Tuesday, December 10, 2013

Leif Ericson's In The Pool!

http://resinilluminati.com/showthread.php?t=14196

The science team on-board of the Bituin has detected the presence of a Leif Ericson-class Galactic Cruiser in Sector I-5 of Kepler-22B. It is hidden in the muddy depths of the large bay  near the landing site of the Yrkoon Corporation's recent incursion into Sector I-5. The vessel is in Hex 115.73, and appears to be in a powered-down state.


The ship has United States markings; which means that it is most likely an asset of the Strategic Space Command. Since the SSC typically assigns Leif  Ericsons to Ranger Squadrons in groups of four cruisers, it is likely that the squadron's three other vessels are also be in the vicinity of Kepler-22B.

One of the Leif Erickson's two fighter-interceptor scout ships (you can see one launching in the image at the top of the post) appears to be beached on a sandbar located on the west bank of the river passing through Hex 115.75. This vehicle also appears to be in a powered down state.

What happened to the second fighter-interceptor scout? Scans of the bay area have so far been inconclusive. It's possible the scout escaped whatever fate befell its mother ship and sister fighter-interceptor. It might also still be within the body of the mother ship. Time will tell.

In any event, we don't know whether the Yrkoon Corporation is aware of the two nearby vessels. The Yrkies' expeditionary force is moving directly south from their landing zone in Hex 117.3 into the jungle interior of Hex 117.74.

Monday, December 9, 2013

Elementals

An Elemental from the Chronicles of Riddick

The Elementals are a race divided by five.  Earth, Air, Fire, Water, and Ether. Human seeming, each fifth of their species expresses a different element.

Adria, from Stargate: the Ark of Truth

They exist in almost every universe, and they're mistrusted everywhere. The most common accusations hurled against them by their enemies is that they are atheists, witches, and spies.

This should surprise no one.

The Elementals eschew participation in other civilizations' religions, and claim to have none of their own. They're an offshoot of humanity dedicated to "the teachings and mathematics of Plato."  Instead of praying or worshiping, they calculate. They extrapolate the future from these calculations - when they aren't actively shaping it through their "prophesies" and prognostications.

Anyone who has read Plato's Republic should expect his followers to be arrogant, clever, and meddlesome. Little is known of the full extent of their powers, but it seems clear that they are not mainstream psychohistorians. The Elementals never share their calculations or the data sets from which their prognostications are derived. This reinforces others' mistrust and the sense that they are biased or actively manipulative.

Their arrival generally spells bad news for someone. That's why wise rulers often fetter these wily, clever and evasive visitors. You'll know an Elemental is visiting when you hear their approach accompanied by the clatter and clink of a train of adamantium chains.



OGL MECHANICS


The Elementals
Human offshoot race (neutral)

An Elemental of Air follows.

ASPECTS:
  • High Concept: The Embodiment of Air
  • Trouble: Distrusted as atheists, witches, and spies
  • Aspect: "Elementals... we calculate."
  • Aspect: Sought after for their prognostications
  • Aspect: "We can't fly but we glide very well"
APPROACHES:
  • Careful: +1
  • Clever: +3
  • Flashy: +1
  • Forceful: 0
  • Quick: +2
  • Sneaky: +2
STUNTS:
  • Breeze By: Take +2 to Quick Approach when attempting to move swiftly within or between zones.
  • Calculate: ALL Elementals regardless of Element take a +2 to their Clever Approach to Create an Advantage by mentally calculating the likely futures of an individual or a situation.
  • Glide: Air Elementals can't fly, but they don't fall either; they can walk in a straight line through open air. 
  • Not Stopped Easily: Air Elementals can walk through walls, unless fettered by adamantium chains. Chained or unchained, they are also are immune to hand-to-hand, melee, and traditional/conventional ranged weapons (e.g., javelins, spears, arrows, bullets). Energy weapons affect them normally. (This Stunt costs 2 Refresh.)
REFRESH: 2



Sunday, December 8, 2013

Collaborations


The last couple of months have seen some important collaborations here at FATE SF. One of these was a contribution to the  +Christopher Helton's Philippines Relief Package which is part of one of One Bookshelf's typhoon relief packages, purchasable here. If you purchase the package, you'll find a way to access some bonus content here at FATE SF.

Logo courtesy of Hereticwerks

A second collaboration, hosted at FATE SF, is a cross-blog community project called From the Zones. This project is inspired by the classic Soviet-era SF novel Roadside Picnic by Arkady and Boris Strugatsky, and the movie STALKER, by Andrei Tarkovsky. This is an ongoing project, so you can contribute a post whenever you'd like to do so!

+Alexander Osias just made a stunningly original contribution, bringing the Fading Suns RPG universe together with Roadside Picnic. His contribution is called Fading Zones.

Logo courtesy of Hereticwerks

Finally, late November/early-December has seen a new round of posts on a few different blogs for +John Stater's cross-blog shared world-building collaboration, Kepler-22B. That project was inspired by the discovery of the first superearth, Kepler-22B. I did a post recently that followed-up on my contribution to the Philippines Relief Package by building a future interstellar setting with roots in Sector I-5 of Kepler-22B, the part of the planet which I am developing.

That post was followed by new posts for Sector T3 of Kepler-22B over at Hereticwerks, and for Sector V3 over at Porky's Expanse.

I am enjoying each of these collaborations, which are spaces where people have contributed based on their individual muse, gifts, and interests, usually at their own pace. It's also easy to see many avenues for crossing over and playing off each other's ideas in interesting and creative ways.

Friday, December 6, 2013

Deck of Fridays 5: Bewildered

Welcome back to DECK OF FRIDAYS, our weekly feature here at FATE SF. We make a draw from the Deck of Fate, RPG Inspiration Cards, or another Aspect-generative randomizer. Then we do something interesting with it, using the Aspect as inspiration for a campaign or scenario seed, a situation, scene, location, NPC, thingie, etc.  

This week's draw from the Deck of Fate is a card with the Aspect: Bewildered.

A Table For The Bewildered

It's a confusing Galaxy out there. Here's why!

Roll 1d6-1d6.

RESULTS:
  • -5: Anyone who is NOT a local is totally bewildered. This world has experienced a singularity since your last visit. None of the locals seem to understand, well... language any more.
  • -4:  Yes, that was a blind hyperspace jump. Or a navigational error. The bridge crew seems a little bewildered about where exactly you are. The computer isn't being much help either.
  • -3: The contract language seemed straightforward. I mean you have someone on your team who reads Urdu. But who knew the individual clauses were only in effect under a bewilderingly variable and contingent set of circumstances. As it happens, you'll need an astrologer as well as a lawyer to make heads or tails out of this contract.
  • -2: The locals take offence at a bewildering variety of perceived slights. Then they demand compensation. If you don't pay up, you will have to participate in a duel.
  • -1: There's too many factions at war on this world. Splits within splits. No groups without dissidents. This is heaven for an arms dealer or a political consultant, but hell for anyone who needs to get things done.
  • 0: The marriage, clan, religious, gender (etc., etc.) system on this world is entirely too complex and convoluted. Just like anywhere, but different than what you know.
  • +1: A number of the people around you here seem to be stoned. Permanently.
  • +2: This planet has multiple internets that don't talk to each other. Multiple, competing operating systems for factories, androids and robots, and computers. It's a wonder all these machines ever talk to each other. They wouldn't be able to, if it weren't for the Church of Big Data. Their temple's right over there.
  • +3: Genetic analysis reveals that almost everyone on this planet is a genetic mosaic of different species. People only appear to be the same species. Medicine is very complex and expensive. This means that interstellar pharma and tissue sample runs can be very lucrative. Finally, somebody with a Beowulf-class ship has a chance to break even (or better).
  • +4: This world was settled by about 30 different intelligent species, each with their own distinct languages and customs. Conflicts are resolved and resources are allocated through a series of complex and highly stylized competitive games. You too can play, although the rules will take months to learn. If you win, you might end up running the place!  
  • +5:  This system has a slipknot that cycles through 30 different Clusters with 5-6 individual systems each. You think. It's going to take a while to map all the potential places you can get to through this Supercluster. Once you figure it all out you'll be rich!

Thursday, December 5, 2013

The Chonak-Chonak Of The Sultanate

Osborneoddities

Imagine a demonic, bug-eyed, fang-mouthed ape-head, waddling around on four nasty clawed legs. That's a Chonak-Chonak. They were originally discovered by the Yrkoon Corporation (a front for the Conjuangco crime syndicate) during their incursion into Sector I-5 of Kepler-22B. Yrkoon Corporation found a horde of some 300 Chonak-Chonak in Hex 117.73 stripping the immediate area of all life forms they could get in their mouths: plants, animals, fungi, and less-describables.

Part of Sector I-5 of Kepler-22B

What they saw made the Yrkies nervous. It made their trigger fingers itchy. The Yrkies instinctively turned their mechs' gattling guns on the Chonak-Chonak horde, chopping them into beefsteak tartar. Then they collected tissue samples (which were everywhere) and handed them over to the corporation's professional cloners. A few months later, the Yrkoon Corporation had a new product line. Hundreds of freshly grown Chonak-Chonak babies were ready for training as shock troops. This was just the beginning of the Yrkoon Corporation's exploitation of the resources on Kepler-22B.

Today these creatures are the elite shock troops of the Sultanate of Managdao. The Sultanate deploys them in drop barges to assault worlds that have not paid their tribute, or even worse, are in open rebellion against the Sultanate. Once a few thousand of these troops have been deployed planetside - often in specially designed powered armor suits - rebellious and wayward worlds are quick to capitulate. Since the Chonak-Chonak are poorly disciplined at the best of times, and rather prone to going rogue after deployment, the Sultanate keeps their terror troops juiced on and addicted to the Obedience Drug to keep them loyal and in line.

The Chonak-Chonak's head is about a meter in diameter, and it is supported by four impossibly thin chicken-legs. There's no arms on their "heads": just a fanged maw in the middle of a huge monkey-like face. For high-tech combat, the Chonak-Chonak will be issued battle frame exoskeleton with mounted weapons, or a suit of powered armor. Their weapon of choice is a microwave blaster which blows apart their targets from the inside, sending chunks of smoking meat and gristle in all directions. These battle frames/exoskeletons and weapons always have "off switches" that can be activated remotely, as the Chonak-Chonak are never very good at discriminating friends from foes.

It is important to underscore that the Chonak-Chonak have a second "mouth" on the bottom side of its "head" (i.e., facing the ground). This is actually a cloaca-mouth allowing the Chonak-Chonak to feed by squatting as well as to excrete wastes and reproductive secretions. Chonak-Chonak will excrete prodigious amounts of this gunky excreta when they need to make a retreat before a more powerful adversary or (in the wild) from bigger, tougher predators. The discharge creates a mass of runny, smelly, sticky goo which can readily snare their pursuers. The goo is difficult to see on the ground, since it runs grey-brown-black-green in color.

The goo doesn't bother the Chonak-Chonak at all; in fact, they wallow in it. It creates a sort of black laquer armor which provides additional protection against fire and energy-emitting weapons (many life forms on Kepler-22B have energy emitting defenses, so this is a very adaptive feature for a life form on the super-Earth.)

OGL MECHANICS


Chonak-Chonak 
Alien Tiyanakoid Species (inimical)

ASPECTS:
  • High Concept: The Sultanate's bestial shock troops
  • Trouble: Addicted to the Obedience Drug
  • Aspect: Fanged monkey demon head on four legs
  • Aspect: Friend? Foe? What are those?
  • Aspect: Hands and weapons cost extra
APPROACHES:
  • Careful: 0
  • Clever: +1
  • Flashy: +2
  • Forceful: +3
  • Quick: +2
  • Sneaky: +1
STUNTS:
  • Combat Exoskeleton: Battle frame can carry one or more weapons or manipulator arms (first functionality (i.e., grip, winch, jumpjets, copter harness, or blast) is free; each additional functionality costs another point of refresh). Take a +2 to Attack Approach when using microwave blaster.
  • Battle Honk: The Conak-Chonak unleash a deafening battle-honk which is terrifying to their adversaries. Take a +2 to Flashy Approach to make a mental/morale Attack with their fearsome honk. 
  • Goo Lacquer Armor: Take +2 to Defend against fire or energy weapons.
  • Sticky Discharge: The Chonak-Chonak may release a runny, sticky discharge from its cloaca-mouth that creates a messy situation Aspect in the Zone where it is released. Take +2 to Flashy Approach to Create an Advantage in the Zone which creates a barrier to movement. (Typically, the situation Aspect created is something like: Sticky, smelly, gunk which creates a +2 to difficulty for non-Chonak-Chonak to maneuver in or move through a Zone.)
REFRESH: 2


Relief

Wednesday, December 4, 2013

The Expedition

Photo by Luca Galuzzi

Fellow Tekumel afficionado +Brett Slocum and I took a road trip up to U-Con a couple of weeks ago for a weekend of Tekumel gaming. For quite a few years, U-Con has offered a strong Tekumel track. This year, I gather was no different, with the exception that the number of people playing Tekumel games may have ticked upwards a bit.

A few days ago, I did a post on one of the Fate games I ran at the con, Project Generations. I also ran a Tekumel game based on Fate Core, but before describing that session I though I'd do some brief vignettes on some of the Tekumel games that other people ran.

The first Tekumel game of the convention was run by Patrick Brady, one of the authors of Tekumel: Empire of the Petal Throne (Guardians of Order). Patrick's game featured an archaeological expedition into the Desert of Sighs, which is directly north of Tsolyanu. (This desert has sandworms, so during the course of the adventure I was careful not to mention them in any way. No need to summon trouble.)

The expedition was commissioned by the Might of Ganga, a southern regional clan of ancient lineage. The clan traces its ancestry to the rulers of Engsvan hla Ganga, one of the ancient empires that preceded the Tsolyani Imperium, and that influenced Tsolyani culture, religion, and statecraft in a multitude of ways. Like Atlantis, Engsvan hla Ganga met with a bitter, cataclysmic end, with many parts of its land disappearing beneath the waves.

While the Might of Ganga  is a high clan with an ancient lineage, their ambitions are hampered by the whispered slight from other high status clans that Might of Ganga is "regional". And the best way to break out of a regional reputation and status is to show that your clan's influence was once widespread. So when a possibly Engsvanyali port city was discovered buried in the sands on the southern rim of the Desert of Sighs to the north of Toslyanu, a young noble was dispatched with scholars in tow to discover whether traces of the clan's proud Engvanyali ancestry could indeed be found there.

The game began with the GM distributing the character sheets across the 15'-20' board room table where we we were playing. He arranged the character sheets along the length of the table by the relative clan status of each character, from the extremely highborn Might of Ganga youth well down toward Flat Peaks magical specialists with Milumanayani tribesmen (i.e., "clanless" folk by Tsolyani standards) at the far end of the table. Interestingly enough, each clan status brought with it certain privileges and responsibilities.

It was a fun scenario, with many humorous and frustrating interactions with the local labor force for the excavation (i.e., Milumanayani tribesmen with their endless clan council deliberations and weird ideas like "democracy"). I also learned about one of the great dangers involved in exploring archaeological sites on Tekumel, which is the existence of Execration spells as part of the magical defenses of important governmental and religious sites such as temples.

Execrations (i.e., curse spells) are like landmines. They are spells which have been cast on an inscription - painted or carved on a surface where people will unwittingly step on or touch them. Magical landmines, essentially. They are set to be triggered by specific groups (not individuals) such as "All worshipers of Sarku" or "Any Change aligned persons". People who belong in a site don't trigger the spell-devices. Intruders - witting or unwitting ones - often do, with deadly consequences. When you add on to the picture that Execrations tend to be repeatedly cast on the same site over the centuries, you can end up with some very potent magical bombs to defuse.

I was the specialist in detecting and clearing Execrations.  I managed not to detonate any. Some of the Milumanayan help was less fortunate.


Monday, December 2, 2013

The Mi-Go

Art by Dagon (dagonweb/Ruud Dirven)

The Mi-Go, also known as the Fungi From Yuggoth, are an extrasolar life form that has colonized Pluto (i.e., Yuggoth), the Kuiper Belt, and the Oort Cloud. Their form is vaguely insectile, so perhaps it is not surprising that they are called by a name similar to the Persian word for shrimp or prawn (maygo). Certainly they bear little resemblance to the Tibetan Mi-go or "Wild Man" as the Yeti is also known. Then again, it is not uncommon for the Mi-Go to appear to be somewhat shaggy due to the numerous antennae and fibrous syncytial extrusions projecting from their mottled grey rancid flesh.

Since the Yeti are usually seen in mountainous areas on Earth, the appropriation of the name for these otherworldly insectile creatures may be due to the aliens' propensity to mine for minerals in remote mountainous areas. Two metals in particular are held in high esteem by the Mi-Go, perhaps for religious or magical purposes. The first of these is silver.

Those who worship Nyarlathotep are known to mine for silver; they may readily be summoned by rituals officiated by silver-masked priests. There are places sacred to the Mi-Go within long-abandoned mine shafts buried deep within the Cerro de Potosi (or Cerro Rico) of Bolivia, a vast mountain that has been continuously mined for silver since the mid-16th Century.  These sacred places are cramped, stooped affairs maintained by acolytes drawn from among the sizable unionized child labor force in the mines.

This mine-mountain has been thoroughly riddled with layer upon layer of shafts. It may collapse any day now. The mine is always-already nearly exhausted - but not quite. That's because the deepest mine shafts of the Cerro Rico extend deep into rich veins of silver within its shadow-mountains on adjacent planes.

A second metal prized by the Mi-Go is copper. The worship of the more degenerescent fungal aspects of Shub-Niggurath has been largely discontinued among the Mi-Go, due to a diminuition of her affect upon the Mi-Go's sporulative fecundity. After extensive researches among the planes three centuries ago, Mi-Go scientists issued a Clarification. All but a few recalcitrant and isolated atavist communities of Mi-Go have now shifted their devotions from Shub-Niggurath to Lady Utleku, the Hirsute Bloom of Entombed Fecundity. She is of the substance of Ktelu, He Who Cannot Be Gazed Upon, the One of Enhanced Putrifaction, and of the essence of Ulela, The Maid of Despairing Delight. [The qualities of these two other-planar entities are adumbrated in M.A.R. Barker's The Book of Ebon Bindings.]

Those who would summon of Lady Utleku must have willing adult human celebrants for the subterranean rite,* as well as the metallic offerings of oxidated copper which are prized by the Lady. While the ancients often lived in peace with the Mi-Go's nearby mining activities, contemporary mining concerns such as the China Metallurgical Group Corp. promise to disturb such arrangements, potentially disrupting the Mi-Go's reproductive biology..

The third metal prized by the Mi-Go is actually an entire class of rare metals. The Mi-Go's liturgical practice for the veneration of Yog-Sothoth requires the harvesting of radioactive materials. These rare metals are volatilized and inhaled by the Mi-Go on mountaintops on moonless starlit nights. They frequently allow human attendants and followers to join these rites. The Mi-Go's worship of Yog-Sothoth takes the form of buzzing quasi-shamanic rites in which the stars themselves are seen to reel and reveal to the Mi-Go the hidden pathways between the stars.

The Mi-Go's devotion to Nyarlathotep, Lady Utleku, and Yog-Sothoth should not be mistaken for ordinary piety. Their devotional practice is purely instrumentalist. They recognize these three beings as manifest and imminent, and as beings with something to offer them. Nyarlathotep grants the Mi-Go access to dangerous and advanced scientific knowledge. Their devotion to Lady Utleku is to propitiate their own fungal fecundity, ensuring the survival of their species.  Yog-Sothoth teaches the Mi-Go how to detect and open Nexus Points and use their otherwise vestigial wings to travel to other stars and planets through the negative enumerations of hyperspace.

Their world outlook is thoroughly scientific, and rooted in a form of deeply pessimistic philosophical materialism. Everything that exists is temporary; it will all come to an end. The universe is the Mi-Go's chief enemy, and will eventually be responsible for their undoing - if they themselves or their enemies don't do that first. It is only a matter of time, but science can put that off for a bit.

A desire to survive, rather than scientific curiosity per se, therefore drives the Mi-Go's constant search for new scientific insights and discoveries. That's of course quite a contrast with the human scientific propensity for Coxean scientific optimism, which looks at the universe as a thing of wonder, a thing to be explored, understood, and appreciated as much for the pure aesthetic pleasure of doing so as for any practical application.

All of that being said, the Mi-Go do appear to have an inexplicable interest in human companionship - whether out of a perverse desire to reward their human followers, or to punish those who thwart their plans. From time-to-time, they will perform a bloody-minded species of excruciating psychic surgery on a human being, extracting and transferring the human's brain into a Nomad probe-sized metallic brain cylinder. The brain cylinder allows the individual to accompany the Mi-Go on journeys in space and hyperspace. The cylinders have the capacity to preserve conscious thought indefinitely, without any apparent alimentation, and to offer the mind imprisoned inside the brain cylinder the ability to communicate with beings outside itself, as well as to gather at least rudimentary sensory information from their immediate environment. Of course whether such individuals retain their sanity for very long is anyone's guess...

One final note is that it is reported that there is at least one Mi-Go shrine in the Imperial Sovereign's Cobalt Palace on Altair III. What purpose it serves, whether it sees any use and indeed, whether it is a shrine of the Mi-Go or to the Mi-Go is unknown to all but the closest associates of the Imperial Sovereign.  It is speculated - by those who dare to do so - that the shrine dates back to the time of Glorious First. Perhaps it offers a glimpse into the ritual practices and ancient treaties which bound together the tribes of Comet Barbarians who swept away the ancien regime of the Star League and founded the Empire we know today...

*And in this manner humans have become imbricated within Mi-Go biology.

OGL MECHANICS


Mi-Go
The Fungi from Yuggoth

ASPECTS:
  • High Concept: Insectile fungiforms from Pluto
  • Trouble: They seek human companionship
  • Aspect: Almost impossible to describe one after you've one
  • Aspect: The purpose of Science is to help our race survive
  • Aspect: We have pacts with many beings
APPROACHES:
  • Careful: +2
  • Clever: +3
  • Flashy: 0
  • Forceful: +1
  • Quick: +1
  • Sneaky: +2
STUNTS:
  • Challenge Sanity: At the beginning of any scene in which a Mi-Go is encountered, it may take a +2 to make a Forceful mental Attack against ALL normal humans in the scene. Any cultists or followers who are accustomed to the Mi-Go's presence are immune to this effect.
  • Clawed Horror: Take a +2 to make a Forceful Attack against foes in the same Zone.
  • Disguise Artist: The Mi-Go may take a +2 to its Sneaky Approach to disguise itself as a human. The Mi-Go must have access to a mask and outerwear such as a cloak or long coat. This disguise works best at a distance and will not bear up under close inspection! 
  • Psychic Surgery: Take a +2 to Clever Approach to Attack an intelligent creature by exerting psychic force against the target's internal organs. The intent of such attacks is usually to perform an encephalectomy. If the target is Taken Out, so is its brain. The Mi-Go successfully phases the target's brain out of its body and may place it within a Mi-Go brain cylinder. Depending on the campaign, this may still be a viable character!
  • Steal Between the Stars: In space or any mountainous area, the Mi-Go may spend 1 FP to open and enter a Nexus Point or phase directly into hyperspace. This effectively removes the Mi-Go from a scene. Others in the scene may pursue it through the rift in time and space, but this option is usually best left for the very foolhardy or the extremely brave.   
REFRESH: 1