Showing posts with label Humanspace Empires. Show all posts
Showing posts with label Humanspace Empires. Show all posts

Thursday, October 30, 2014

Ten For Tzitzimine

Tzitzimine Star Demon by Juan Ochoa

The Tzitzimine Star Demons love Eyes and other technological devices that use other-planar energy. So let's give 'em some Eyes! There are actually twelve of them below, not ten. So feel free to roll a D12 and pick a few for your Tzitzimine!

"Things to gather, things to grasp, spheres in a halo, treasures to grant."

What are Eyes, you ask? They are “Devices surviving from the ancient and glorious days of high technology” is according to their creator, Professor M.A.R. Barker.[1]  They are a hallmark of his world of Tekumel, which is perhaps the most elaborate fantasy setting ever created for gaming. According to Barker, Eyes are “so named because they are shaped like small, dull gems, with an eye-like aperture on one side and a protruding stud on the other, which activates the device.”

Eyes are handheld superscience artifacts that use other-planar energy. Each one is like a printed circuit with a specific function. Eyes are a perfect embodiment of Clarke’s Law, which states that “Any sufficiently advanced technology is indistinguishable from magic.” For this reason, they are often found in temple treasuries, in tombs and hoards within the Underworld, and in the hands of the powerful.

They are also very useful to adventurers, who often search for them in the Underworld and within the ruins of the temples, bases, and other facilities of the star-spanning Ancients. Each Eye has a specific power and effect. There is no way to discern an Eye’s power without using it. Each Eye has 1d100 charges, after which an ancient device must be used to restore their charges.

The Eyes below are non-canonical and were inspired by a number of authors including M.A.R. Barker and Cordwainer Smith. (In fact, Cordwainer Smith was undoubtedly an influence on Barker, since Tekumel has its own constellation of species called "Underpeople".) These Eyes may be used in any setting which includes ancient space empires and superscience in its background. 



[1] Quotes in this section are from M.A.R. Barker’s Empire of the Petal Throne (TSR 1975), p. 75.

***

The Eye of Friendship with Underpeople: Every world touched by the Lords of the Instrumentality had certain abject hybrid species who were created as laborers by the Instrumentality's cruel and inventive Gene Masters. Most of these creatures long ago broke their bonds to the ancient masters. Today they are retiring and resentful of Mankind. This Eye creates a temporary bond of friendship with one of these creatures. The bond lasts one Scene. Only creatures whose apex Skill/Approach is greater than +1 may resist the effect of this device. The Eye's user rolls CHA/Flashy +2  vs. the target's WIS; if the Eye's user rolls higher, the bond of friendship takes effect and a suitable temporary Aspect is created on the target, such as "Friend of Man".   The Underperson might take any action that is reasonable for a true friend to take (such as fighting alongside the Eye user) but will not take suicidal actions.

The Eye of Lord Tezcatlipoca: This Eye can activate any gate in the network of Smoking Mirror Engines that string disparate places and worlds together like black pearls in the shining void. These gates are one way portals (at least using the Eye), so an activated gate will open only to the next available egress from the Smoking Mirror Engine network - whether that is on the same world, another world, or even on an entirely different plane. The gate remains open for one Scene. Once opened, anyone may pass through the gate and will arrive at the next junction in the network.

The Eye of Adopting the Mien of a Lord of the Instrumentality: This Eye surrounds its target with the data cloud of one of the star-spanning Lords of the Instrumentality of Mankind. In ancient times, this Eye was a favorite tool of the assassins that these Lords (and the Guilds) used to settle their conflicts. Today it is mainly used to gain access to secure complexes in space, as well as to comparable planetside facilities, and certain long-forgotten areas of the Underworld defended by ancient superscience. The Mien created by this Eye is a temporary Aspect (for example, The Mantle of Lord Vex) that lasts for one Scene. The automated defenses of the Instrumentality’s ancient facilities will grant the target and their entourage unrestricted access to all but the most sensitive installations. Once the target gains access, they must act quickly. Reactivating the Eye within such an installation will awaken terrifying automated defenses.

The Eye of the Banishers of Gloom: The Banishers of Gloom are today one of the Legions of the Imperial Sovereign. In ancient times, they were an elite military unit of the Instrumentality dedicated to exploring dead planets and space hulks. They garnered a reputation as fearless hunters of the undead and of abominations from the planes beyond. On many worlds, they remain active within religious orders dedicated to Law and the destruction of the undead. This Eye is their signature weapon. The Eye unleashes a miniature hypernova beam upon its target, a 1’ in diameter beam of coalesced visible light, x-rays, and gamma rays. The Eye’s range is three Zones. All combustibles touched by the beam burst into flame.If an attack by this Eye hits its target, stress inflicted automatically bypasses the target's Stress Track and causes one or more Consequences of equivalent effect.

The Eye of the Dutiful Corvee: While the Instrumentality was an advanced interstellar civilization, social relations under the Lords of the Instrumentality often took on a semifeudal character. The ancient Lords used this Eye to compel corvee labor on many worlds. The device only works on humans, as other species were by definition suitable for enslavement rather than beings subject to a labor tax, This device works infallably on beings whose apex skill is +1 or less. With each use, a total of 1D20 such beings may be commanded to work indefinitely on some major project. Legends tell of isolated worlds where nearly immortal humans continue to labor on great works for the Instrumentality even today.

The Eye of the Beshadowed Labyrinth: This Eye opens a gate to ruined planet. The gate itself is entirely invisible. An individual might pass through it quite unwittingly.  The ruined planet's lifeless, airless surface is constantly abraded by the deadly energy beams emitted by the magnetar - a species of neutron star with intense magnetic fields - which the world orbits. Below the surface is a world-labyrinth inhabited by innumerable inimical species. Vast subterranean machines maintain a barely breathable atmosphere tainted with a thousand exotic chemicals. The entire labyrinth is shrouded in shifting dim light which projects shadows everywhere. Adventurers who survive in this deadly realm will need to find another way home: the gate opened by this Eye only offers a one way trip.

The Eye of the Glorious Instrumentality of Mankind: A favorite of galactic tomb raiders everywhere, this Eye projects a 3-D holographic representation of the regions of space ruled by Instrumentality of Mankind, showing the location and disposition of all Instrumentality resources including fleets, legions, bases, and nodes in the Smoking Mirror Engine network, as well as protected trade routes. Points of interest may be zoomed in upon by using physical gestures; this reveals planetary maps and additional data such as day length, climate levels, etc. The projection lasts for one Scene.  It automatically updates once daily within Instrumentality facilities that remain connected to the Smoking Mirror Engine network. But few do.

The Eye of the Lady of the Jade Skirt: This Eye will summon the nearest minion of a god or goddess of rivers, lakes, seas, rain, or storms. The ahuizotl is an example of one of these, as are anaconda, crocodiles, and hippos. Caution must be taken when using this Eye in open seas, as it can summon particularly nasty creatures such as mosasaurs, plesiosaurs, killer whales, kraken, akho, and avanc. This Eye has even reportedly summoned a 'Zotl. The creature remains for one Scene.

The Mystic Eye of the Hexagonal Chamber: Zealously sought by scholar priests, archaeologists, and obsessive antiquarian biblophiles, this Eye confers upon the target the ability to read, comprehend, and memorize any religious, mystical, or sorcerous manuscript, no matter the language in which the text was written. The user fires the Eye at the head of the person desiring to read the text in question (this is often none other than the user of the Eye). The effect lasts for one session. But that's not all. A degree of harmful other-planar informational decay is associated with the use of this device. With each use, the reader must make a Clever/WIS roll to defend against a mental Attack with an insanity trigger of +2.

The Majestic Eye of Lord Pacal: This Eye allows its user to pilot telepathically a Pacal-class Vimana - one of the ancient chariots of the gods - for an entire Session.

The Eye of Petty Theogony: The target upon which this Eye is used selects a temporary Aspect reflecting a minor deity, or a lesser avatar of a great deity. The target selects a suitable temporary Aspect to reflect this. Their CHA/Flashy Approach also increases by +2 for the remainder of the Scene. Intelligent beings who are friendly or devoted to that deity will be favorably disposed; those intelligent beings who are opposed or hostile to that deity will be more likely to attack or flee. Any Consequence will completely dispel the effect of this Eye. No one likes a god that bleeds.

The Eye of Vague Auguries: When this Eye is pointed at an object such as a door, secret panel, or other portal (including interdimensional gates) the Eye will issue two vague-but-true telepathic auguries about persons, items, and conditions on the other side of the threshold. The auguries become scene Aspects as determined by the GM.  For example, if a PC uses the Eye at the threshold of a doorway in the Underworld, the auguries might be “reptile god” and “priests”. The resulting scene aspects might be:
  • Threshold of the Temple of the Snake Demon Ysxthici. 
  • A high priest, unwilling sacrifices and numerous cultists.

  • The devices above are copyright 2013 by John Everett Till.

    Tuesday, October 22, 2013

    Omega House: Clay and Fury

    Art by Juan Ochoa

    The duo of Clay and Fury are always together; usually, they occupy almost exactly the same space. Clay is the alien Ceramoid mobile suit. Fury is the archaeologist-sapper. They crew for Captain Amargura on the Omega House Vessel Iboy.

    The twain met when Fury was in the Empire's special forces. She was one of The Banishers of Gloom, the elite Imperial Order charged with cleansing dead planets and space hulks. The Banishers are feared and revered as fearless hunters of other-planar abominations and the undead. They are masters of the Smoking Mirror Engines, and use the sentient mirror machines to cross to other worlds.

    The Banishers fight abominations in labyrinths and other hidden places. They are masters of both traditional hand-to-hand weapons, and gem-like occular energy projection weapons. Even The Banishers' bodies  are mystical weapons. Their skin glows in the presence of otherworldly enemies, because their flesh is inscribed with protective glyphs from all-but-forgotten ancient languages.

    Fury discovered Clay in the heart of an alien labyrinth on a proscribed world besieged by spectral forces. A archaeologist-sapper, her combat role was to discharge the other-planar energies accumulating in such structures. Often the easiest way to dissipate such energies was to cause the structures to collapse by means of a few well-placed explosive charges. Fury discovered Clay while she was planting a series of such charges.

    Clay, the Ceramoid mobile suit, was trapped within intersecting stasis fields deep below the labyrinth. It might have been stuck there for centuries - or possibly even longer. Fury found the stasis field projectors easily enough. She disarmed them. Then the walls and ceiling of the labyrinth began to collapse. And then the charges detonated.

    When Fury awakened, she was within the mobile suit. She was walking up a ramp toward the surface of this deadly world. Being walked, actually. Fury gradually became aware of the Ceramoid's thoughts. A symbiosis developed.

    Fury's fellow Banishers were not entirely comfortable with this symbiosis. Clay was always underfoot. Even when Fury wasn't wearing Clay as armor, he followed her like a dog, always exactly two meters behind her.

    The Order called Clay a Golem. The Order didn't like Clay; Ceramoids should not regenerate. The Order suggested to Fury that she had become too dependent on the armor. She was taking too many risks. That put other people at risk. They hinted that it was time to move-on.

    Shortly thereafter, Clay and Fury took the hint and left the Order, hauling all of Fury's sapper gear with them.
    Omega House was watching and waiting. They always keep an eye on the Orders; their cast-offs make good recruits. Omega House made the two a generous offer. Clay and Fury signed on.


    Fury
    Archaeologist-Sapper of the OHV Iboy

    ASPECTS:
    • High Concept: Archaeologist-sapper of Omega House
    • Trouble: When I wear Clay I feel invulnerable
    • Aspect: Veteran of The Banishers of Gloom
    • Aspect: I can find the heart of any maze
    • Aspect: Clay will back me up
    APPROACHES
    • Careful: +1
    • Clever: +2 
    • Flashy: +3
    • Forceful: +1
    • Quick: 0
    • Sneaky: +2
    STUNTS:
    • A Sapper Knows - Take +2 to Sneaky Approach to Create an Advantage find the weakest point in a structure.
    • Armor Helps - When wearing Clay in combat, the mobile suit takes the stress and consequences from physical attacks first.  
    • Glyphs of the Banishers - Take +2 to Flashy Approach when Defending against undead and other-planar entities, due to the glowing protective glyphs that cover your flesh.* 
    • It Went BANG! - Take +2 to Flashy Approach when using explosives to Overcome an Obstacle.  
    REFRESH: 2

    *When wearing Clay, the glow comes mostly from glyphs on Fury's face.



    Clay
    Ceramoid Mobile Suit

    ASPECTS:
    • High Concept: Fury's Loyal Golem
    • Trouble: "CLAY, be careful with that - it's DELICATE!"
    • Aspect: Surprisingly stealthy for such a hulk
    • Aspect: I am no mere Extra!
    • Aspect: The sword on my back weigh more than you do!
    APPROACHES
    • Careful: +1
    • Clever: +2
    • Flashy: +1
    • Forceful: +3
    • Quick: 0
    • Sneaky: +2
    STUNTS:
    • Armored Telepath - Once per session, you may establish and maintain an ongoing telepathic connection with one individual. The connection lasts as long as the two of you remain in the same Zone. 
    • Kadmonic Regeneration -  Once per session, you may remove up to three checked stress boxes or one Mild or Moderate Consequence due to physical damage - as long as you have a humanoid occupant within your armored shell.
    • The Armor Makes A Way - Take +2 to Forceful Approach to Overcome an Obstacle by smashing physical barriers.
    • Swordmaster - Take +2 to Forceful Approach when wielding a sword in both hands for an Attack. This may create an opportunity for the GM to Compel a humanoid occupant if the occupant is attempting an action for which swordplay could be distracting. 
    REFRESH: 2

    Tuesday, October 8, 2013

    The Sea Devils

    Sea Devil

    The Sea Devils are one of several allied races of intelligent reptilian bipedal marine creatures. Like their close relatives the Deep Ones, the Sea Devils worship an other-planar entity: a fertility god associated with agriculture, fish, and rain. This piscine or mer-humanoid deity is known as Dagon.

    But let's not orientalize them. Mieville's account in The Scar underscores the particular dangers of doing so.




    The Sea Devils have numerous deep sea sanctuaries and habitations - many are ancient, and home to millions of their species in suspended animation.  An offshoot or close kindred of the Silurian race, Sea Devils were among the first intelligent creatures to evolve on Earth (although genetic ties to races such as the Chelonians cannot be ruled out). They feel a strong sense of affinity, responsibility, and ownership of our planet, will respond with violence to intrusions or perceived threats to either the habitability of the seas or to their deep sea havens.

    They have undersea vessels capable of moving great distances, and some have hypothesized that Sea Devil communities are also linked by a network of tubecar systems buried deep within the ocean's bedrock. Another formidable Sea Devil technology is their heat ray weaponry, which is effective both on land and underwater.  They have great aptitude for genetic engineering, which they have often used to create monstrosities to disrupt shipping in the sea lanes as well as to attack coastal settlements.

    Persistent rumors also point to human-Sea Devil hybrid populations, which have mixed with small maritime human populations in the coastal areas of Northeastern North America, as well as with more isolated human groups around the globe.

    Freshwater populations of Sea Devils may also exist in North America. Over the last century and a half, there have been numerous reports of Sea Devil sightings in and around Cayuga Lake (NY). Nearby Ithaca has a well-deserved reputation as a haven for Dagon worshippers, with many different signs of cultic activity (e.g., Dagon graffiti, fish-fetish vandalism, and the founding of a "House of the Star" society at Cornell University in 1868).


    OGL MECHANICS


    Sea Devil/Deep One
    Reptilian Marine Humanoid 

    ASPECTS:
    • High Concept: Humanoid Horror from the Seas
    • Trouble: We are Dagon's Children
    • Aspect:  The sound of flapping feet
    • Aspect: If there's one of us, there's a colony!
    • Aspect: We stopped evolving millions of years ago but we're still more evolved than you primates!
    APPROACHES
    • Careful: +2
    • Clever: +3
    • Flashy: 0
    • Forceful: +2
    • Quick: +1
    • Sneaky: +1
    STUNTS:
    • Heat Ray - +2 to Forceful Approach when using a hand-held heat ray gun in an Attack
    • Suitable for Hybridization - +2 to Clever Approach when attempting to Create an Advantage by genetically modifying another living creature
    • Swim Like the Devil - When swimming, a Sea Devil can always get somewhere first
    • The Ocean is a Very Big - Once per session, a Sea Devil may make a successful getaway from enemies by swimming away
    REFRESH: 2

    Wednesday, October 2, 2013

    A Warlord's Index To Mars


    Warlord of Mars (Dynamite)
    Art by Stephen Sadowski

    What follows is an index of links for Mars/Barsoom, with an emphasis on the pulp Mars inspired by the works of Edgar Rice Burroughs and others.

    FATE SF Mars Resources

    Barsoom:

    Green Martians:

    Old Martians - H.G. Wells' pulpy, tentacled Martians horrors with a taste for human flesh. A Clever adversary for FAE.
    • A few more cruel Stunts for the Old Martians
    • Also see the Mucoid (Fighter) entry under Other Useful Mars Resources, below

    Red Martians:
    • Red Martian Blade - A fighting man or woman of Mars, a Flashy adversary for FAE, as well as Red Martian civilizational Aspects.
    • Red Martian Scientist - A cruel, vengeful, and Clever adversary best left to his own devices in the Martian Underworld (FAE).

    Technology:



    Other Useful Mars Resources

    Wednesday, May 22, 2013

    Subterranean Maltruskans

    The Time Machine (2002)

    The Maltruskian species has two morphogenetically distinct types. Its most common form is gracile and either non-hirsute, or lightly downed. It lives above ground, and is known for its pheremonal and empathic susceptibility to humans. The other Maltruskan sub-species is troglodytic, hirsute, and muscular. It lives a subterranean existence, and has a discernibly more appetitive and predatory nature, with aggressive psychic abilities which match these drives.

    Many if not all troglodytic Maltruskans have developed an appetite for the flesh of other sentient beings, including but not limited to the gracile clade of their own species. They have an affinity for the more violent psychic powers, including telekinesis, machinic domination, and negative emotion projection. 

    Subterranean Maltruskans frequently make their home in ruins. They quickly puzzle out how to use ocular and other ancient superscience devices salvaged from those ruins, and many artifact hunters have a contact or two among their kind. Such contacts help the subterranean Maltruskans bargain to move from world-to-world in exchange for choice artifacts. This is frequently a dangerous bargain; many small free traders and scouts transporting the troglodytes have gone missing over the years.

    A troglodytic community dwells among the labyrinthine structures below the Imperial Palace on Altair III. Other communities haunt the ruins of Maltruskan colonies, or lurk beneath inhabited cities on other races' worlds. They are considered an inimical species on most human settled worlds, and locals frequently take considerable pains to remove them.

    Their underground warrens are dark and dangerous places. More than a few unruly children have been scared into good behavior by tales of these devils in the dark.


    OGL MECHANICS

    Psychic Morlocks

    ASPECTS
    • High Concept: Alien Morlocks
    • Trouble: A taste for intelligent meat
    • Aspect: Drawn to ruins and abandoned places
    • Aspect: The fear legends are made of
    • Aspect: Dangerous minds
    APPROACHES
    • Careful: +2
    • Clever: +3
    • Flashy: 0
    • Forceful: +2
    • Quick: +1
    • Sneaky: +1
    STUNTS:
    • Ancient Device: Spend 1 FP to have the use of an ancient device once per session.
    • Machine Meld: Spend 1 FP to awaken and/or control a machine once per session.
    • Psychic Projection: Because they have Dangerous Minds, take a +2 to project fear, hate, jealousy on someone nearby as a Sneaky action.
    • Telekinesis: User takes +2 to their Forceful Approach to cause an object up to the size of a human head to fall,  move, or fly of its own accord.
    REFRESH: 2

    Saturday, May 4, 2013

    Post 199 - Focusing In On Devices For FATE

    Jeff Berry poses with a Ruby Eye (in firing mode)

    Eyes are the signature superscience devices of M.A.R. Barker's Tekumel, and are cited as well in the Humanspace Empires RPG. (The latter game, which can be downloaded for free on the site at the link, is an OSR-inspired attempt to reverse engineer the space opera precursor setting for the star spanning races and civilizations that ended up trapped together in Tekumel's pocket universe.)

    Magical superscience devices aren't unique to Tekumel; they are a common feature of a wide range of pulp-inspired and space operatic settings. Take Edgar Rice Burroughs' Mars series and you will find them there. Lensman? Check.

    Eye-like devices even crop up in more contemporary sources. Gene Wolfe's The Claw of the Conciliator for one.

    Art by Don Maitz, Artist Guest of Honor at Minicon in 2014

    All of this begs the question: can you use FATE to create charge-based quasi-magical and/or superscience devices of the kind found in a range of science fantasy settings?  The answer to this question is "yes" and I am relatively certain there are many different ways to do it in FATE!

    First, you could think of some of these devices as placing an Aspect on a person or scene. For example, a beam-like superscience device like Barker's Excellent Ruby Eye puts the Aspects "Invulnerable" and "Trapped In Stasis Until Further Notice" on someone. Alternatively, that's an automatic Taken Out for any given scene. You'd better hand out a FATE Point to the victim of that weapon, because either way you'll have a pretty pissed off player.

    A device like Barker's Eye of Exquisite Power Over Maidens is equally problematic. A device, scroll, or spell which causes a player to immediately fall in love (or lust) with another player or NPC is deprotagonizing, and may even raise personal safety issues for some players. Consideration needs to be given to these factors.

    That's part of awesome.

    So let's come up with some mechanics for these superscience devices for FATE. Many of them require some degree of manual dexterity and eye-hand coordination to use properly. Many are, after all, ranged devices.

    Let me know what you think of the ideas for mechanics outlined below. I'll write-up a few unique devices in future posts, so that we have some examples to consider, and perhaps playtest them in upcoming sessions of the Alywin Campaign.

    OGL MECHANICS

    Guidelines for old-school inspired magical and superscience devices:
    • The user of the device may be taking a Create Advantage, Overcome, Attack, or Defend action. 
    • The kinds of actions which are possible will depend on the nature of the device. 
      • Something that shoots a "love" or "like" beam is going to be more like a Create Advantage or Overcome. 
      • A device that blows holes in walls will be more like an Overcome. 
      • Something that blasts flames will have a bit broader range of possible actions: Attack/Defend, Create Advantage, and maybe Overcome (if facing a wall of ice, for example).
    • Devices require a Shooting roll against the target (if the device has a target).
    • If the device has no specific target, make a straight-out 4DF roll and add any inherent skill bonuses from the device for the effect. 
    • A target can Defend using skills like Athletics to get out of the way of the device's beam. 
    • If the user of the device succeeds with style in their action, they place one or more Aspects on the target or scene (which are often predetermined by the nature of the device)
    • No instant kills.
    • If the nature of the device would place an Aspect on someone where they are in effect Taken Out, the target should have the opportunity to make a Concession.
    • If keeping track of charges is important to your setting and/or to the discipline of the table, you can:
      • Assign the device a specific number of charges
      • Have the player roll a d100, d30, d20, d12, d10, or d8, d6, or d4 to determine the number of charges
      • Roll 1DF. The device has one of three Aspects: (-) result = "Fully Charged"; (blank face) = "Partially Charged"; (+) = "Out of Charge"
      • Alternatively, the GM may specify a charge state
      •  Unknown, and subject to an "Out of Charge" Compel offer at some point
      • Subject to negotiation (player gives a Fate Point for the device to be Fully Charged, or takes a Fate Point for it to be Out of Charge)