Monday, March 11, 2019

Death Was Pleased - Ash, Cannibal Knights, and Math

We finished up our setting jam for my dark-fantasy, post-magical war, point-crawl (which is really a mix and mash of Gus L's Fallen Empire and parts of different settings I've taken a liking to). We've got four characters ready to go, a rough idea of our starting location, and a ton of cool player-made ideas for me to use and draw from.

Our current party roster is:
  • Baladur, Level 1 Wise Tainted Shaman
  • Kasat, Level 1 Wise Librarian of the Circle
  • Otto, Level 1 Strong Ordo Contemnite Mors Knight 
  • Remmy, Level 1 Deft Shriek Tamer of the Windriders
All of my players opted to be from various outsider groups and backwaters in the rough eastern regions of the world. I wanted to get some of my ideas down about this region and some of the aspects my players have injected into the setting. 
Zdzisław Beksiński
We will starting on the Road of Tombs, a grand imperial highway towards the eastern edge of things that was hit hard by the Wars of Regicide. Further east, past the Ash Wastes and fang-like mountains, is the distant domain of the Kingdom of Vheissu with its volcanic legions and magical mastery. The Road of Tombs is a mixture of somber memorial and monument of hubris, untold generations upon generations of ancient Agarthans entombed along its path for reasons long forgotten. Plundered during the wars as an easy source of necromantic fodder, it has been corrupted like much of the southeastern empire. Along its monolithic pathways the dead are particularly restless, dark shrines host shadowy groups, and necrophagic wyms carve out their desolation. Only the foolish or the exceedingly brave would travel its worn stones into the depths of the scoured Agarthan Heartland, making it a perfect route of travel for blackguards and secretive travelers.  

Doe

Ordo Contemnite Mors 

Less of a formal martial order and more of a loosely connected group of fanatics hellbent on stopping the universal decay that Death has unleashed on the world. These warriors accept a Thrall Mark (a degenerate curse, based on potent dark Thaumaturgy) in order to gain potent abilities and power to oppose the abominations and horrors that now roam the world. Some even go so far as to turn to dark necromancy to stave off Death's foul embrace and carry on their forsaken crusade in this world, coming closer and closer to resembling the things that they hunt.

The eldest of the Ordo would be monstrous to the average person. If not for the now infamous Thrall Mark, it would be easy to mistake these old warriors as liche lords or dark knights. Many villages or caravans are shocked to find their savior, standing over the ruined remains of their monstrous attackers, to be quite monstrous themselves.
Others still, lose themselves to their endless crusade, becoming just another horror roaming the world and spilling blood. As a result, the public opinion on these fanatics can range from adoration and appreciation to being detested and even hunted.

Zhengyi Wang

Tainted Peoples of the Ash Wastes

The Ash Wastes are probably most well known for two things: the infernal blood that runs deep in the people who live there and their mastery of unsavory magics. These shadowed borderlands made the perfect refuge for the demonic-hosts (individuals possessed and used for war), with the most stable of these beings being able to breed. Generations later, the infernal blood still touches some the folk of these lands, called the Tainted, with some more overtly affected than others. Perhaps as a direct result of this, the voodoo-esque magics of these nomadic tribes contain some of the most potent necromancy, hexes, and curses that can be found outside of the most well-preserved Imperial magics or demonic tomes. 

Far from the picture of violent and bestial savages that the laughably exaggerated tales and Imperial propaganda abroad paint them as, the nomads of the Wastes are a very pragmatic and communal peoples. They exalt Demon Kings not because they aspire to be servants of darkness or seek great destruction in this world, but because of the ease with which their ancestry allows them to commune with the underlords and how useful such powers are in their difficult lives. These slaves to darkness would leap at a chance to escape the pacts and bargains that they have made, but with the rest of the world regarding them as monsters fit only for extermination this isn't likely to happen any time soon. The real dangers of the Wastes are the arcane creatures, leftover demon-hosts, and even outsiders summoned whole into the terrestrial world staling the crags and old battlefields of the those harsh lands.

Paul Canavan

The Revived Library of Pythag

In the cold, north eastern reaches of the Agarthan Empire lies one of the most complete collections of knowledge on history, the outsiders, the Mystery Thaumaturgic, and more. The Library, practically a city with the population of its upper levels, is a bastion of learning and scholarship. The lower levels are seemingly infinite in their depths, plagued by secrets long forgotten and eager to escape. It was claimed centuries ago by a heathen god of hidden knowledge, with the ultimate goal of collecting and preserving all the world's knowledge and wisdom, who now rules this Bastard Kingdom from the Library as a Philosopher God-King. 
Tatyana Kupriyanova
You could spend a hundred lifetimes searching his collection and indeed many dedicate themselves to plumbing its depth and adding to its vast holds of information. As a reward for this service, Pythag whispers fragments of lost secrets of the Mystery to his Librarians. He only shares tiny fragments of his knowledge though, delighting in the boasts of his wisdom and jealously guarding the most potent of secrets. His Librarians are well know for their mastery of the mystical mathematics and their study of the alchemy of old. Pthag and his servants are particularly interested in scouring the Successor Empire and its ruins for every last scrap or fragment of forgotten knowledge and wandering Librarians can be found all across the imperial territories.


Tuesday, March 5, 2019

Whitehack Houserules

So I wanted to put together a short guide for my players in my Death Was Pleased campaign. I'm only adding a few things that are direct author suggestions for game tweaks and a couple of quality-of-life tweaks.

Referee's House Rules

Attribute Generation: Roll 3d6 in order for each of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Two of these scores may be swapped.

Silver Standard: We will be using a silver standard for our campaign economy. Read all values in the gold as silver. Treasure earns 1 XP per silver piece value.

Inventory Slots: Characters have ten inventory slots. Three of these slots are always quick access, representing items that aren't tucked away in pouches or bags. If they possess a backpack, sack, or similar container, they gain five additional inventory slots. Heavy objects take two or more slots per referee discretion. 1000 coins and 100 gems take a slot, anything less isn't worth counting. For every uneven number of additional objects beyond a character's current slot maximum, the character moves one category slower. If slowed, characters may strain to move faster.

Splintered Shields: Similar to how characters may save or roll once per battle to reduce damage, shields may be sacrificed to avoid damage. Anytime you take damage, you may opt instead to say your shield absorbed the blow. The shield is shattered and must be discarded, but all damage from the hit is negated. Against AOE damage effects, the shield may be sacrificed for an automatic save and half damage. 

Commentary

Given that Whitehack rewards both low and high stat rolls, I'm perfectly fine with 3d6 down the line. A simple stat swap covers everything else I need. As for the silver standard, after reading Delta's house rules (a decent amount of which are almost already conceptually or mechanically in Whitehack to my surprise) I decided to swap over. Seems to be a nice way to allow gold to have real value, both monetary and for carrying convenience. Along the lines of carrying convenience, inventory slots are being used as even with the simplified weight scheme in the core rules it's still too much bookkeeping for my tastes. Abstracting slots, bags, and still having strength rolls to strain encumbered movement will keep things simple, still allow clever item management, and still reward high strength when it comes to hauling junk around. On a final note, as this is not a "deathcrawl" or "miserycrawl", having shields as ablative armor makes characters a little stickier and is a fun rule that I have used before that both my players and I enjoy. 

I think the above changes will allow players to have effective characters, be able to carry more loot and adventure longer (you won't be leaving an area sooner with most of its treasure untouched due to it being to much to carry), and place emphasis on resource management being key to success and survival (give up the shield to tank the damage? Discard equipment to fill a bag with relics? Risk straining to carry your overburdened self to safety? I'm all about these micro level decisions as the party adventures).

I look forward to seeing how well these function and tweaking these as we play.

Sunday, March 3, 2019

Visions of Ruin

A Visual Palette for Death Was Pleased

I wanted to put together a visual summary of the new point crawl I'm working on, based off of Gus' Fallen Empire setting. Listen to this as you look through these. 

Hubert Robert
Hubert Robert
Hubert Robert
Carl Blechen
Roman Kupriianov

Death Was Pleased - Concept, Goals, and Notes

Paul Chadeisson
I'm excited to be getting one of my gaming groups back together. We're going to be putting together a weekly campaign using the Whitehack by Christian Mehrstam. I was in the mood for some classic old school play using 0e, but this wonderful little game entered my radar and I'm really liking what I'm seeing. It's definitely a neat take on one of my favorite rule sets.

That said, it's also a perfect toolkit to tackle some really weird and neat setting ideas!

Death Was Pleased

Looking at the major touchstones I had in mind making this will help me flesh this out:
  • This is basically a remix/take on Gus' wonderful Fallen Empire setting
  • Jake Wyatt's Necropolis comic (Go read it!)
  • Kill 6 Billion Demons (Go read it!)
  • Skerple's Alexandrian/Dark Souls-esque Iron Gates setting; while it has a different focus, the tone and process are really what inspired me here
So what do I want? I want this to be a point crawl with lots of faction play. I want to use some of the less-generic ideas on fantasy that I have come across. I want this to be a setting that can take full advantage of the Whitehack's ability to flesh our a setting together. 

Design & Theme Goals

  • Make a pointcrawl in a decaying world, with a mythical, massive, ruined city as the focus
  • Use environmental storytelling 
  • Aesthetics of ruin are a must of course. We are fully rocking the pathetic aesthetic.
  • Utilize Whitehack's rules on groups to make a faction rich environment where players can change the things that interest them
  • Portray an apocalypse that isn't sudden and destructive, but slow, ruinous, and barbaric
  • A sort of inverse colonialism with this decrepit ruins of this once all powerful civilization being flooded by it's former subjects who want its wealth, tech, and land
  • Magic is technology. The usual spell slinging is a shallow fumbling of the marvels of old high magic and arcane manufacturing (this also lets me tap into Castle Blackmoor and OD&D leanings towards hints of items of high technology like ruined automatons, swords as prisons for higher dimensional beings, power armor, etc.)
  • Human only - although subspecies, offshoots, and more exist because of magical tampering
  • Pathetic and sad, not evil. Even the foulest horrors walking the world exist because of the mistakes and misguided desires of the past

Wednesday, February 13, 2019

Assimilators, Crusaders, Invaders, and Violators - I

I mean just look at this stuff






The concept artwork for Destiny is the main inspirational source for this campaign. It's only fitting
that the alien species that I have in mind take a lot of inspiration from the early enemy concept art and design work for both the games. They have a lot of neat themes and ideas buried in there that I really want to take advantage of.

I love it!

In the year 2896, Earth and the Sol System are continuously threatened by various alien species who seek to claim it for their own ends. But this isn't a joint effort, to the point that the aliens are just as willing to fight each other over the scraps of humanity as they are to fight humanity itself. Suffice to say, the entire system is an absolute mess. Let' take a look at who's stirring it up.

The Dishonored 

Ghouls from the Void

Lens: Greed and Treachery

Disgraced. Wandering. Wanting. These raiders are here from the beyond the galaxy to plunder and pillage, forever seeking what was denied to them. The term "Dishonored" refers collectively to the splintered Great Sects of this species, though each Great Sect has their own agenda, regalia, and nature. They don't appear to have a unified leadership as their inner politics are plagued with treachery and scheming; their High Seat has long been empty as a sign of their unworthiness and fall from grace. Any alliance between Sects is temporary at best. The Great Sects themselves each venerate an aspect of the their esoteric and many-eyed deity, who is said to have laid their species low in its great displeasure long, long ago. As a result of this slight, they lost the divine energy they were imbued with and have been searching the stars for a long-term replacement for many millennia*. They are essentially husks of their former selves craving for divine sustenance they may never find.

The Dishonored are known to use human thralls.

They were the second species from outside the galaxy to arrive in the Sol System. For the survivors of humanity who were struggling after the End, the Dishonored armada arrived and declared a great crusade to gut the remains of the system. The crusade quickly dissolved into infighting as the 9 Great Sects turned on each other. Today, these vile scavengers are picking at the carcass of humanity's civilization and have rooted deep, erecting great towers to dock their massive stronghold ships. Extremely potent warriors and pilots, they issue forth from their towers piloting deadly ships filled with terrible machines of war and destruction.

The Dishonored are taking advantage of the rich energy conditions of the Sol System to fuel their energy requirements. The roiling tides of pure power are not unlike what their deity granted them long ago. They harvest theses great fonts of power, the innate energy of lives, and especially the meta-dimensional rich sources such as MES-afflicted and Souls to sustain their parasitic existence. 

*Some Sects (Minor and even some Great) have found a suitable replacement in the Shadows that occur naturally in the wake of the End in the Sol System. These Sects are predictably very bad news.


Great Monuments of Ruin

Tuesday, February 12, 2019

Mechs for SWN

Art by Aaron de Leon

Armored Exoskeleton General Infantry Suit (AEGIS) S-Series 

Class: Suit
Cost: 221,000
Armor: 8 against non-heavy
Speed: 6 
HP: 10
AC: 17
Power: 5/0 free
Mass: 10/3 free
Weaponry: Shoulder-mounted TL4 Heavy Machine Gun (3d6#, AP 5, Ammo)
Fittings: Antigrav Nodes, Cargo Space Compartments (100 kilos)

The AEGIS S-Series was a breakthrough for mech-related Mandate military doctrine. With decent armor, high speed systems, extended antigrav flight capabilities, and a potent shoulder rotary cannon, the AEGIS was the definition of a flexible combat platform. While not as hardy as frontline series suits, it more than made up with its versatility. This made it the baseline for advanced milspec suits for almost the entirety of the Prosperity Era.

Due to its popularity and flexibility, it is unsurprising that a relatively large number of suits survived the devastation of the End of the Era of Prosperity. Recovered from derelict space supply depots or locked within long-lost Mandate Armory facilities, the AEGIS S-Series can still be found rising unexpectedly to meet their foes. 

Art by Shinku Kim

Defense/Assault Next Generation Reinforced (DANGR) Suit

Class: Suit
Cost: 195,000
Armor: 12 against non-heavy
Speed: 4
HP: 15*
AC: 18 
Power: 10/2 free
Mass: 5/0 free
Weaponry: Shoulder Anti-Vehicle Laser Battery (3d10, AP 15)
Fittings: Void Thrusters

Sturdy. Simple. Strong. The DANGR Suit marked the creation of a stock milspec exosuits. Built with more system redundancies and advanced armor plating, it proved far more durable, hardy, and were far cheaper than more specialized suits. This came at the cost of in-the-field flexibility however. Standard fitted with a heavy-duty laser battery and thrusters for orbital drops and void operations, the DANGR Suits were more limited in overall capability. They were, however, perfect for spearheading void military operations and being at the front of any planetary excursions.

The DANGR Suit is also quite notable for being one of the few mech series that the Redoubt is still capable of manufacturing and even modifying.

Art by Shinku Kim

Advanced Reconnaissance/Mobility/Attack/Defense Array (ARMADA)

Class: Light
Cost: 935,000
Armor: 10
Speed: 5
HP: 30
AC: 15
Power: 10/0 free
Mass: 20/ 0 free
Weaponry: Light Laser Carbine (3d8, AP 10)
Defenses: Morphic Silhouette Damper
Fittings: Active Camo Surface, Cargo Space (1000 kilos), Drop Sheathing, Grav Chutes, Skywatch Drones

The insectoid ARMADA was designed with small squadron operations in mind and was a potent special operations combat platform. It represented the some of the most advanced technology in personal stealth capabilities. Lined with advanced holoprojectors and chromatic paneling, this machine was made for rapid covert reconosience and surprise engagement rather than prolonged sorties. Not designed for frontline combat, it's advanced shell is nonetheless all but immune to small arms fire. What's more, its laser carbine and back racks of drones make it into a potent ranged skirmisher which can deal with a wide range of targets and operations.

The recovery of an ARMADA is always a great score for a Warden, its fast and precise nature finding a good home in the common doctrines of war in the Redoubt. It's advanced stealth and recon capabilities could be the difference between a successful mission and a shattered Soul. 

Sunday, February 10, 2019

BLACK SUN VI: The Heirs and The Verge

Ethereal Looks and Transient Vibes

Destiny's Awoken always seemed like a concept that lost a little bit of something in its transition from concept to in-game. In-game, they just seemed like blue people to me. They didn't have the mystic and otherworldly look that their original art had. They lost the "otherness" in their look. Their lore is quite interesting, but I can't help but lament how their design changed to look in-game.

Look! It's...just a blue person
Since BLACK SUN is heavily inspired by the original designs and artwork of Destiny, I want the posthumans of the setting maintain that ethereal and almost transient look that a lot of the early art had. This should also reflect in their nature. To that end, the BLACK SUN will have the Heirs and their home amongst the ruins, the Verge. 

The Heirs to Humanity

Warden Heirs are a rarity
The Heirs are an species of psychic posthumans who live amongst the ruins of the Asteroid Belt. More than mere MES afflicted humans, they are natural fonts of meta-dimensional energies. Their stark blue-white skin has an ethereal almost luminescent quality to it. Their eyes are perfectly white pits that see beyond where we cannot. Their hair is so white as to practically shine and moves in wind that is not our own. Perhaps this is the same cosmic wind that allows them to effortlessly defy gravity and pass through the air, paying no heed to the rules of our reality.

The Heirs are living multidimensional anomalies and despite being an offshoot of humanity, their forms only have notional similarities to that of the human form. They require food, air, and water. They can become fatigued and require rest, or be injured and bleed. This is all because they are beings that still have a notion of humanity. The concept is potent enough to tie and direct the flow of their energies to the form and limitations of human flesh. They are self-defining in a sense.

Their exact origins are a mystery but what is known is this: they were once something greater and are now something lesser. For the Heirs are a stagnant species. Not that their population doesn't ebb and flow, but rather that all the Heirs that will ever be have been. Aside from those made in the lost events of the End, no new Heirs will ever be created. This is because Heirs are not born. They arrive. From eruptions and gusts of pure meta-dimensional energies, they are incarnated in our reality. Unchanging and mature, fully mentally developed but with feelings of having traveled long and far. Heirs are perhaps incapable of fully understanding exactly why, but they are all too aware that they feel restrained in their current existence. Like a prisoner who has forgotten what the skies themselves look like, they know they have gone away from something incredible but cannot find the words to describe its wonder.

Did  I mention that I love the environmental art too?

On the Verge

Mankind took full advantage of the Asteroid Belt during the Prosperity Era. Massive mining operations were launched to full the construction of orbital infrastructure for the planets and moons during the waves of human colonization. Hulking colony ships, massive orbital rings, numerous cylinder stations, mighty Mandate fleets, and more were created during this time. During the End, it was all turned to ruin and wreckage. Unable to flee the system or weather the storm, destruction swept through the system. It is among these corpses of mankind's mightiest machines and structures that the Heirs have created the impossible cities of their domain, the Verge. 

Distant and aloof from the Redoubt and the BLACK SUN, the Heirs of the Verge are ruled totally by the Twin Kings, two arch-psions who founded the Verge and have weathered the trials of many centuries. While not cruel, they are quite used to having their way and would like to maintain the current way of things. 

Not all Heirs live in the Verge, however. No small amount made their way to Earth and now reside in the Redoubt. These "grounded" Heirs are more in touch with the human side of their existence due to being away from their impossible cities and musings of higher existences. 

Through the Verge