Saturday, October 22, 2022

CRUNCHY GUNS: ALTERNATE WEAPON RULES FOR MOTHERSHIP

 Mothership's weapons are pretty well tuned for good gameplay; from a numerical perspective, things work pretty well.  This system is designed to add a bit more verisimilitude, better represent automatic weapons a bit more rigorously, and give loot goblin players a little dopamine hit from buying cooler guns and finding neat upgrades without disrupting the underlying numerical structure too much.  

Additionally, and as a matter of personal preference, I lean towards doing straight-up damage over wounds in most cases and am open to 4d10 rolls in 1e; they were the default in 0e and worked fine.  This de-emphasizes wound damage to players somewhat and increases the risk that a single attack with a big gun will knock off more than one wound from a player.  I'm okay with that -- players shouldn't run into big guns that often. 

Also, shooting an Alpha Gaunt with a smart rifle from your beautifully-scouted out ambush site and then needing to do it 5 more times is a bit of a drag.  Likewise, I'm willing to add a bit more rules overhead to handle  2(-) and 3(-) enemies a bit differently when you shoot them with really big guns.  I'd handle that sort of thing with common sense at my own table but I'll formalize that common sense here. 

Finally, large guns are a huge pain in the ass in a horror situation (and in fact are probably not appropriate in most circumstances).  They generally can't be used when not mounted or braced. Some aspects of this tradeoff are hard to quantify but should also be there. 


DAMAGE  

1d10: .22 LR, birdshot, lightweight hunting EMAG flechettes etc.  Generally a marginal choice; almost no gun players are likely to use does 1d10 damage.  Against an enemy with 1 or 2 hits and no HP, roll damage.  Any result under 5 does not remove a hit.  Consider applying a similar rule to other ranged weapons that do 1d10 damage as well where it makes sense. 

2d10: Most pistol-caliber ammunition, light gyrojet rounds, etc.  No player in their right mind would carry less gun than this.  

3d10: Standard rifle-caliber bullets, medium gyrojets, Basically every rifle and carbine does 3d10.

4d10: Nonstandard rifle rounds (large hunting rifles, specialized marksman's rifles, HMGs), buckshot and slugs, exotic projectile weapons, heavy gyrojets.  Any weapon that does 4d10 deals 2 wounds to enemies with no hit points.  

1 Wound & 5d10: Very large guns and special cases.  Also deal 2 wounds to enemies with no HP.  Use with care.  


Armor

Replaces PSG values and tend slightly higher; MoSh armor values are a little low.  Even against the revised ABD, there's a 15% chance that an SMG will ruin the armor (57% with a pulse rifle, 86% with a smart rifle.  Generally, armor is only half as effective against things other than bullets.  Being mauled by an alien monster will generally fuck your armor up.  

I've also fucked with the prices to get round numbers. Sorry. 

Hazard Suit        | 6AP             | 1kcr
Space Suit         | 8AP             | 5kcr
Concealable Vest:  | 8AP             | 1kcr
Plate Carrier:     | 12AP            | 1kcr
ABD:               | 16AP/1 Wound[!] | 5kcr
Combat Space Suit: | 16AP/1 Wound    | 10kcr

[!]    When destroyed, excess damage does not "blow through"



Automatic Weapons

Fully automatic and burst fire weapons track ammunition in increments of 5.  A regular attack is a 5 round burst unless specifically noted. 

  1. You may generally fire up to 60 shots per round.  
  2. For each additional 5 rounds you fire add +1 damage and -2 to your combat roll.
  3. You may also spray and pray in a general direction.  If you fire 30 rounds, every enemy saves with [+] or takes the weapon's damage.  If you fire 60 rounds enemies make an unmodified save.
  4. Alternatively, you can suppress intelligent enemies.  30 rounds: unmodified save.  60 rounds: save at [-]. 


Semiautomatic Weapons

  1. You may fire up to 5 shots per round.  
  2. For each additional shot fired after the first, add +2 to hit

Revised and Expanded Weapons

GUN                    DAMAGE       AMMO        COST   
AMR                |    *        | 5 (s)   | 20kcr   
Combat Shotgun:    |    4d10**   | 10 (sa) | 2kcr
Hunting Shotgun:   |    4d10**   | 5 (s)   | 500cr
LMG***             |    3d10     | 120 (a) | 5kcr
Pulse Rifle:       |    3d10     | 30 (a)  | 2kcr
Revolver:          |    2d10     | 5 (sa)# | 500cr
Smart Rifle:       |    4d10**** | 10 (sa) | 15kcr
SMG:               |    2d10     | 30 (a)  | 1kcr 

*    Can only be used from Far Away from a rest position. 
     Human-sized enemies roll on the Fatal Wound table. 
     1MDMG to vehicles. Against **SIGNIFIGANT** enemies only, 
     4d10+20.    

**   Roll damage at [-] against armor or at Far Away range.

***  [-] to hit unless mounted or fired from a rest position.

**** Roll damage at [+] if you are firing from a rest position 
     and have time to aim. Can't be used at Close range.  

#    What happened to the last bullet? You've gotta ask yourself 
     one question. Do I feel lucky? Well do ya, punk?

[Optional] My Gun Is Fucking Sick

For the loot goblins among us.
  1. A player may add a descriptor or gadget to their gun (or any other non-improvised weapon). Each descriptor or gadget adds +1 damage.  For example, a pulse rifle with a (1) GhosTek infrared scope and (2) high speed smartlink cable does +2 damage.
  2. The first gadget or descriptor costs 1kcr, the next 4kcr, the next 16kcr, the next 64kcr, etc.  Continue as long as you like.  If a player wants to spend 465kcr on a pulse rifle that does +6 damage you should probably let them.  That's hilarious and doesn't really mess with game balance in a meaningful way.  

Saturday, September 10, 2022

A Few More Mothership Classes: The Combat Robot, Esotericist, and Cauldronborn

 

Combat Robot

There's no particular reason you have to put an android's cyberbrain in a body designed to mimic a human.  Some combat robots have a humanoid body plan but others dispense with such frivolities.  Residing firmly outside the uncanny valley, most humans find you less disturbing than an android but you are even more likely than an android to be regulated as a weapon or inanimate object.

Pictured: Combat Robots

        +60 Fear
        +20 Combat
        -10 Intellect
        +1 Wound

Skills: Military Training, Mathematics, 1 Expert or 2 Trained Skills

Trauma Response: Blunted empathy; other classes' trauma responses (positive or negative) do not effect you.  Some social challenges may cause you stress where a human or android would not experience while doing all but the worst violence to others doesn't even register.

Integrated Weapons and Armor: One weapon (dictated by your starting loadout) is integrated into your body.  You can use this weapon with both hands free.  Integrating a new weapon requires specialized tools and costs 10kcr.  You can still use other weapons as normal and don't get any extra attacks. 


You Have (1d10):
  1. Soft synthetic muscle and feathery fractal limbs (fits into small spaces easily)
  2. A humanoid bodyplan but tacticool (you're very cheap to repair and spare parts are abundant)
  3. A lumbering humanoid bodyplan (you can carry far more than a human)
  4. A fast quadrupedal bodyplan (you can run faster than a human)
  5. A simian bodyplan (you can climb as well as an ape uplift but weight is often an issue)
  6. A radially symmetrical body plan (you have a lot of extra limbs and can afford to lose or detach a few)
  7. A heavily armored arthropodal bodyplan (you're very steady on your feet)
  8. A long-legged arthropodal bodyplan (you can jump much higher than a human)
  9. A batlike bodyplan (you can glide/fall safely from any height at 1atm)
  10. A heavy quadrupedal bodyplan (you are an excellent digger)
Integrated Weapons (1d10):
  1. SMG
  2. SMG
  3. SMG
  4. Pulse Rifle
  5. Smart Rifle
  6. Laser Cutter 
  7. Shotgun
  8. Vibechette 
  9. Boarding Axe 
  10. Flamethrower


Friday, August 26, 2022

Ten Item Lists in the Last City

The Chimera

Sky is empty. Earth is dry and dead. Water is full of monsters who eat you then shit you back out again. The flesh is the only truth.

Artificial (Chimera)
Skills: Half Light, Visual Calculus, Perception
Background: Organized Criminal (Racketeer)
  1. No Free Lunch; a perfectly ordinary Type 36 boarding axe; multitool end occasionally used as a backscratcher.  The spike is brutally dented thanks to its user's tremendous strength.  The Type 36 is commonly used by harbor pirates and security forces. 
  2. Silver medallion depicting a skua worn at the neck; the insignia of a knight-commander (or a capo if one is feeling less charitable). 
  3. 4 glass beads on the medallion cord indicating the longest fast rope drop. 
  4. Enchanted rope; it will knot, coil, and un-knot itself but must be bathed in seawater every day or else lose its spell forever.  It'd still be eye-wateringly expensive without the enchantment; 300 meters long and impossibly strong and light.
  5. Union biometric ID card.
  6. Unopened box of glowsticks for an upcoming technothrash show at Meat Stipend
  7. Plastic jug of lab-grade ethanol; lunch for the Host.  
  8. Automatic 17mm gyropistol (low observable AP rockets)
  9. Driftwood devotional figurine
  10. Photos and dossiers on several Petrostar executives provided as a favor by a shipping company on good terms with the union.  Petrostar is a problem for both the Union and the shipping megacorps.   


The Teamster

I have been named [drowner] [cannibal] [gore-blaster] [demigod]!
    -Lament of the Drowned Emperor, Eternal Toboggan Death Ride

Skills: Rhetoric, Perception, Savoir Faire, Empathy, Electrochemistry 
Backgrounds: Private Investigator, Musician  
  1. A really, really good homemade sandwich (eggplant cutlet with bougie cheese, pickled mixed vegetables, and lots of garlic.  
  2. Band Tee Shirt (Eternal Toboggan Death Ride)
  3. Spare Band Tee Shirt (Blackballed)
  4. Gamayun down lightweight puff jacket. Not armor but it seems to ensure that you're always where the bullets aren't.  
  5. Very fashionable indigo jeans; the sort that you're only supposed to wash in the ocean once a year; bought fair and square at considerable expense.  
  6. AR googles and portable computer strapped to the belt.
  7. Expensive noise canceling headphones 
  8. Taser
  9. The Secret History of Nen (part III of a popular series of fantasy novels); stored in a plastic baggie.
  10. Séance candles, incense, and an instruction manual on how to safely communicate with the spirits of the departed.  


The Android

There's something precious about lost things.

Artificial (Combat Robot)
Skills: Inland Empire, Interfacing, Drama
Backgrounds: Antique Dealer 
  1. Officer's coat and hat (Yellow with brass buttons); decorated with modern patches and a matching cavalry saber worn at the hip.  
  2. Small stuffed animal: unicorn (won at great expense from a rigged harborside claw machine); a few extra tokens in wallet
  3. Prominently displayed medal of valor from an isolated primitive world; it stopped a musket ball for its previous owner.  Probably not enchanted but definitely lucky.
  4. Keys to a little waterfront antique shop on a brass keychain depicting the Big Man of Peace (a Paul Bunyan-sized messianic figure prophesied to return one day).   
  5. Microfiber dustcloth (extra large)
  6. Mirage Mk. 3 semiautomatic marksman's rifle with integrated data link cable and basilisk eye IR optics.  Extra magazines in vacuum-sealed plastic bags. (Stored disassembled in a briefcase along with permits)
  7. Three memory sticks containing one-time-use non-fungible cyberdrugs (Divine Whisper)
  8. Several bars of gold wrapped in bubble wrap to keep them from making noise in the bag; nobody uses paper money here.
  9. Holopet: furry dropspider
  10. Nice notebook.

The Warrior

Pull yourselves together, mortal men! It is time to do something decisive!

Marine (Warrior)
Skills: Esprit De Corps; Suggestion
Backgrounds: Petty Warrior Noble 

  1. Lions Are Fair (enchanted longsword; one of several blades forged from the transmuted bones of a saint.  Mildly radioactive (not enough to be a chronic health hazard).
  2. Parrying dagger; garnet in the pommel
  3. A token of a lady's favor from a world long-lost.
  4. The telephone number of a nice man met last weekend.
  5. Bag of extra cheesy starch puffs; a miracle of flavor inconceivable just two years ago.
  6. Protein shake (chocolate cherry).  
  7. A very comfortable track suit, windbreaker, and designer sneakers (good shoes are another miracle of the City).
  8. Ultralightweight cermet scale body armor in a gym bag (bulletproof)
  9. Badass aviators (the City is always dim and clever foes exploit bright lights to dazzle and disorient)
  10. Radiophone; most functions unused.  Always used to call, never to text.  

The Sorcerer 

I know this: the World is a knife and your task is to find the place where it can cut you in half.

Scientist (Sorcerer)
Skills: Shivers, Physical Instrument
Backgrounds: Vagrant, Lab Experiment

  1. A prototype arcanoneural interface; RFID trackers carefully removed by a back-alley surgeon.
  2. Disposable plastic raincoat bought an hour ago from a bodega.
  3. Portable biocomputer; stolen in the daring escape from the lab.  Outperforms most digital technology, especially in matters of the arcane.  
  4. Box of convenience store sushi.
  5. Reusable plastic bag of worldly possessions (mostly spare clothes).
  6. Carefully selected knives; ideal for hurling telekinetically.
  7. A list of missing persons; a few names are crossed out (dead, dead, recovered safe, dead ...) with names written by the very fancy executive-sized pen used as a weapon in the escape.
  8. Motel room key; home for the next few weeks.
  9. A vast collection of depressants to dull the ANI's endless song.
  10. Walking stick. 

Thursday, August 25, 2022

Neighborhoods in the Last City: The Sea of Pillars

The City Itself


The City itself is an inverted mountain; an urban plan like a Dantean vision of hell.  In the lowest pit, at the deepest point there is a fractal tree growing from the bones of the Demiurge.  Here, at the center of all things, the least can always look down on the greatest. All waters lead here eventually; flowing in titanic waterfalls ever downwards. All trackless wastes lead here as well.  

To get to the Last City, one must learn how to get lost just so.  Really, truly lost.  It's just as hard to leave the City.  Returning to where you left from is harder still.  Most of those who leave to trade with the wider world are residents by necessity.  It's the one place you can count on getting back to.


The Sea of Pillars

Rising out of the brackish, polluted water of a uncountable oceans; out of mist and acrid bunker fumes is a forest of monolithic stone pillars and the City's largest ward by area (though it is mostly water). The greatest pillars are neighborhoods and forests unto themselves.  The waters here are deep.  In some places, impossibly so.  Vast things circle in the depths; sometimes visible as titanic shadows.  After all, even the the leviathan gets lost eventually.  

This is one of the City's two great ports, receiving much of the regular commercial traffic and a steady stream of lost and frightened newcomers.  Poor, rough, and almost infinitely diverse. 

Vast container ships ply the waters here along with galleys and canoes. Derelicts wind up here eventually too and many of the ward's inhabitants survive by picking over the wrecks for salvage. Piracy runs rampant; there are many places to hide a small boat.  The bravest pirates attack from the air; dropping onto their unsuspecting targets with ropes or parachutes.

The ward is also a skyport.  Airships are more common than other forms of aerial transport simply because getting properly lost is much easier if you don't have to worry about running out of fuel while you wait.  The pillars make for an excellent anchorage.  The enormous nuclear seaplanes used by some of the City's corporations also land here, but corporate anchorages are generally well-secured and not a place anyone visits except as an employee.



Pirates: 
The boarding axe and the fast rope are the universal symbol of piracy here.  Piracy in the Sea of Pillars is conducted by both tight-knit gangs and sophisticated organized criminals and racketeers.  In either case it doesn't look much like high seas piracy.  Violent smash-and-grab attacks are the norm.  More sophisticated outfits mix in some kidnapping and racketeering.  Stealing ships is for white collar criminals.  


The Walking Bus Wars: 
The ward's pillars are connected by a vast tangle of wires which enables transport between and within neighborhoods.  Cable cars are usually not convenient and small boats are regarded as unsafe given the amount of seagoing traffic.  Walking busses are one of the most popular ways to get around (if you've got enough money you can even get a walking van or a scooter-sized vehicle).  Bus lines are known for their vivid branding.  The two largest operators, Catbus (notable for painting their busses in feline livery) and King of Monkeys (decorated with brilliant mandalas and artistic graffiti) have been in a vicious decades-long  competition over routes.  While passengers are spared the worst of the conflict, a bus with a "not in service" message is probably moonlighting as a technical.   

Former bus drivers have developed smaller and more specialized walking vehicles and their own distinctive style of urban mechanized warfare.  Many hardened mercenaries cut their teeth in the bus wars.  There are rumors that mercenary companies are stoking this conflict because it's a cheap way to produce highly skilled mech pilots. 


The Most Honorable Guild of Longshoremen and Shipbreakers: 
The people who unload the ships and pick through the wrecks are the lifeblood of the ward.  The MHGL&S is not the most effective union but it's a lot better than none at all.  It is also an informal haven for more respectable pirates (who are, after all, unloading your ship with extreme prejudice and therefore within the Guild's jurisdiction). 

Generally, corporations prefer the Guild's protection racket to to other organized criminals'. It is more predictable, easier to deal with, and displaces the most violent and dangerous groups.  The Guild also provides a semblance of law and order in the ward and is fairly popular with locals in a place where law is scarce.

Places

The Lower Market:
A vast floating market in the shadow of several heavily forested pillars.  Imported goods can be bought straight off the ship.  You can buy everything here but even locals depend on guides to navigate through the chaos of the stalls by boat.  The pillars themselves are full of fruit trees illuminated with artificial light; one of the few good sources of produce in the ward.  These horizontal forests are filled with apefolk and conceal several monasteries and sacred places reachable only to those who can climb.

The Big Alley: A singular vast food court.  The stalls are so dense that you don't need a boat.  But those are just the storefronts.  An adjacent pillar contains a neighborhood's worth of kitchens and workspaces hot as hell (and full of angry devils).  It's also the best place to buy wholesale ingredients.

The Tree of Plenty: In a quiet courtyard turned ninety degrees sideways there is a tree with seven hundred different grafted branches from fruit trees across the universe maintained by a small order of traveling monk-botanists.  The tree's fruit is reputed to have magical properties (but nobody can agree on the details).  The Abbot is an odd chimpanzee with access to arcanoneural devices dreamed up by the Divine Intelligences and corporations in the lower rings of the City.  He is surprisingly well connected and is often involved in illegal or questionable dealings.  Rumored to be a former executive at a large corporation.   
 

The Sink:
The sea is shallow here and the ruins of concrete structures are more common than pillars.  It is the final resting place of rusting hulks of ships beached on a metallic shore.  The constant shriek of metal being cut and the roar of engines is inescapable here.  This is one of the ward's most dangerous neighborhoods.  Shipbreaking is a job for the desperate.  The Sink is full of furnaces, recycling plants and factories.  Anything that can't be reused is melted down or burned to provide power.  Full of escaped corporate androids who have found security in numbers here.

The Vending Machines: If a local says the vending machine, they're referring to this one (there are several throughout the neighborhood).  The machines sell almost anything that will fit through the front of a standard vending machine dispenser from canned coffee to 26mm gyrojet ammunition.  It will ask for payment in services (you'll know in your heart  what you have to do and that there will be consequences if you don't).  The case is usually decorated with a spray painted yellow smiley face.  A lifeline to the desperate with inscrutable goals.    

The Brass Dome: A massive structure partially buried in the wetland muck.  The inside of the dome is a place of supernatural darkness.  An order of blind monks, the Order of the Huntsman Spider makes their home here along with all sorts of dreadful predators hunting in the gloom.  It also supports several small no-questions-asked settlements when even the Sink isn't anonymous enough.  

 

Terminal 3:
Designed to handle the biggest freighters, this is the MHGL&S' stronghold.  It's one of the wealthiest areas in the ward (not saying much) and both labor and low-level management call it home.  The bars are rougher than expected and the coffee shops nicer.  Quiet during working hours.  

The Chapterhouse of the Laughing Knights: Also known as the Order of the Skua, the Laughing Knights (after the bird's "hah-hah-hah-hah!" call) are the most feared among unionized pirates.  They are in perpetual conflict with other organized criminal groups and in addition to the support of the MHGL&S, they've got solid but often tense ties to down-ring megacorps who consider them to be better than any possible alternative.  They follow a code of kleptoparasitic chivalry; the knightly trappings aren't just for show.  

The Office of Traffic Control: Keeping track of all the ships coming into and going from the city is an uncountably complex affair.  The OTC does plenty of normal work on tugboats and with radio sets but it's most famous for the small army of spotters and observers who can climb anything with a set of binoculars and a radio to provide a set of eyes.  Unsurprisingly the OTC is also a great asset to union pirates; a street-level operation cannot hope for resources like these. 



The Banners:
One of the largest and most central pillars, it is conspicuously decorated; a neon-lit beacon covered in fabric signs advertising its establishments.  This is the ward's largest entertainment district (though most locals do not regard it as the best).  

Cable Box: It turns out that the universe is lacking in uniform electronic and digital standards.  The Cable Box is your best bet if you need the hardware or software required to access a particular type of digital media (local services exist too).  Like much of the thankless work required to keep the gears of the universe turning, it draws many devils.  The devil nicknamed Dongle (real name unknown) manages the store.  Many-limbed, many-eyed, ancient, and a connoisseur of arthouse cinema and obscure music.  Any complex services require payment in kind (get her a particular movie, track down a 20-inch disk drive for her, etc.).  Old Man Red makes his home in the store's basement.  Like devils, dragons are closely tied to the demiurge and the world of Matter.  This dragon hoards cables and adapters.  

Meat Stipend: No flag.  No neon sign.  No tourists allowed.  Claims to be the best heavy metal venue in the universe.  It's definitely the best one in the ward (which is pretty close).  It's also an informal support group for cyborgs, meat horrors, and lab experiments run by Five Honest Ghosts.  

 

The Dam:
Most of the Ward's residents are not free to leave the City's outer rings without papers or sponsorship.  The dam is a militarized border filled with private security.  The truly desperate attempt to escape down-ring by riding one of the waterfalls down.  Very few survive.

The City of Lights: A tourist destination for down-ring people who don't care to venture too far into the ward.  Equal parts sanitized tourist traps; walking bus tours, souvenir shops, overpriced pizza and illegal vice and blood sport.  Corporate law enforcement is omnipresent but locals still come here because it's one of the few reliable places to get things that can usually only be obtained down-ring including ANIs and other DI gift technology.  Also a great place to do some property crime if you're confident you can get away with it.  

Turbinetown: The Sea of Pillars may be rough but nobody wants for electricity here.  In addition to power generation, this is where synthetic fuel and plastic gets made from sludge fished out of the sea.  Full of workers' dormitories and corporate security with several wholesale raw materials markets.  A no-go area for anybody with a union card.  The shipping megacorps may be reasonable enough but the manufacturing corps here will shoot anybody who looks like a labor organizer.  


Bonereef:
Built inside the skeleton of a titanic sea creature, this small neighborhood is a refuge for the undead.  It's peaceful and quiet here.  No electricity, no traffic.   Almost respectable.  Don't expect much in the way of accommodation.  The only way to reach it is a single ferry (runs 4 times per day).  

Eret's Rare Books: Eret, the shop's custodian is unusually friendly, impossibly well-read, and one of the only places for the living to rent a room if they miss the last ferry.  You can buy all sorts of rare books here but Eret doesn't want trouble; look elsewhere for anything truly dangerous.

Monday, August 1, 2022

The Last City Draft House Rules

 The Last City; some people say it's the center of the universe but fuck if you know anything about cosmology.  It's a big, messy melting pot.  Titanic in scale with uncountably many languages and cultures.  Uncountably many people who would claim authority as well. From where you're sitting, it is a messy and unjust place with great food.


Narrative Permissions and Assumptions

In the Last City, you're above average compared to the random person on the street; a street-level action hero in a world of gods and chosen ones.  You can generally do more than an average human but not much more.

By default and without asking, you may play a human or great ape uplift.  

Weapons and Armor

Treat ranged weapons too big to conceal as a pulse rifle (3d10) and concealable weapons as an SMG (2d10).  Shotgun and rigging gun removed (treat shotgun as a 3d10 weapon).  

Treat basic or improvised melee weapons as 1d10+[wounds]; proper melee weapons or a horror's unarmed attack as 2d10+[wounds], and exotic high tech or magical weapons as 3d10+[wounds]; weapons like this and the ability to use them are a central part of your background).  

Armor; Battledress, ABD, and concealable vest (4 AP).  Other armor is not available by default.  


Stats and Class Variants

Stats: 3d10+20 
Saves: 2d10+15
HP: 12+the tens place in your strength score per hit 
Skills: use Disco Elysium's skill list; skills tell me about your character and the type of information you want them to get.

Optionally, roll on the Traits table here.  You may roll on any patch and trinket table you can find or make them up.  I encourage a roll.  

Backgrounds: Reflects your practical skills; equivalent to a trade or something that requires a BA
Profession: Reflects an advanced degree and extensive experience (medicine, law, particle physics, certain types of religious authority figures, etc.). 


Marine:
3 Skills; 1 Background; you know Space Kung Fu and may perform combat maneuvers.  Come up with a name for your style (even if you're using guns!)

Warrior:  Gain one 3d10+[wounds] melee weapon and +10 strength.  You have -10 combat when using guns.


Teamster:
4 Skills; 2 Backgrounds or 1 Profession

Mutant: You're not quite human.  Roll 5 times on this mutation table or the APOF ACMD mutation table and pick any 2 or 3 mutations; +2 HP/hit

Devil: You're one of the the soot-faced blue collar servants of the Demiurge responsible for keeping the universe running (while some of your kind are responsible for ritually purifying souls for reincarnation with all the horrible tortures that entails most have more mundane responsibilities).  For whatever reason, you're not on the clock right now.  You may change your form at will (but never disguise your true nature) and rearrange your stats as you see fit once per day.  


Scientist:
3 Skills, 1 Background, 1 Profession

Sorcerer:  Gain the Android's stress response and a level 2 ANI; -30 sanity 


Artificial (as android):
2 Skills, 1 Profession OR 3 Skills, 2 backgrounds; roll on the android panic table at warden discretion

Chimera: A human brain implanted into a creation of cultured meat and cybernetics; horrific and dangerous.  Your host has its own brain and generally has the same preferences as a large predator.  Your senses are exceptional.  -20 fear, -20  intellect +10 combat, +5 strength, +5 body, +10 to any stat; roll on the Meat Horror Panic Table instead of regular panic table at warden discretion; melee does 2d10+[wounds].  Integral armor as concealable vest (cannot wear ABD; AP doesn't stack but after one set of armor is destroyed the second can be used)

Combat Robot: You're no creepy plastic imitation of humanity. -20 Intellect; +10 combat; +5 sanity; melee does 2d10+[wounds].  Integral armor as Battledress or ABD (can't wear armor).  Surprisingly, people seem to react better to you than a regular android.  You're also really cheap to repair compared to a regular android.  

Thursday, December 16, 2021

TTET: EVEN MORE HOMINIDS

𐤆 - ZAJIN

Giant and physically powerful omnivores adapted to cold habitats with extreme variety in size depending on diet and geography; occupy a similar niche as brown bears (but social).  Thick body hair; fully bipedal but occasionally a knuckle-walker.      

𐤇 - HET

Long-limbed sprinters; knuckle-walking gallop.  Originally adapted for low gravity plains; behaviorally similar to homo sapiens; convergent evolution back to the plains ape niche.  Make up a number of moderately sized-unaligned low-orbit polities.  The first to develop the Werewolf chimera in the war against the Monument Builders (and the reason for it's distinctive but effective gait)     

𐤈 - TET

Tiny climbers who have returned to an arboreal niche. Gregarious and clever with large social groups.  In the early years of the ancient Monument Builder empire, they were a major part of several powerful spacefaring polities; nearly a thousand years later, their population hasn't recovered.  

𐤉 - YOD

Almost completely aquatic; favoring open water and capable of deep dives.  Return to land seasonally to raise children and make tools.  Distributed among many habitats by other hominids.  Their societies generally lack advanced technology and was largely unaffected  by the conflicts in the skies above except to the extent of their neighbors were.

Tuesday, December 7, 2021

VERY SMALL 13-ITEM INVENTORIES

It's not easy being a 2 kilogram uplifted pouched rat. These are some inventories and also a gear list.  And remember: you just have no effective defense against rats with antimateriel gyrojets. They can go anywhere and kill with impunity.  Really, if they lived past 25, uplifted rats would outcompete hominids in a technological society.  

Rat Uplift: By Swampgirl (Sigmacastell)

INVENTORIES:

The Teamster:
You do honest work (mostly).
  1. Koenig KSD-32 portable computer (backpack sized for you) with solid state memory cartridges and a series of adapters strung on your belt like a cowboy's lasso; this is an expensive machine but you have to bring it with you in very small spaces (even a microtape is too big). The keyboard was handmade. 
  2.  Assistive speaker -- you can yell about as loudly as a person with this (or play some great pranks on bigger coworkers)
  3. High visibility vest; hi-viz yellow.  It's important not to be mistaken for a regular rat.
  4. Extremely concentrated bear spray; you made the aerosol dispenser yourself.  The local stray cats leave you alone now.   
  5. Combination wire stripper and cutter
  6. Very Small union membership card (Telecoms and Electrical Workers Local 0454)
  7. Human-sized boarding pass for an in-system flight to a nearby asteroid mine; rolled up into a scroll and carried sticking out of your backpack.
  8. Backpack-mounted soldering iron and several sticks of solder.
  9. Very Small pencil (a mechanical pencil lead coated in plastic) and a notebook; rat-sized pens are very very expensive and not at all practical.
  10. Patch: "Fat Ludovico's Countercultural Pizza"
  11. Keys to a spaceport storage unit (the rules say you can't live in a locker but you pay the manager 50cr in rent per month to ignore the rules)
  12. Moisturizer for hands and feet.
  13. Sunflower seeds (in the pocket of a web vest).

The Explorer:
You go places others don't dare and return with wealth and knowledge beyond anybody's wildest dreams.  
  1. Rat-sized pressure suit; costs almost as much as human-sized ones because of the delicate thermal pipework and masterful assembly required to make something so complicated so small.  
  2. Contact lenses; you don't have eyesight like an ape's.  These help a little and also automatically dim in bright light.
  3. Plastic dental floss dispenser (100m value pak); you've looked everywhere for good rope but sometimes it's hard to beat the local convenience store.  Dental floss can support 10-15kg and comes in a convenient, tangle-free dispenser small enough to carry at your hip or in a backpack.
  4. Mini protein bar (PB&J); not actually a very efficient way to carry calories (only one day worth of food) but good food is the key to good morale.
  5. Packet of roast cashews (extremely expensive for a spacer but you don't need much).  
  6. Two mysterious black marbles from the Deep (Gradient Descent p. 62).
  7. Handmade LED flashlight connected to a watch battery.
  8. Patch: "Science?" (white rat in a maze).
  9. Utility knife/prybar combination -- it's not much but it's better than not having a lever at all.
  10. Miniature digital camera and compact memory card (incredibly expensive).
  11. Black credit card (stored in backpack)
  12. Several single-use fast-acting tranquilizer mini-syringes. 
  13. A crop-sprayer drone converted for use as a rat-sized passenger aircraft.  Not cheap but you aren't hard-up for cash.   

The Mercenary:
You've made a good career of sneaking into places and killing people for your corporate employer. 
  1. .50 caliber gyrojet launcher and four reloads carried on your back; kills just as effectively as a smart rifle (and is also guided); high performance propellant for a short acceleration distance. 
  2. Replacement tooth wetware; your natural teeth were already harder than iron but that's not always enough; a Horizon implant seeds them with titanium nanostructures.  You need to gnaw very hard objects or file your teeth to keep them at a sensible length.
  3. Binary nerve agent in sealed applicator. 
  4. Patch: Midsummer Night's Dream Free Port Flag
  5. Specially formulated ration pellets and titanium supplements
  6. Collapsible drag device -- you can safely fall about 50 feet without it and from any height with it.
  7. Miniaturized code-money wallet loaded with 100kcr in scrip.
  8. Very Small flask of whisky.
  9. Matchbook (nightclub branding on the cover)
  10. Night vision goggles (cost a fortune at this size) 
  11. Fullerene cable; used as rope or as a particularly cruel trap.
  12. Lockpick set and box of ultra lightweight screwdriver heads
  13. Hotel key (human-sized room with a king bed, 24-hour room service).