drawbacks/side effects).
Integrity 4 [6]<br>
+
*'''Raven-as-Writing-Desk Technique:''' Transform into inanimate objects?
Perception 2 [1]<br>
+
*'''[Something about tapeworms]:''' Hide inside someone else's body, with or without their awareness.
Charisma 4 [6]<br>
+
*'''Protean [Attribute Type] Ingenuity:''' Move attribute dots around inside one attribute type (physical/mental/social).
<br>
+
*'''Silent Owl's Patience:''' The lunar creates a shell personality to function socially and be affected by UMI leaving a dormant core personality unmolested.
Skills:<br>
 
Conditioning [0]<br>
 
Intrusion 2 [3]<br>
 
Technology 2 [3] specialise Computers 5 [15]<br>
 
Cacophony Tech 1<br>
 
  
==Chocobos==
+
==Magical Pathologies==
Chocobos are large birds related to the common chicken. They come in several varieties.
+
These are presented from a materialist perspective based on the pioneering research of Herr Klogius and his group. More spiritual mages may have more metaphysical explanations. And of course, their rendering as 'pathology' is a subjective value judgement and categorisation. Different mages and groups of mages manifest different pathologies, in different ways.
  
Yellow Chocobos (common cavalry)
+
No confirmed cures have been found.
*Yellow chocobos are the most common variety and can be found across the world, particularly in forests. Their vicious claws and beaks have disembowelled many a handler.
+
 
*Level of badass
+
===Externalised Delusion===
Blue Chocobos (common cavalry)
+
One of the more common pathologies. The sufferer percieves reality in a radically different way to others and, within certain limits, it alters to match. This may occur based on physical, social or metaphysical proximity. Enlightened beings are not significantly altered but the sufferer will nevertheless percieve them as fitting into her world model.
*These amphibious blue chocobos live near water. They have webbed feet and beaks shaped to capture fish.
+
 
*Aquatic
+
Sufferers from externalised delusions are mostly immune to paradox, but may still be ejected into the umbra if their disruptions become particularly extreme. This immunity however gives them great power and their delusional perceptions give them unusual drives. These two factors together have given them the traditional name 'marauders'.
Green Chocobos (common cavalry):
+
 
*Green chocobos live in mountainous or hilly regions. They can navigate precipitous cliffs and narrow gorges with a speed and agility that startles riders of more ponderous beasts.
+
This sad disease is thought to be related to the 'internalised delusion' paradox sometimes inflicts, but is permanent, and far more dangerous.
*Celerity
+
 
Brown Chocobos (common cavalry):
+
===Externalised Fragmentation===
*Brown chocobos lurk in deserts and forests.
+
Rare and terrifying. What evidence exists suggests this is similar to marauderdom, but involving a total breakdown of world-picture coherency rather than mere substitution. They lose the ability to engage meaningfully with the world, but none of their power. The result is the alteration of themselves and the world around them into catastrophic chaos.
*Stealthy
+
 
White Chocobos (exotic cavalry):
+
===Ontological Megalomania===
*White chocobos are a sign of good luck. Many tales abound of them aiding injured travellers. Of course, many tales also abound of them demanding payment.
+
The ability to change the world does, in some cases, metastasise into the compulsive desire to do so and bring it into line with an imagined perfected state. This could be considered similar to externalised delusion, but with the imaginary world as target, rather than situation. However as sufferers are still subject to paradox, they tend to me more low-key than the aforementioned.
*Intelligence, sometimes including magic (cure)
+
 
*Regeneration
+
===Hashimoto-Appelbaum Syndrome===
Red Chocobos (exotic cavalry):
+
In the East, called `karma demons'.
*Red chocobos are the unfortunate creation of Fultin the Pyromancer during the necromantic wars. Predictably, they can breathe fire. The incessant heat of their internal organs is distinctly uncomfortable and gives them an absolutely awful temper. Pity the trainer tasked with breaking one.
+
 
*Etheric metabolism
+
===Raman-Klogius Syndrome===
*Conflagration
+
Sometimes called `widderslaintes' or `fiends', and found frequently among the Nephandi, infernalists, or the merely unscrupulous and daring.
Black Chocobos (exotic cavalry):
+
 
*Black chocobos roost in the stoutest treetops. Their majestic wings, black as the night sky, are so vast and strong as to allow them to fly.
+
===Transcendental Suicidal Ideation===
*Flight
 
Gold Chocobos (rare cavalry):
 
*Gold chocobos, or 'royal chocobos', are the rarest and most wondrous kind. The adventurer lucky enough to find one and foolish enough to attempt to capture it will find a potent opponent as canny and proud as any king.
 
*Flight
 
*Level of badass
 
*Intelligence, sometimes including magic (choco meteor)
 

Latest revision as of 08:20, 24 June 2018

The Vanguard
New Illumina Republic
Mage: The Ascension in Arcus Prima Arena
Escape from the Abyss
Project Codename: Orenji
Hell's Garden REDAMNATION
Mage: Garden of Forking Paths
Mage: Drifting Tokyo
Pillars

Paris Aberrant

General WoD Notes

Inferno Project

Baali

Rather than being a particular clan or bloodline of vampires, this term refers to vampires that truck with the infernal in general. They are rare as most vampires have no ability to interact with the spirit world, if they even believe in it, but as vampires are more common than mages they make up an (un)healthy proportion of infernal servants.

The Camarilla forbid demonology and prefer that it not be spoken of at all, both to ensure the exclusive power of the Princes is maintained and from genuine moral revulsion. The Sabbat frown on it like a bad drug as they promote freedom of vampires from control, but the Lasombra fall from their ironic religious posing into actual devil-worship far more often than they are willing to admit. The nature of the 'Set' of the Setites is a matter of dispute even among followers, but the Serpent heirarchy does not ban traffic with demons - only subservience and 'excessive' behaviour.

Contact with demons can be achieved by forbidden rituals of Thaumaturgy or Necromancy, by astral projection, or by the secret discipline of Daimonion that is passed down among Baali from master to student. Not all Baali have the use of any of these powers themselves, but rely on access to a more capable Kindred master, a terrorised or controlled mortal sorceror, or even some item or location into which a demon has been bound.

Exalted: Eclipse

What if the Usurpation was done by Lunars? The Solars are slain, their Sidereal cronies sent fleeing to hide in Yu-Shan, and now the Thousand Streams River encircles Gaea. Dragonblood and Beastman populate the world. But all is not well. More and more knowledge is lost in the shifting tides of history, the Lunar elders and their experiments are becoming ever more degenerate, and once-Lunar monsters threaten to invade from the edges of Creation. And the Ebon Dragon just tricked the Raven into coughing up the Sun...

Lunar Charm/Knack Concepts

  • Open up Chimaera charms to all lunars, with whatever caveats.
  • Circle of Life Technique: Those the lunar kills and eats always reincarnate (including ghosts) <- needs more oomph.
  • Chimeric Chrysalis: When threatened with mutation, instead enter a chrysalis and emerge radically transformed.
  • Eyeball-Swallowing Approach: Eat a sense organ and receive memories of what it perceived over the last [essence] days.
  • Hungry Cuckoo Method: The Lunar plants themselves into an organisation and siphons off a proportion of its turnover/profits <- maybe too Siddie.
  • Myriad Hairs of the Monkey King: Release bits of body as independent entities.
  • Raven Steals the Sun: Prereq. Golden Widow Method, ess 6+. After hunting and killing ones solar mate, imprison their exaltation and learn Solar charms (with limitations/drawbacks/side effects).
  • Raven-as-Writing-Desk Technique: Transform into inanimate objects?
  • [Something about tapeworms]: Hide inside someone else's body, with or without their awareness.
  • Protean [Attribute Type] Ingenuity: Move attribute dots around inside one attribute type (physical/mental/social).
  • Silent Owl's Patience: The lunar creates a shell personality to function socially and be affected by UMI leaving a dormant core personality unmolested.

Magical Pathologies

These are presented from a materialist perspective based on the pioneering research of Herr Klogius and his group. More spiritual mages may have more metaphysical explanations. And of course, their rendering as 'pathology' is a subjective value judgement and categorisation. Different mages and groups of mages manifest different pathologies, in different ways.

No confirmed cures have been found.

Externalised Delusion

One of the more common pathologies. The sufferer percieves reality in a radically different way to others and, within certain limits, it alters to match. This may occur based on physical, social or metaphysical proximity. Enlightened beings are not significantly altered but the sufferer will nevertheless percieve them as fitting into her world model.

Sufferers from externalised delusions are mostly immune to paradox, but may still be ejected into the umbra if their disruptions become particularly extreme. This immunity however gives them great power and their delusional perceptions give them unusual drives. These two factors together have given them the traditional name 'marauders'.

This sad disease is thought to be related to the 'internalised delusion' paradox sometimes inflicts, but is permanent, and far more dangerous.

Externalised Fragmentation

Rare and terrifying. What evidence exists suggests this is similar to marauderdom, but involving a total breakdown of world-picture coherency rather than mere substitution. They lose the ability to engage meaningfully with the world, but none of their power. The result is the alteration of themselves and the world around them into catastrophic chaos.

Ontological Megalomania

The ability to change the world does, in some cases, metastasise into the compulsive desire to do so and bring it into line with an imagined perfected state. This could be considered similar to externalised delusion, but with the imaginary world as target, rather than situation. However as sufferers are still subject to paradox, they tend to me more low-key than the aforementioned.

Hashimoto-Appelbaum Syndrome

In the East, called `karma demons'.

Raman-Klogius Syndrome

Sometimes called `widderslaintes' or `fiends', and found frequently among the Nephandi, infernalists, or the merely unscrupulous and daring.

Transcendental Suicidal Ideation