Difference between revisions of "User:Peel"

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==Bloc Themes Thoughts==
+
[[The Vanguard]]<br>
Results of the discussion:
+
[[New Illumina Republic]]<br>
*1. The Core colonies lack agency. Most severely they lack it in terms of conflict with ZOCU. A new conflict is something they feel they have to participate in, but they have no control over. As Rex put it, it's a 'weight'. This is less severe in PACT. Suggestion: Take Earth out of the picture in some concrete way (also remind them (again) that the ZOCU players are not determined to start a major war).
+
[[Mage: The Ascension in Arcus Prima Arena]]<br>
*2. The Core colonies lack heroism. Our cultural assumptions cast ZOCU as the heroes because we see independence struggles as heroic. The Core needs a plausible heroic narrative or they are left as (Weber) villains. Suggestions: Play on established ''anti''-independence narratives like the US Civil War and European secession. Make ZOCU the aggressor. Make them be jerks about their theta supplies.
+
[[Escape from the Abyss]]<br>
**Compare the League here. The League are jerks, but have a clear as daylight heroic narrative. So the Core doesn't have to be made unambiguous. They just need an ideological justification, that will likely be shared IC and OOC.
+
[[Project Codename: Orenji]]<br>
**I think it's worth noting that the war is never likely to be made entirely grey. But maybe it doesn't have to be. Some core players want to play with imperialist themes, this is the dark side of those themes and should not be ignored or shuffled aside.
+
[[Hell's Garden REDAMNATION]]<br>
*3. The Core factions lack a clear unifying theme. Peel + others ideas below.
+
[[Mage: Garden of Forking Paths]]<br>
 +
[[Mage: Drifting Tokyo]]<br>
 +
[[Pillars]]<br>
  
===FBH notes===
+
[[Paris Aberrant]]
*re:1. The problem with Earth is that it's dead weight. It has massive plot gravity because any one of it's factions outnumbers the entire PC Base combined, but it won't do anything, so it's just a big neutron star sucking in story and agency from the EU and PACT guys. It needs to be minimized. The best way is probably some kind of tumult on Earth, maybe an emergent Africa and India and the struggle for power in the end of Chinese dominance leading to a new cold war and various military emergencies on earth which distract them from space travel, meaning the PACT and EU PCs must come to the fore.
 
*Re:2. Perhaps have the Earth Core Star the war with ZOCU, allowing ZOCU PCs to kick ass and be the heroes, then have them Go To Far, and Earth's Fleets, reeling from their losses and some problem at home require the Colonies to take up the burden of War. Make top EU Admirals colonials and so on, and have them win through strategic brilliance not just through overwhelming numbers
 
**Peel: Maybe the colonial admirals had been fending off drones while the high admiralty at NELSON ossified, or something.
 
*Re:3. By theme this also includes aesthetics and coolness factor. ZOCU is very much glowing line theotech robots. China is big shiny ships. Magnets are mad science, League are plucky baselines etc. The core are rather lacking in this department, except PACT is planes.
 
**Five: Maybe the EU should have Good shipbuilding
 
  
===The European Union: Trouble in Paradise===
+
==General WoD Notes==
For centuries, the European Project has marched on. (Hu)man in hand with (hu)man across racial, cultural and linguistic borders, the EU is the shining city on the hill. The ideal of what humanity can be as it transcends the divisions that have hobbled it for all of history. In the space age it continues to uphold this ideal as it goes outwards, spreading and uniting humanity as it goes. But come the end of the Breakdown there is trouble in Paradise. With turmoil on Earth and an ideological challenge in the name of self-determination, but in the defence of genetic tyranny and petty greed, the dream is facing a great test that may yet make it a nightmare. It is up to the colonies at the tip of the European Arm to safeguard that dream of peace, unity and progress by defending it in local space and carrying the torch yet outward.
+
[[Inferno Project]]
:Then add distinctive unifying unit/technological theme and aesthetic. Maybe a little chrome and zeerust?
+
===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.
  
:FBH suggestions: Specialist Battleships, Landdreadnaughts, Anime engineering coolness, Power armour with plumes.
+
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.
:BM suggestions: Super MMI/AI interfaces, Linked battlefleets
 
  
==Civilisations & Leaders==
+
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.
*Traits: Aggressive, Charismatic, Expansive, Financial, Imperialistic, Industrious, Organised, Philosophical, Protective, Spiritual
 
  
'''EU'''
+
==Exalted: Eclipse==
*Unique Unit: Drake (replaces Battleship)
+
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...
*Unique Building:
 
*New Silesia: Imperialistic, ?
 
*New Somerset: ?, ?
 
*Outremonde: Organised, ?
 
  
'''PACT'''
+
====Lunar Charm/Knack Concepts====
*Unique Unit: Inch (replaces Centimetre)
+
*Open up Chimaera charms to all lunars, with whatever caveats.
*Unique Building:  
+
*'''Circle of Life Technique:''' Those the lunar kills and eats always reincarnate (including ghosts) <- needs more oomph.
*Corregidor: Expansive, Financial
+
*'''Chimeric Chrysalis:''' When threatened with mutation, instead enter a chrysalis and emerge radically transformed.
*Daedalus: ?, ?
+
*'''Eyeball-Swallowing Approach:''' Eat a sense organ and receive memories of what it perceived over the last [essence] days.
*Oceania: Financial, Australian
+
*'''Hungry Cuckoo Method:''' The Lunar plants themselves into an organisation and siphons off a proportion of its turnover/profits <- maybe too Siddie.
*Sao Galvao: Financial, Industrious
+
*'''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.
  
'''China & Friends'''
+
==Magical Pathologies==
*Unique Unit: Titan (replaces Superbattleship)
+
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.
*Unique Building: Immigration Bureau (replaces Courthouse)
 
*Some Dudes: Awesome, Owns
 
*Cooler Than: Magnificent, Resplendent
 
*You Losers: Totally, Sweet
 
  
'''Russia & Friends'''
+
No confirmed cures have been found.
  
'''ZOCU'''
+
===Externalised Delusion===
*Unique Unit: Sarissa (replaces Combat Frame)
+
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.
*Unique Building: Theta Factory (replaces Dust Factory)
 
*Hampshire: Financial, ?
 
*Haraway: Aggressive, Charismatic, Expansive, Financial, (Anti-)Imperialistic, Industrious, Organised, Philosophical, Protective, Spiritual
 
*Ithaca: ?, ?
 
*Kanon: Aggressive, Philosophical
 
*New Mercia: Protective, Industrious
 
  
'''League'''
+
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'.
*Unique Unit: Two Battleships (replaces Battleship)
 
*Unique Building: Armoury (replaces Factory)
 
*Minkowski: Organised, Spiritual
 
*Sarreva: Aggressive, Protective
 
*Vimelan: Charismatic, ?
 
  
'''Magnates'''
+
This sad disease is thought to be related to the 'internalised delusion' paradox sometimes inflicts, but is permanent, and far more dangerous.
*Unique Unit: Series VII Bioroid (replaces Supersoldiers)
 
*Unique Building: Mind-Control Tower (replaces Broadcast Tower)
 
*Delten: Industrious, Philosophical
 
*Dogma: Expansive, Organised
 
*Hyperborea: Charismatic, Organised
 
*Rebirth: Aggressive, Spiritual
 
  
==Solar System Generator==
+
===Externalised Fragmentation===
Note: If you roll up a garden or terraformable world, roll again unless you have a particularly good reason why it wasn't colonised.
+
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.
*A conventional solar system has 2d6 bodies (including your planet)
 
*Planets: rocky planets may be asteroid belts
 
:1-3: rocky
 
:4-6: gaseous
 
*Mass: gaseous planets add 4 to the die roll
 
:1: Sublunar (Asteroid belt, 0.0005)
 
:2: 0.01 Earths (the Moon, 0.0123)
 
:3: 0.1 (Mars, 0.107)
 
:4: 1 (Venus, 0.815)
 
:5: 5 (5 Earths)
 
:6: 10 (Uranus, 15)
 
:7: 50
 
:8: 100 (Saturn (Saturn, 94)
 
:9: 500 Earths (Jupiter, 318)
 
:10: Superjovian (HAT-P-2b, >2500)
 
*Composition (gaseous):
 
:1-3: Hydrogen/Helium (Jupiter, Saturn)
 
:4-5: Methane/Ammonia (Uranus, Neptune)
 
:6: Hydrogen/Water
 
*Atmosphere (rocky):
 
:1-3: Carbon Dioxide (Mars, Venus)
 
:4: Nitrogen/Oxygen (Earth)
 
:5: Methane/Ammonia (Titan)
 
:6: Hydrogen/Helium (Mercury)
 
*Atmospheric density (rocky):
 
:1: None/trace
 
:2: Very low
 
:3: Low (Mars)
 
:4: Moderate (Earth)
 
:5: High (Venus)
 
:6: Extreme (Titan)
 
*Temperature: planets with thinner atmospheres have greater temperature variation
 
:2-4: Deep Frozen (Pluto, <100K)
 
:5-6: Frozen (equator dozens of degrees below freezing point)
 
:7: Icebox (Mars)
 
:8: Temperate (Earth)
 
:9: Hothouse (Terranova)
 
:10: Severe (water boils on the equator)
 
:11-12: Extreme (Venus)
 
*Wackiness?
 
:1-5: No
 
:6: Yes
 
*Wackiness!
 
:1: Tidally locked
 
:2: Tidally locked
 
:3: Fossils
 
:4: Xenolife
 
:5: Commercially inviable precursor dust
 
:6: Posthuman structure (or possibly Velan ruin)
 
  
 +
===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.
  
==Snail (final statblock)==
+
===Hashimoto-Appelbaum Syndrome===
Race: Classic (+1 universal)<br>
+
In the East, called `karma demons'.
Occupation: I-tech (+1 education)<br>
+
 
Traits: Obsessed (research) [+3], Dark Past [+5], Obscure Knowledge (AI programming, xenopsychology, esoteric computing, mindstate engineering) [4]<br>
+
===Raman-Klogius Syndrome===
Stats:<br>
+
Sometimes called `widderslaintes' or `fiends', and found frequently among the Nephandi, infernalists, or the merely unscrupulous and daring.
Physical 1 [0]<br>
+
 
Smarts 11 [55]<br>
+
===Transcendental Suicidal Ideation===
Education 6 [10] specialise Systems Theory 4 [10]<br>
 
Integrity 4 [6]<br>
 
Perception 2 [1]<br>
 
Charisma 4 [6]<br>
 
<br>
 
Skills:<br>
 
Conditioning [0]<br>
 
Intrusion 2 [3]<br>
 
Technology 2 [3] specialise Computers 5 [15]<br>
 
Cacophony Tech 1<br>
 

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