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[[The Vanguard]]<br>
 +
[[New Illumina Republic]]<br>
 +
[[Mage: The Ascension in Arcus Prima Arena]]<br>
 +
[[Escape from the Abyss]]<br>
 +
[[Project Codename: Orenji]]<br>
 +
[[Hell's Garden REDAMNATION]]<br>
 +
[[Mage: Garden of Forking Paths]]<br>
 +
[[Mage: Drifting Tokyo]]<br>
 +
[[Pillars]]<br>
 +
 +
[[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==
 
==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...
 
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...
Line 4: Line 25:
 
====Lunar Charm/Knack Concepts====
 
====Lunar Charm/Knack Concepts====
 
*Open up Chimaera charms to all lunars, with whatever caveats.
 
*Open up Chimaera charms to all lunars, with whatever caveats.
*'''Circle of Life Technique:''' Those the lunar kills and eats always reincarnate <- needs more oomph.
+
*'''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.
 
*'''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.
 
*'''Eyeball-Swallowing Approach:''' Eat a sense organ and receive memories of what it perceived over the last [essence] days.
Line 12: Line 33:
 
*'''Raven-as-Writing-Desk Technique:''' Transform into inanimate objects?
 
*'''Raven-as-Writing-Desk Technique:''' Transform into inanimate objects?
 
*'''[Something about tapeworms]:''' Hide inside someone else's body, with or without their awareness.
 
*'''[Something about tapeworms]:''' Hide inside someone else's body, with or without their awareness.
*'''Unrestrained [Attribute Type] Ingenuity:''' Move attribute dots around inside one attribute type (physical/mental/social). <- needs a better name
+
*'''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.
==Mage 2012==
 
===General Principles===
 
*The major factions are defined by their attitude to reality. Any one of them can be good or evil (well, Nephandi are tricky). The Technocracy will generally be presented as somewhat corrupt and fallen from its high ideals though, because that gives players in either trad or techno games reason to fight the status quo.
 
*No faction has total control over any aspect of human society. Even the Technocracy only influences, it does not dictate.
 
*Other supernaturals exist but they are expected to conform to Mage cosmology. They can have cosmological primacy in their own settings, where Mages are just weird humans with super psychic powers or whatever. It isn't assumed that this is ''the'' World of Darkness.
 
*I'm probably not going to make it all that dark, in a world sense.
 
 
 
===The Technocracy===
 
The Technocracy believe in a single, unified, material, mundane, knowable and limited reality. They have subordinated themselves to the idea of an external world and heirarchy to give them objectively correct knowledge and objectively correct actions, rather than seeking these things for themselves.
 
 
 
From a tradition (Hermetic) perspective, a Technocrat is one sort of broken Mage - a prince of the earth who refuses to rule. They have abdicated their rights as a Mage. Psychologically they are a loss of the sense of wonder and the will to power and freedom.
 
===Marauders===
 
Marauders believe their own thing, damn everyone else and damn the world. They have tremendous power to define the world but because they have lost any perception of the remaining limits on this power or the ways in which they world does ''not'' conform, they cannot exercise it.
 
 
 
From a tradition (Hermetic) perspective, a Marauder is another sort of broken Mage - a master of the world who denies the world. They have abdicated their responsibilities as a Mage. Psychologically they are delusional.
 
===The Traditions===
 
Whatever their internal frictions the Traditions as a group symbolise a middle path between the above, either incoherent and doomed to failure, or a synthesis fated for success, depending on your point of view.
 
 
 
The Traditions will succeed if they can find a way out of the relativist trap, and embrace their diversity and freedom without rejecting others.
 
===Nephandi===
 
Nephandi are not all rapists and paedophiles and sadists. Though they have a somewhat higher rate of such, it doesn't define them except in enemy propaganda. Their fundamental idea isn't 'evil' or 'corruption', it is 'suicide'. They think the world is broken and must be destroyed. In some this manifests as sadomasochism and lolevil, in others it manifests as the gentleness of euthanasia.
 
 
 
From a tradition (Hermetic) perspective, a Nephandus is the last and worst type of broken Mage. Rather than merely rejecting themselves (technocracy) or the world (Marauders) they cannot abide either and resolve to destroy one or both. Psychologically they are suicidal despair and nihilism.
 
 
 
===Digital Web===
 
The lines of war in the Web are now clearly defined. On the Technocracy side, The Syndicate and NWO are attempting to monetise, censor and control the Net, with Iteration X providing the heavy computational firepower. On the Tradition side, the Virtual Adepts pursue information freedom, open-source and indie development, and the cyberanarchist thesis. Nephandi are trolls and malicious hackers, and Ulillillia is a Marauder. Every Tradition has a web presence by now, even though the VAs dominate.
 
 
 
===Inter-tradition developments===
 
In some places the traditions are hopelessly divided and squabbling, but in others they have achieved remarkable successes in working together. High-profile examples include:
 
*Hermetic and VA investigations into the power of language, mathematics and formal systems.
 
*Etherite use of parapsychology and pseudoscience to help other traditions break into modernity.
 
*Young Akashics and Euthanatos resolving their differences away from the eyes of the elders.
 
 
 
==SRPG==
 
Just getting this down. There's a lot of failed RPG ventures out there. It's not a forgiving industry.
 
If we are going to do this we need to consider objectives. Are we trying to:
 
*1. Just get our creative product out there?
 
*2. Sell enough to recoup costs?
 
*3. Make Sphere a popular option for SF gaming?
 
*4. Get into the game business professionally and long term?
 
4 is almost certainly unworkable and is the doom of many so let's shelve that unless several of us are willing to turn our lives upside down on a wild gamble. 1 is just a matter of getting the product out, but is the path of a great many irrelevant blips of noise in history. 3 is potentially possible with luck and skill. 2 is (I hope) the same, especially if we can push down production ''costs'' without too much sacrifice of production ''values''. The cheapness of epublishing and the fact that making the game is a volunteer activity for a lot of us helps on this front.
 
 
 
Any objective other than 1 raises the question:
 
*Why would anyone play Sphere rather than a different SF game?
 
We say EP is too clunky and limited, but clunky rulesets can flourish. If we think we can pick up people alienated by EP's setting, how do we distinguish from or outcompete the established more generic SF games? We think the Sphere setting is interesting but our interior perspective is unreliable and a few sigs on SB doth not a groundswell of interest make. This brings us to another question:
 
*'''If it's just a setting we're selling, why not make a setting book for some other system?'''
 
Speaking of the setting, what's going to grab people about it immediately on description, rather than make them think it's just another generic space setting?
 
 
 
And we need to abandon sacred cows. The 'start in the Rim' idea needs serious examination and I think it should be stated outright that not every PC world will get a prominent position in setting material, or be the same place it is in the SD. An RPG is a different beast to an SD.
 
 
 
==Aberrant: Rebirth==
 
Europe is in the throes of the Renaissance. A great flowering of culture and innovation is taking place, and everyone knows why: the New, men (and women) gifted with powers not seen since the Lord walked the Earth. Dozens of Aristotles, Alexanders and Herculeans vie to change history. The Catholics have declared them gifted by God, but with a caveat - they must accept the authority of the Pope as the head of His church, or they are in rebellion against Him. The Reformers have adopted a myriad doctrines, from condemnation of the demons to proclamations of the return of the Christ.
 
 
 
The world will never be the same again.
 
 
 
===Making a Character===
 
Super-low NP but reduced Quantum prerequisites. Transport powers are nerfed due to different conceptions of speed and distance in this era. A bunch of abilities will change around and of course equipment changes a bunch.
 
  
update: on reflection Adventure! would work better
+
==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.
  
==P3==
+
No confirmed cures have been found.
:'''Significant:''' +1 all
 
:'''Idoru:''' +2 Per, +1 Kno, +1 Psy, +2 Cha
 
:'''Plate Worlder:''' +1 structure environment
 
:'''Important:''' +2 Per, +1 Kno, +3 Cha. '''Defining Event: Clout.'''
 
:'''Otaku:''' +2 Kno +10 MBP
 
:'''Duel Court Page:''' +2 Rea, [+2 to a weapon style of choice, +1 Hard to Kill]
 
:'''Socialite:''' +3 Cha, +2 Per, +1 Kno
 
:'''Noble:''' Noble: +2 Cha, +2 Kno +20 MPB
 
:'''????:''' Yet to be unveiled!
 
  
Statistics
+
===Externalised Delusion===
:Bod:  1 + 3
+
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.
::+1 Hard to Kill
 
:Rea:  3
 
:Per:  7 + 2
 
::+2 Trick Shot
 
:Kno: 8
 
:Psy:  2
 
:Cha:  11
 
::0 + 3 Figurines
 
:Plus floating points
 
  
Avatar
+
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'.
:+30 MBP
 
  
==League Blurb==
+
This sad disease is thought to be related to the 'internalised delusion' paradox sometimes inflicts, but is permanent, and far more dangerous.
'''The League''' is a smaller faction in an isolated region of space called the Sea of Solomon. It was isolated during the Breakdown but brought together by the need to oppose the invasion of the [[Magnates]]. The defence lasted two decades of crash industrialisation, ruthless warfare and tremendous sacrifice, but was ultimately successful and the Magnates were forced to retreat. The League was left staring across the lines, with a mighty war machine and war governments painfully converting to civilian life. The naive idealism of space colonisation is theirs no longer. They know the alien dangers that lurk beyond their tiny bubble of civilisation, and the sacrifices that are required to deal with them.
 
  
Currently the League is stranded somewhat distant from the affairs of the Inner Sphere, on the very edge of the Rim. Their defining policy issue is their cold war with the Magnates, but the riches and mysteries of the Rim beckon in a much more imminent sense than for the inner factions, and eventually the League will be forced to respond in some way to the political upheavals and encroaching might of the Interior.
+
===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.
  
The League has in general the weakest technical base of any major bloc, but can get a lot out of 'primitive' technologies, and has the greatest body of theoretical and practical knowledge of xenotech. Nevertheless, they are generally qualitatively inferior. Their equipment tends to be simple, rugged and mass-producible, with a design heritage running back to civilian and pre-breakdown designs. However, long-serving machines will have been extensively patched and modified, and systems incorporating significant Velan-derived elements may have an almost cybernetic appearance.
+
===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.
  
'''Inspirations:''' Stalin's USSR, Afghan insurgents, the ''Alien'' series, ????
+
===Hashimoto-Appelbaum Syndrome===
 +
In the East, called `karma demons'.
  
==Solar System Generator==
+
===Raman-Klogius Syndrome===
Note: If you roll up a garden or terraformable world, roll again unless you have a particularly good reason why it wasn't colonised.
+
Sometimes called `widderslaintes' or `fiends', and found frequently among the Nephandi, infernalists, or the merely unscrupulous and daring.
*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)
 
  
==Snail (final statblock)==
+
===Transcendental Suicidal Ideation===
Race: Classic (+1 universal)<br>
 
Occupation: I-tech (+1 education)<br>
 
Traits: Obsessed (research) [+3], Dark Past [+5], Obscure Knowledge (AI programming, xenopsychology, esoteric computing, mindstate engineering) [4]<br>
 
Stats:<br>
 
Physical 1 [0]<br>
 
Smarts 11 [55]<br>
 
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