Wednesday, February 15, 2012

2221 - After the Nemesis Cataclysm: Backgrounds for Survivors



Backgrounds for Survivors:


The following backgrounds are appropriate to survivors by type.

Primitive Survivors

The survivors of the apocalypse are descendants of the humans who somehow weathered the passing of Nemesis and the destruction of Thanatos. Primitive survivors are wildmen, barbarians and savages by and large, and while they can often puzzle out the uses of the ancient artifacts of lost civilizations they are generally an uncouth, uneducated lot.

Available Professions: primitive survivors have access to a few professions, including explorer, hunter, shaman, tribesman, warrior and wizard.

Powers: Humans make a LUCK roll; if you make it you are a Hybrid and must roll D100: 1-40 roll for mutations; 41-80 psionics; on a 81-00 roll once for a mutation and choose one psionic ability. If you choose wizard or shaman then you may automatically start with psionics and may still roll LUCK to see if you start with mutations, as well!

Equipment: Primitive only; LUCK roll to gain access to 1D3-1 advanced pieces of gear. Purchase gear as if they were of destitute wealth level.

Enlightened Survivor:

Those who may have dwelt on the surface but who retained, learned, or were taught to understand the technology of the forgotten era are known as Enlightened Survivors. Perhaps the character was raised by a community of pre-apocalyptic robots, or maybe he was lucky enough to be born in to a village that had a ritual process for retaining an understanding of written language, as well as a rare cache of ancient tomes filled with the mysteries of physics, mathematics and mechanical engineering.

Available Professions: typically includes craftsmen, criminals, explorers, farmers, gamblers, hunters, laborers, lawmen, merchants, nobles, priests, sailors, scholars, servants, slaves, soldiers, thieves, and warriors. Some enlightened communities may include mechanics, teachers and students.

Powers: Make a LUCK roll; if you make it, roll D100: 1-40 roll for mutations; 41-80 psionics; on a 81-00 roll once for a mutation and choose one psionic ability

Equipment: Enlightened survivors normally have primitive gear, but they also gain access to 1D3-1 advanced pieces of gear salvaged by their community. Purchase gear as if they were of poor wealth level.

Awakened Survivor:

Survivors who somehow remained in stasis or were hidden away in technologically advanced enclaves and shielded from the destruction above are called Awakened Survivors. Regardless of whether the safe location the awakened survivor heralds from suffered a critical meltdown forcing him or her out of stasis, or whether the survivor’s hidden enclave at last ran out of resources and was forced onto the surface world, awakened survivors have been propelled into the real world as a result.

Available Professions: any profession may be suitable, but the likeliest professions include computer tech, doctor, engineer, explorer, mechanic, scientist, soldier and technician.

Powers: Make a hard (1/2 skill) LUCK roll; if you make it, roll D100: 1-20 roll for mutations; 21-80 psionics; on 81-00 roll once for a mutation and choose one psionic ability

Equipment: Awakened survivors are of average wealth level initially and can start with advanced gear (usually taken from their enclave or stasis facility), and should gather as much as they can afford or the GM allows, after which they must then forage.

Tuesday, February 14, 2012

Emitremmus - Nuclearization

You know, I just realized that although I found this great jem of Fallout-inspired post apocalyptic music a while back, I don't think I've mentioned it on the blog yet. So without further adieu, here is Emitremmus: Nuclearization: Voyage in the Post-Atomic Unknown:

New Hu Creix: Far

More excellent music from Hu Creix, with four tracks available for listening at Jamendo:

Ed Greenwood's Edition Neutral Forgotten Realms



Rule of Three over on the WotC website mentions this bit, specifically that Ed Greenwood is apparently writing his own version of the Forgotten Realms and its going to be edition neutral (as will the Menzoberranzan book). Thought it was worth sharing....I personally would be a lot more interested in seeing where Ed has taken his own campaign over the decades, that would be much more interesting I think than the years and years of hijinks and marketing shenanigans that have driven FR book for the last couple decades now.


Monday, February 13, 2012

2221 - After the Nemesis Cataclysm: Characters



BRP Rules for Characters in 2221:


Characters in the Post-Apocalyptic solar system are built at the default “normal” level of advancement. The following optional rules are employed:

Education is used (use to determine starting skill points)

Mutations, Super Powers and Psychic Abilities are available

Sanity Rules are in place

Personality Type Skill Bonuses are used

Androids use the Build Point-Buy option

Random Character Options:

If desired, a character’s background and race can be rolled for:



D100 Race                              D100 Background

01-60 Human                           01-25 Stellar Collective Spacer

71-80 Genemod                       26-30 Jovian Collective Spacer

81-90 Uplifted Animal              31-40 Spacer from the Outliers

91-90 Android                         41-75 Primitive Survivor

                                                76-95 Enlightened Survivor

                                                96-00 Awakened Survivor
Note: Hybrids can manifest as part of several backgrounds (below)

Races

There are five possible races: humans, androids, hybrids, genemods and uplifted. After choosing a race you will then decide on your background package, either as a survivor or with the Solar Collective and other spacers.

Humans

Despite the genetic alterations of the Seed Pods and the general devastation of humanity, actual humans continue to exist and prosper. Humans on Earth are a ragged lot of primitive survivors struggling day to day against horrific alien flora and fauna. Humans in the Spacer colonies are a hardier breed of man that has adapted to survival in space, and now seeks to return to the mother world.

Humans have a chance of becoming hybrids (below) but untainted humans often modify themselves. Spacers are often genemodded transgenics, or sometimes rely on cybernetic enhancements. Any spacer can choose to modify his or her body with bioware or wetware if he so chooses; only affluent characters can afford this (based on the wealth of the chosen profession, not the equivalent wealth level they are allowed to gear up from).

Androids

Androids generally only exist in the space colonies, though stories on ancient androids which still function on Earth exist. Androids are synthetic humans, built of artificial components and otherwise looking very much like humans. That said, androids are still machines and require physical repairs with the proper tools and parts to recover from injury, though there are rumors of nano-repaired androids.

Androids are built using super powers at the normal level. They are not subject to mutations or psionics. Because they are built, androids should be made using the build option for attributes.

Genemods

For a really odd character, you could have a survivor who is descended from a genemod. Genetic modification, also called transhumanism, was a common practice before the collapse of humanity. Some of the genemods may have been especially suited to survival, and since they were modified at the genetic level may have passed on some or all of their engineered traits to their children. If you wish to play a genemod survivor you may do so; such characters are designed using the Super Power rules in BRP (normal level of ability). Genemods may still roll to see if they have hybrid traits, as well (more below).

Genemods that require unusual or high tech maintenance may be unfeasible without a good explanation. Some genemods may be current transhumans from the Solar Collective, as well.

Uplifted Animals

Humans aren’t the only indigenous flora and fauna being modified by some Seed Pods. Animals may have been modified or uplifted as well. Such animals could also be relics from the pre-apocalyptic era of transhumanism, as well, or recent creations produced by bio engineers in the Solar Collective, too. Such characters can be designed by determining the uplifted stats of the base animal averaged with their human equivalent; they also gain access to unusual traits automatically (roll D100: 01-50 pick two mutations; 51-80 gain Normal level Super Powers; 81-00: gain psionics).

Hybrids of the New Earth

The hybrid is a variant of humanity that is becoming increasingly common: genetically tampered humans, some of whom survive childbirth, others who are changed after a happenstance encounter with a still-active Seed Pod from the Progenitor. To survivors, the hybrids are mystics and shamans who have been touched by the gods. To more learned men, the survivors appear to have been attacked at the genetic level, their DNA altered by hybrid gene-splicing nanoviruses released by the Seed Pods for an unknown purpose.

Hybrids experience mutations over time, causing them to manifest aberrant physical and mental abilities that sometimes border on the supernatural. The psionic effects of the hybrids are astounding, and as researchers are allowed access to Earth they seek to understand the mysteries of these strange mutants. It is suspected that the Seed Pods are clearly making intended experimental changes in their subject humans, but to what end remains a mystery.

Normally you do not choose to become a hybrid; instead, depending on the professional background you pick (next post) you will make a LUCK roll to see if you are a hybrid.


 
Next: Character Backgrounds

Friday, February 10, 2012

The Traveller Effect - or is it the Mongoose Effect???

I've been running Traveller on off-Saturdays now, and its looking ot be a permanent system for a while. This is good! It is also the only night I am truly looking forward to. Not because my other game nights aren't awesome, but because there's something really cool about having all the rules in one book (or even a handful of books) that all fit in the grip of a single appendage (i.e. hand).

Mongoose's digest size Legend and LBB series for Traveller are very kick ass like this. I'm going to add Mutant Epoch, C&C, T&T 7.5, Advanced Fighting Fantasy and probably a few others to the list. I will dream for a bit of what life would be like if I limited myself exclusively to RPGs that could be carried in their entirety without a sense of want in one hand. Ahhhhhhh.....

2221 - After the Nemesis Cataclysm: A BRP Post-Apocalypse Sci Fi Setting

This campaign actually played out in its first form using GURPS 4th edition, but I subsequently revised it for use with BRP, which was an easier set of mechanics to introduce players to. Either way, it may offer some inspirational ideas for your own future Apocalypse Campaigns!



2221 – After the Nemesis Cataclysm


The End of Earth: The Earther’s View

The end of the world happened about 100 years ago, although almost no pocket of civilization left keeps records anymore, so there is some debate about exactly when it happened. Best guesses from the organization called the Recorders is that it began sometime in 2121. This is the first time that records from the Old World speak of the entity known today as Nemesis.

Not much is known about Nemesis in the present, although it is thought to have been a great and terrible being from the sky, which passed near the world of man and wreaked terrible destruction upon the vast civilization of humanity. To the men of the current era it is seen as a quasi-mystical event, a grand cleansing that unraveled the civilization of old, from which a handful of worthy souls rose anew. The name, Nemesis, has come to hold terrifying connotations of reverence, awe, and fear. It is, to many, a terrifying god of darkness.

Not much else is known of this time, though the small handful of scholars called the recorders do seek to remember or salvage what little they can of the lost lore. It is known that Nemesis was heralded by several archons of the sky, which descended to wreak terrible destruction upon the world, in honor of their dark master. Wherever you see vast craters and scars upon the earth, you are looking at the tread marks of these archons. The cradle of the West, near the free city of Fenx, owes much of its life to the vast footfall of the archons, which itself filled with life-bringing water.

The most devastating effect of the great cataclysm was the arrival of the so-called Progenitor. Very little is known about what the Progenitor was, but it is known that the mysterious object was nick-named Thanatos by the ancients, who appear not to have understood what it was.

It was only after the great footfalls of the archons and the searing heat of the skies cast by Nemesis that the Progenitor came to Earth, and began to seed. Thousands upon thousands of what could only be described as pods, many of which are still plainly visible across the wilderlands, crashed to earth and exploded open, spewing forth mysterious gasses, spores they were called, which implanted themselves in everything, be it the soil or living creatures, and began to grow. Men and animals who inhaled the spores went mad, become ravenous beings driven to hunger and violence. From the soil, new plant life grew, strange and terrible life that was much more dangerous than normal plants. Soon, the first animals of the Progenitor appeared; some simple creatures, other terrifying giant therapods with six eyes, four jaw-like tentacles, two legs and long, prehensile tails. These creatures were immediately hostile to man and animal alike. Survival during this early period was harsh.

Over the years, it has been a long struggle for man and his devastated environment, working to survive against the new life brought by Thanatos, a form of life which survives by virtue of the devastation caused by Nemesis and the Archons. There are pockets of humanity which survive, and some claim that there are men in the sky who still survive, waiting for the day when they will come down to bring humanity’s surviving descendants to the mysterious safety of the starry heavens.

This is the future now of 2221.



The End of Earth: The Solar Colonial View

The world came to an end in a few short months. It began when the ISA Deep Space Array, a manned research and scientific outpost near Pluto in the vicinity of the Kuiper Belt detected a rapid approaching object that radiated a low level of heat but appeared to be immense in size. The object was dubbed Nemesis, after recollections of the very old but discarded hypothesis of the Nemesis star, once used to suggest that a large stellar object traversing the solar system might have gravitationally dislodged asteroids and comets, sending them hurling in to the solar system to lead to the extinction of the dinosaurs. Here, whether it was a fluke or not, was a massive object, a brown dwarf, which was about to pass dangerously close to both the Sun and the planets of the solar system.

Nemesis took a trajectory through the solar system which brought it alarmingly close to Earth. Space colonies had been established on Titan and several other Jovian moons, as well as extensive colonies on Mars, the Moon, and even research stations over Venus and Mercury. While most of the colonies were relatively safe, it became painfully evident that Earth would suffer a catastrophic near-miss.

As Nemesis came closer, it became evident that the situation was worse than could be imagined, for the heavy gravitational pull of the brown dwarf was dragging a large mass of asteroids and planetoids with it. Worse yet, it was dislodging cometary debris from the Kuiper Belt and beyond. Over a matter of weeks, thousands of planet-killer sized objects were detected heading inward toward the solar system, creating a devastating barrage of objects, any one of which hitting Earth could lead to catastrophe. The largest of these objects appears to be in a tidally-locked orbital pattern around Nemesis, and was labeled Thanatos.

Humanity’s preparations for the end of time included an effort to export as many carefully selected people as possible to the Solar Collective, as the colonies came to be called. Efforts at deterring planet-killer size objects were undertaken, but with limited success, for there was no amount of time and effort that could possibly deflect the number of incoming objects toward Earth.

After four months, the first of a series of asteroids and cometary debris struck Earth and the moon, followed by more than a dozen more strikes. The largest single impact object was a mile in diameter, but that was more than enough. Eleven successive strikes took almost the entire ecosystem, let alone the civilizations of man, out in a matter of hours. Only a few well-placed or lucky installations and cities survived for any length of time, and even then the wave of regression, followed by the nuclear winter and the devastation on both climate and food resources left 99.9% of all humanity dead.

The Solar Colonies watched in horror, unable to do much more than plan for future efforts to return and re-colonize their home world. That was when the Thanatos Object appeared to launch thousands of objects, like seed pods, at Earth and Mars, pelting both planets with a rain of steady asteroids for a period of weeks. On Mars it was immediately evident that the seed pods contained strange life, which seemed to have been genetically tailored to the unique environment and slight atmosphere of Mars. Because of Mars’s slight atmosphere, however, the vast majority of life spawned from the pods was microbial, with a handful of larger creatures that appeared to be remarkably efficient at converting and producing a meaningful atmosphere. It instantly transformed what was a millennial terraforming project initiated by humans for the last six decades in to an event that would take only a century or two.

It wasn’t until a year later that spacecraft observing Earth revealed that the objects on Earth were also seed pods, which had seeded the earth with the spores, bacteria, eggs and seeds of an entire alien ecosystem. Unlike on Mars, it appeared that the pods on Earth had less work to do, and so began to hatch all sorts of beasts, both foul and friendly. The severely weakened ecosystem of Earth was being attacked by alien invaders. Amazingly, it appeared that in the wake of Nemesis, an effort at alien colonization was underway.

Within three years, a project was launched by the Mars colony to pursue Nemesis and investigate all they could learn about the Thanatos object. It was evident now that what was previously believed to be a close orbital body to Nemesis was, in fact, a slower-than-light colony world, using Nemesis as a means of transportation and expansion. It would be decades before the project returned, using the fusion-powered Starbringer spacecraft, with firm evidence that Thanatos was a relic, ancient, controlled by an unknown artificial intelligence, seeding any potential world that Nemesis passed by. The object itself was some sort of immense processor and seeder, managed by curious self-replicating biomechanical robots reminiscent of Von Neumann machines.

Of all the alien creatures observed to date on both Mars and Earth, no evidence of true intelligence has manifested. This has led to a great deal of speculation about the real purpose of Thanatos, and where its intelligent creators have gone. Speculation ranges from suspicion that the artifact is a relic, long abandoned but still functional, to the fear that sister objects containing STL world ships of the intelligence behind this impressive terra-forming project may be on the way. For now, it remains a mystery.

A century after the event, the Solar Collective is an organized and efficient society of humans, with a strong presence on Mars, where they have made great headway in genetic engineering while learning to control and manipulate the alien environment introduced by Thanatos. The Jovian moon colonies are strong, and new colonies on the Moon of Earth have been built to replace those wiped out in the cataclysm. Recently, direct evidence from observatories on the Moon has shown that mankind survived the great extinction, and now holds its own in small colonies throughout the world.

The Collective is lead by the Colonial Director, a woman named Samaris Yingada, who has decided that the time is now ripe for the first tentative efforts at re-colonization must begin. Ten thousand men and women have volunteered. The Lunar Base has become the staging point for the re-colonization, and a brave new era of exploration and rediscovery is almost underway.

Next: Character Generation

Tuesday, February 7, 2012

Origin of the Endreti Trolls of Lingusia

There was a post on troll origins in people's campaigns over at rpg.net and while answering it I thought, "I should add this bit to my blog." And lo, so it was! (Note: if you are reading this post without context, it is about a D&D campaign).

Long ago, about ten thousand years or more in the distant past, during the fall of the Prehunat Empire, the trolls were a sylvan race not unlike elves who at the dawn of time were an innocent people. As the fable goes, the first of their kind was a terminally ill woman who would travel to a reflecting pool from which it was said those who slept by the water would experience strange healing dreams. There she shunned her sickly image in the water but made a comfortable bed in the grass beside the pool, and she did indeed dream. A voice spoke to her, ageless and ancient, with a strange quality that suggested that the originator of the voice was, itself, dreaming, perhaps even of her. In the dream it offered her perfection and immortality, if she but honored the sleeping entity. It revealed its name as Tsathoqqua, and said that like the frogs of the earth who bore down into the mud so too had it, long ago, and it had ever since been trapped below.*


The woman considered the voice's offer and eventually assented to its wishes. In doing so, she was changed into the first troll, as her flesh grew rubbery and pallid, but her immortality through regeneration (and a racial memory) was made manifest. Her form became hideous, and she cried out against the change, but Tsathoquaa explained that she was the purest form of beauty he could imagine. This first troll woman was known as Sakarta (and indeed all endreti trolls afterwards would name their first queen after her). She grew mad from her change, and at first lashed out with her newfound beastial rage against her fey kin. In time she grew lonely, and in a pact with Tsathoquaa she would capture her kin in the night, take them to the pool, and subject them to the dark god's change. Thus were the first of the endreti trolls born.



*Tsathoquaa in the Warlords era of Lingusia is revealed to be one of the twelve chaos titans called the Skaeddrath, and the pool from which the first trolls came was also the birthpoint of many horrible monsters over the eons. It is located deep in the eastern mountains of the Amechian region (the Sea of Amech region in the Warlords era).
 

Monday, February 6, 2012

Busy Week! On Moving, the Nook Tablet, and Crude Matter

Just a minor update and apology, the blog's preloaded content has momentarily run dry and I have not had time or a regular internet connection to properly update, due to a sudden move into what feels like a veritable mansion compared to the rather quaint townhome situation my wife and I are used to. Marcus of course is taking it all in stride: one place is the same as another. He only got upset when the vast array of colors and shapes that he loved to look at (known to adults as my "bookshelf") disappeared, to be replaced by a plain ordinary brown set of blank shelves with no colors or shapes whatsoever. Then he let out a major wail.

I'll always have a million books (or at least that's what my aching back tells me I have after this weekend of moving) but I did take a bold step forward on my Birthday last week and bought a Nook Tablet. I figured hey, its kinda like a tablet, and its also like a reader, so maybe I can check out a bit of both. Then I promptly downloaded my vast Baen Library (both the free stuff and the other books I have bought there over time in the hopes I might one day find a convenient way to read them), then went on something of a fevered shopping frenzy for more book deals. It was not pretty, and I don't know whether to be thankful or irritated that my bank let me make so many minor transactions with Barnes & Noble without questioning why so much activity had hit my card. So yeah....



Anyway, it's only been four days and already I am perplexed by the crude plant matter that we once used to record data. Life before the Nook (or more precisely ereaders in general) seems like a strange dream.

The Nook and its like aren't good for some things. My giant Halo Encyclopedia or Age of Conan coffee table books do not translate well to the hand-sized Nook, for example. Even though in principle accessing a PDF of, say, Pathfinder can be more efficient, the Nook Tablet (or rather Pathfinder's PDF layout) still doesn't cater to the medium. Stuff like that. And while some publishers get that we know they have reduced overhead in electronic media, others appear to take a "threatened" stance against it and proceed to jack up electronic prices even more. Then there are publishers like the aforemention Baen books who absolutely get it.

I'm not asking for steep discounts...but if you're $8 paperback is retailing for $8 in electronic form, then I know you're charging me more for the virtual edition in terms of profit than the physical edition. There's nothing wrong with that, except of course how I will then not buy your e-copy and go instead for the competitor who marks their $8 books down to $6 (or sometimes even less).

It doesn't look like ebooks in general have reached the "Steam Holiday Clearance Sale" level yet, though. Maybe they have on Amazon, I don't know. I couldn't bring myself to buy a kindle, though. I like having more options, not less...Nook seemed to fit a happy middle ground somewhere.

Anyway, apologies for not having any recent content! Once the internet is hooked up in the new house there should be more to come. Maybe even a Mutant Epoch article or two if I can find some time to finish them up...

Thursday, February 2, 2012

Tales of the Cannadad Dei: Hnaka Warrior Women


Orders, Cults and Secret Societies of the Sabiri


The Sabiri are like any other civilization, and must have their special secret societies and closed groups. Unlike many other lands, the sabiri have some unusual influences to this effect, including the revived demon cults of the Kadelans, the religious cults of the enigmatic Kobal and Amorgas (which are worshipped solely in this region) and the many unusual martial orders that cater to unique characteristics of the local culture and its unusual gender divisions. Each of the key groups and their influence in the land shall be addressed below.

Hnaka Warrior Women

The hnaka (hih-naka, which means horse slayers) are small sects of warrior women scattered throughout the many tribes of Sabiri. The hnaka rite of passage is a special ritual that women who chose to eschew their traditional roles may attempt to pass. The ritual is a grueling quest to prove one’s worth as a true warrior, and is meant to frighten away would-be initiates who haven’t the strength or fortitude necessary to survive in the demanding roles of a hardened warrior cult.

Hnaka who pass the test are indoctrinated in to a curious new society, one in which they are expected to dress and act like a man, and to even adopt male roles of sexual dominance. In the southlands a few extremist tribes near the border to Helios are known to undergo rites of genital mutilation. A handful of hnaka refrain from all sexual relations and choose a path of celibacy.

Tribes which have a sect of hnaka amongst their number treat the women of this group as if they were men in almost all other ways save for ownership of horses (indeed they are forbidden from ownership of horses). The men in turn treat them in kind, and grant them all of the rights and status of male warriors. This means, in theory, that hnaka can even take husbands—or wives—as if they were men. A hnaka who chooses men as husbands in this manner does have some restrictions: the men must be foreigners, slaves, or captured in battle from enemy tribes. It is extremely rare for a hnaka to take on a voluntary warrior mate of a friendly tribe voluntarily, for it still means a loss of status for the man.

Hnaka in battle show the uncharacteristic unity of their kind. If a dozen tribes gather on the fields of battle to face off against another dozen, the hnaka sects amongst each friendly tribe will gather together as one and work as a united company. No one questions this, and the hnaka usually choose one chieftain among the tribal leaders to answer directly to, though the exact process by which they make this decision is enigmatic. The hnaka do seem to have some sort of internal ranking system, but exactly how the pecking order is established is unknown.

Hnaka in battle are distinguished for being ground troops. As a unit the hnaka are infamous for their ruthless and deadly efficiency at dealing with mounted warriors on foot. Their ability to bring down both horse and rider is how they attained their name.

New Feat: Hnaka Celibate


Prerequisites: Hnaka Warrior Maiden background, female, celibate

Effect: A small number of Hnaka warrior women believe that sexual energy depletes their warrior’s prowess. By restraining from sexual contact these women are perceived as achieving greater skill in battle.

A celibate Hnaka warrior woman who remains so gains a special property: she may expend a hero point as a swift action to gain one of two benefits (chosen when the point is spent): she may gain a bonus to all attack and damage rolls equal to her level for a number of rounds equal to her Chrisma modifier (minimum 1 round) until the end of the encounter or she may recover a depleted spell slot. Should she ever break her oath of celibacy, she loses this feat immediately and must replace it with a different feat.

Warrior women who were not virginal before taking this oath may subsequently take it and be eligibile for the feat, but they must also subject themselves to a process of ritual purification during which they prove their worth by abstaining from sexual congress for a year, first.

(Notes: First, one might be forgiven for thinking that I devised Sabiri female warrior cults with all their tattoos and leather specifically to have an excuse to use Royo's warrior women illustrations in my campaigns. Second, this is technically as far as I've gotten with "ready to release" content in the Sabiri line, but I hope to get more material done soon....maybe even by the time this edition of Tales rolls around (I've preprogrammed a bit of it so I have a couple weeks...)