Friday, November 13, 2020

Starling & Shrike Inspector Character Creation and Briefing

Summary: Character Creation for my Weird Gonzo Detective Fiction campaign Starling & Shrike: Missions of Mercy. Each player selects their Education Path, their Extracurricular, and three Field Schools they’ve attended since graduating. Every Inspector has had some experience with the supernatural before being selected by the Council; decide what horrific experience qualified your agent for induction.

Table of Contents
Character Creation
    -Education Path
    -Extracurriculars
    -Field Schools
The Briefing
    -The Situation
    -Compensation
    -Means of Insertion
    -Parachuting
    -Coastal Infiltration
    -Overland on Horse or Motorbike
Equipment
    -Standard Issue
    -Requisition
    -Cloak and Dagger
Financial
    -Relevant Commodities
    -Relevant Joint Stock Companies
Departure
Rule Reference


Education Path
This is your Class.

There are three Education Paths: Undercover, Signal-Stealth, and Forensic-Criminological.

Each class has an Investigation Skillset listed first, and then a Complementary Skillset listed second.

Each Agent has trained in their Investigation Skillset for over a decade before they went into the field. As such, this roll works differently than a standard Proficiency Roll. When you use an Investigation Skill, roll a d6:
1: You derive a meaningful lead.
2-5: You uncover as much truth as is possible from the current situation given your methods.
6: In addition to the above, you gain an uncanny insight or some other special bonus.

I have included a list of activities falling under each category of Investigation; however, you may add 1918-appropriate activities falling under the categories of HUMINT, SIGINT and CSI. S&S detectives are so broadly trained that they are likely to have at least some basis in these additional activities. The only non-technological limitation is that Undercover Detectives are not capable of simply persuading people to do things; they always require some kind of leverage to accomplish any social task under resistance besides gathering intelligence (whether that leverage is money, blackmail, or threats of violence).

Note that Proficiencies stack, so a Signal-Stealth Detective who’s taken the Clandestine Course would have Proficiency Level 2 in Lockpicking and Safecracking, and an Undercover Detective would have Proficiency Level 2 in Creating False Documents, etc

The Complementary Skillset is simply a list of Proficiencies you start with as a member of this class.

Here are the Education Paths:

Undercover Detective (Social Detective)
-HUMINT Investigation: Interrogate (12 hour rapport-building process involving a disrupted sleep period), develop informants (money is the most likely path), ply for information (liquor is a big help, you can also try to enrage them. If someone’s sympathetic to Starling & Shrike you can tell them you’re an agent, careful letting the cat out of the bag though)
-Undercover Work: Impersonation, developing deep cover paper trails (fake passports, planted residence documentation, forged financial and work history), urban stalking and shadowing

Signal-Stealth Detective (Infiltration Detective)
-SIGINT Investigation: Utilizing listening devices and microfilm, covertly drilling holes, disabling alarms and electrical systems and other mechanisms, intercepting and hijacking telegraphy systems
-Physical security: Move silently, hide in shadows, camouflage, climb, acrobatics, pick locks, open safes

Forensic-Criminological Detective (Analytical Detective)
-Crime Scene Investigation: Dusting for fingerprints then transfering them to paper using iodine (can determine age and sex by fingerprints, can detect drugs in someone’s oils, can detect glove prints and match them to a glove), detection and analysis of blood, reconstruction of activities at the site, finding hidden objects or evidence of tampering, noticing traps
-Surmise. You are highly trained in criminology, sociology and psychology, and you can derive likely facts about the meta-situation from details that you pick up in the course of your investigation. Why might he have done it? What kind of person does this? Are they likely to be hostile? Essentially, you get to ask the GM questions about the person or organization involved and get truthful answers. On a failure you are stumped, drained, and cannot make another Surmise check until you’ve gotten a good night’s sleep.


All Detectives are also Proficient in the following activities
Skiing, swimming and diving, literacy and numeracy, first aid, pistol, hip throws, basic driving and horseriding, morse code
Additionally, as a Council Inspector you are proficient in parachuting as well as raw agility, raw strength and raw endurance, which may be applied broadly to physically demanding situations.


Extracurricular
During your education, what extracurricular activity did you participate in?
Debate: Boosts interrogation, contract negotiation and other forms of antagonistic speech, includes knowledge of local laws
Equestrian: Combat and acrobatic horsemanship, leaping from horseback and landing safely after a fall.
Engineering: Working on engines, batteries, telegraphy and radiotelegraphy, printing presses and film
Orienteering: Wilderness survival, land navigation, boating (rigid-hulled and impromptu using a rucksack)
Gymnastics: S&S has a pair of phenomenal gymnasiums and regularly sends student gymnasts to the Games of Fire.
Boxing: The Stable. Lets you KO someone with a sudden hit and otherwise win hand to hand fights against multiple opponents; more charismatic than wrestling
Wrestling: Lets you take down, disarm, choke out and break the limbs of opponents; knockouts come from suffocation or slams and aren’t as fast as boxing or as good against multiple opponents, but wrestling has a lot of applications. "Compliance techniques", too.
Culture: Billiards, sailing and sommelier. Billiards as a way to mix with men of every social class in many societies, sommelier as a marker of high social class in many societies, sailing is both respected and useful.
Biathlon: Skiing and shooting. S&S biathlon includes both rifle and pistol.
Trigun: S&S sometimes wins international pistol tournaments but participants in this extracurricular train with the pistol, shotgun and rifle, often along a single course. Includes quickdraw, fast reloading, and tricks like shooting someone through your own coat.
Finance: Equivalent to the Revenue Academy. Prepares a Detective to make private investments and to enter the S&S Banking Wing once they’ve gotten some experience of other cultures and financial systems.


Field Schools
Schools range from 3 weeks to six months but are most commonly 1-3 months. Each school lists the activities you become Proficient in by the end.
Alpine Institute: Lets you lead climbs using specialized equipment, survive in alpine/glacial/tundra/taiga environments, ski cross-country and downhill with great proficiency (including jumping), dog sledding and dogsledding.
Lowland Ranger Course: Survival, evasion, tracking, trapping, orienteering, constructing hides, fording rivers, water infiltration, and finding safe landing sites for planes
Sniper School: Long-range precision rifle shooting mixed with concealment (urban and wilderness) and stalking.
Movement Course: Freerunning and free soloing. Move through an urban environment without impediment; rapidly scale walls and other obstacles that would stop most people in their tracks; jump and land safely from surprising heights; traverse narrow, unstable surfaces in the wind and rain. Free soloing allows you to climb almost anything without equipment.
Surgical Academy: Allows you to stabilize otherwise-mortal wounds, salvage limbs that might otherwise be lost, prevent infection and remove gangrenous tissue, and safely apply morphine and other drugs.
Motor Pursuit Course: Includes PIT maneuvers, high-risk turns, highway boarding, offroad driving, shooting while underway, bailouts, and motor repair.
Political Action Institute: Helps you start flashpoint riots, put out broadsheets that are effective at swaying public sentiment, start rumors in effective ways, and get leaders to listen to your advice. You are trained in the details of civil engineering and urban planning, and can assist foreign governments in setting up effective systems.
Revenue Academy: International trade and economic system, detecting creative accounting and corruption, also helps negotiate contracts.
Prosecution Academy: International law and legal systems. Lets you prosecute captured perpetrators in a variety of courts (potentially using your own evidence), and if need be represent someone in defense (including yourself). More stable societies will often demand that captured evildoers be turned over to the state for trial as part of a contract; alas, societies this stable are rare in this world, though the more prominent a citizen the more likely a trial will be, anywhere.
Flight School: Includes air to air combat, bombing and strafing, aerobatic maneuvers, parachuting, engine repair and emergency landings.
Saboteur School: Demolitions (surface and underwater), bombmaking and disarming, naval gunfire coordination, bomb damage assessment, water infiltration and cliff diving.
Internal Defense Academy: You can help an organization detect infiltrators and shore up its security protocols, you can train and lead militias and other teams into the field, you can help a group plan and execute strategies for wars and other actions, cartography and orienteering
Clandestine Course: Follow surreptitiously, pass information undetected, pick locks and crack safes, use grapnels, blend into an urban environment, pick pockets, cryptography, create false documents, slip handcuffs and other bonds



The Briefing at Starling & Shrike

To recap: Starling & Shrike is a mountaintop city-state. It relies entirely upon imports for food and almost everything else, having a domestic industry geared almost exclusively towards producing supplies and equipment for its employees. S&S gets its water from snowmelt and rainfall. Its economy is supported by two sectors: the financial industry and the detective agency. Most citizens are enrolled into the latter at birth, though not all complete their training.

S&S is a cold and tranquil place. Your nose is cooled as you walk through the streets. Most buildings are cream-colored stone that seems to glow as the snow reflects against the black sky, although there are homes made from brick or logs, as well.

The snow is falling silently past the intricate lampposts; there is no wind, no stars, the sky is black and soft.

The beauty and peace of S&S at night must be emphasized before the party goes anywhere, so as to contrast with the horror, madness, filth and deprivation that is to come.

The briefing takes place in the Council Palace at night, which is one such cream-colored building and is located to the South of the mountaintop, near the airstrip, overlooking those arriving at the train station in the forest down beneath.

The meeting room (off the grand staircase) has a high, arched ceiling and a brown and white tiled floor. The windows have diamond-shaped black latticework running through them, through which the snow and sky may be seen.

The briefing is conducted by Consul Nicholas Rainier, this year’s head of the Council. He is the only one present for the briefing besides the party. He is a sober man with combed-back brown hair. He wears a cream-colored suit with brown shoes and belt and a red cravat. At 37 he is young for a Consul, and, like you, once served as an Inspector. His election was controversial due to his participation in the Tourmaline Gorge Massacre, where a group of young, newly-graduated S&S detectives who’d shifted their allegiance to a faction of syndicalists they’d been investigating in the Free Cities of Tourmaline Gorge were summarily executed by the Council Inspectors sent to re-acquire them.

That said, Consul Rainier does not come off as evil or villainous here, but rather as hardened and calm with an inclination towards realpolitik. If any players give him a hard time about Tourmaline Gorge his eyes will flash and he will become tight-lipped, steering the conversation to the matter at hand and treating the most cooperative player as the party’s executive. If pressed, he’ll break his decorum and address the massacre by saying in a cynical and dismissive tone to his interrogator, “Please. You might be an Inspector but you don’t know a damn thing about how the world works. If you come back from this mission, which I doubt based on what a cherry you seem to be, maybe you can speak on my level then.” After that, further probing of the subject will be icily ignored.

The Consul knows everything from the last post’s sections “The Situation”, “The Mission, in no uncertain terms” and “Likely PC courses of action”. I will repost them below for concision.

He doesn’t know anything about the islands (beyond the Fire Islands) except what reports say; no S&S agent has ever travelled to Glossolalia, let alone to the Grave of the Sorcerers or Daimonia.



The Situation

The First Fleet of the Cynthian Empire is awaiting the completion of a canal in their client Kingdom of Kadwa. The canal will be finished in two days; the villages of the whole nation have been emptied of men, sent to labor under the whips of Cynthian enterprise.

Once finished, the canal will open our continent’s South Coast Sea region to the Cynthian Empire.

We were informed by a mole in Kadwa three days ago that the Cynthians intend to attack the three largest islands in the South Coast Sea to establish naval bases from which they will invade the continent via the chaotic South Coast regions. The island states targeted by the Cynthians are all absolute pariahs and we have no means of communicating with them.

No allied fleets will be able to reach the Southern Sea before the Cynthians invade these islands. As such, the inland city-states of Archzenith, Troutbridge and Seven Gables have contracted Starling & Shrike with a request that S&S send the Council’s personal operatives to prevent the invasion from taking place. The S&S Council has accepted, as the Cynthian Empire is a hereditary enemy, and has negotiated a contract with the northern city-states and a number of other regional creditors. A cell of trusted and experienced S&S Council Inspectors will be activated and will each travel to a predetermined meeting point on the South Sea Coast, after which they will do everything in their power to deny the Southern Islands to the enemy. Terms and compensation are as follows:

-Repulse or prevent the invasion of Glossolalia Isle: 12 100oz gold ingots

-Repulse or prevent the invasion of the Grave of the Sorcerers: 12 100oz gold ingots

-Repulse or prevent the invasion of Daimonia Isle: 12 100oz gold ingots

-Secure all islands; the Cynthian fleet retreats to the West Sea: 24 100oz gold ingots

Starling & Shrike will take 2 ingots per objective; the rest will be delivered directly to the party or a bank account of their choice.

S&S is providing the party with a single 100oz unmarked gold ingot for their preparation, which can be cut however is needed; each player also has 1d20 x 10 oz of gold for their personal liquidity.


The Mission, in no uncertain terms

Stop the Cynthians from conquering and occupying these islands by any means necessary. Payment is per Island held by forces not aligned with the Cynthian Empire; a grand bonus will be awarded for completely defeating the invasion.


Likely PC courses of action

This should not be presented to the players unless they ask for the Consul’s advice.

Travel to the islands, ascertain the dispositions of the current inhabitants, and lead them in the defense of their islands against the Cynthians.

Supporting activities: Ascertain Cynthian invasion plans, sabotage the construction of the Kadwan Canal to buy more time for the S&S operation, stabilize the South Coast region and thereby gain local forces and resources for the defense of the islands, rally support from the Bandit Tribes, clandestinely acquire high-quality gear from the Fire Islands (site of the annual Games of Fire; stunt planes, advanced belaying rigs, race-built yachts, biathlon gear, etc)

After the situation is discussed and the PCs begin discussing their desired course of action, the Consul will be able to tell them about possible means of insertion.

Starling & Shrike is far to the north of the Northern Realms on our Southern Sea Coast map; the Northern Realms are a variety of non-aligned city-states that by and large are sympathetic to S&S (and will be the primary industrial targets of a Cynthian invasion; their Western Coast is well-fortified, but their borders with Mandrake and Bombaryx are not). All means of ingress to the region will pass through or over the Northern Realms, although gameplay proper will begin once the players reach their initial point of entry.

Note that no commercial flights are traveling to Kadwa, Mandrake, Bombaryx or the Fire Islands; Kadwa has cut herself off from the world after swearing fealty to the Cynthians, Mandrake is experiencing a period of anarchy and Bombaryx is experiencing a period of tyranny, and the Games of Fire are not in session in the Fire Islands.

In brief, here are options the Consul will suggest:

1. The PCs can parachute in nearly anywhere except the Fire Islands. This has the benefit of extreme rapidity and great proximity to their destination, but limits them to what they can carry on their body and 1 crate of goods to be parachuted in with them (and it is far more likely to suffer a malfunction than they are). The Consul will caution against jumping into the Channels of Light due to the perpetual lightning storms there, but will allow it if the players insist.

2. Entry by motorbike or horse across a remote border region of the Kingdom of Kadwa, the Dominion of Mandrake, or the Kingdom of Bombaryx. This allows them extended mobility and a way to transport goods (saddlebags), but is also the slowest practical way of getting there.

3. Coastal insertion via seaplane. This is safer than parachuting but is highly visible and leaves the party to travel on foot to their destination.

Once the players have decided which method of insertion they will take, refer to the following section for details.


Parachuting from enneaplane can reach anywhere except the Fire Islands, which are too rocky, jagged and small to reasonably jump over. An enneaplane is a nine-winged seaplane with a large cargo compartment and a cargo door on the rear. Its crew will consist of a Pilot and a Flight Commander who stands by the cargo door and identifies when it is safe to jump.

The enneaplane will be threatened with destruction by a jump over the Grave of the Sorcerers, Daimonia, the Channels of Light, or anywhere near the Kadwan Canal.

The Consul only knows about the dangers of the Channels of Light (massive lightning storms at all time + you’re jumping into the hills and mountains which is dangerous) and the Canal (flak cannons); unbeknownst to S&S, the Grave of the Sorcerers is defending by flak guns as well, and living in the peaks of Daimonia there is a giant mutated vampire bat possessed by a shredded subpersonality of a guardian deity.

When you jump over the following destinations:

-Near the Kadwan Canal: Roll a d6. On a 1, outlying flak guns open up on the plane, which has its wings shredded while shards rip through the thin walls, cutting up and damaging everything the players have brought with them and leaving superficial cuts on their bodies as well. The pilot has his throat cut by shrapnel and the flight commander is jarred out from the back of the plane; he opens his parachute but will land in the Kadwan Canal. He will shortly be captured and subjected to brutal torture by the Cynthians (knives, boiling water, electrocution); he will hold out as long as possible and take massive damage to give the party time to maneuver (d4 hours), but will finally divulge the mission to the Cynthians, at which point they will go into high alert to find the players. The players will find him horribly mutilated if they attempt to rescue him.

The players will need to make an emergency jump from the plane; everyone should roll a d6. On a 1, they suffer a major problem: getting their clothes caught on jagged material inside of the plane, getting trapped near the cockpit during a plummet, or having a partial-opening of their parachute once they’ve made it out of the plane. They can use one of their Proficiencies to escape if relevant; however on a second Fail they are killed (riding the plane in or burning in with a cigarette-rolled parachute). They touch down in the desert outside of the Canal.

On an initial roll of 2-5, the insertion goes smoothly.

On an initial result of 6, the enneaplane spots a pair of Cynthian biplanes on patrol who don’t see the enneaplane; as the players jump and drift down to the desert, they can observe the fighters landing at a lightless motor pool a few miles from the Canal, which they otherwise wouldn’t have seen.

-The Grave of the Sorcerers: Roll a d6; on a 1 it’s the same situation as in Kadwa, but the Flight Commander lands at the bottom of the temple pit and is captured by the Temple Guards and infected by one of the Star Viruses, who subjects him to a monstrous fever until he cracks (d6 hours). The players will find him horribly mutated if they attempt to rescue him.

Each player who exits successfully must roll a d6 to determine where they land, as the Grave is much smaller and has a far denser infrastructure than the area around the Canal.

1: The player lands at the bottom of the pit. The Temple Guards close in rapidly; should they capture the player, he will be quickly bound in manacles that are linked to an electroshock machine that will incapacitate him; he will be laid adjacent to the Flight Commander in a hanger outside the Temple, where a Star Virus will approach and infect him. He will suffer an agonizing fever (like being buried amidst tectonically-shifting stone) and begin to mutate, growing vestigial eyes, fingers, nostrils, tongues and ears.

2-5: The player lands amidst the city of beached ships surrounding the pit. At night he may have a few moments to hide; during the day he will be spotted on the way down and Grave warriors will quickly begin to close in on him.

6: The player lands painfully on the massive sandstone platforms that bridge the towering megaliths together, but he is blessedly alone. Looking around, he sees a variety of cargo ship segments that have been bolted into place here and are being used as huge winches. He may quickly encounter the engineer from Ascension, Geordie Passer, or workers/guards that will take him to Passer. If he descends, this is more likely; if he ascends, he will eventually reach a Temple Guard post near the highest platform.

On an initial roll of 6, the players marvelously touch down in the stretch of downy-soft dust-sand between the beached battleship fortresses, and the city of lost ships dragged up onto the high shore that functions as the island’s primary polis.

-Daimonia: Roll a d6. On a 1, there is an ear-stabbing sonic screeching from the night that drives everybody to their knees in agony. Blood seeps from everyone’s ears. Anyone who looks outside the enneaplane sees a gigantic form rising from the island’s rocky peaks. Alternatingly fleshy and black-furred, with vivid, glowing red eyes, it is careening for the enneaplane. A heartbeat later gigantic hooked claws rip through the enneaplane’s canopy as the gigantic, mutated vampire bat seizes the plane. The players have a choice: jump wherever they are, attack the bat, or wait.

Jump: The players bail out instantly. Each player rolls a d6. On a 1, the player lands in the water near the coast and will have to free themselves of all of their bags, satchels, firearms beyond a pistol, and their rucksack and then swim to shore using whatever relevant skills they have. A further snake-eyes here will kill them (though that’s blessedly unlikely).

On a 2-5, the player lands in the jungle, most likely having their parachutes caught in the dense canopy.

The first player to roll a 6 is caught midair by an 8’ snowy owl who begins loquaciously interrogating him about anything and everything. See the upcoming Daimonia post for more. All other players to roll a 6 land safely on the island’s sandy shores.

On an initial roll of 2-5, the players land in the jungle.

On an initial roll of 6, the players land on the sandy beach and can observe the Cynthian patrol ship beached on the rocks far out to sea.

If the players attack the bat, they may be able to wound it, it depends on what they brought. In any case, enneaplanes are fragile and this one was finished from the moment the bat sunk its claws into the plane.

Jumping up and trying to board the bat Shadow of the Colossus style is also possible for a player who has Climb. The good news about this is that the player is wearing a parachute so when he falls of the bat he’ll be somewhere over the island; the bad news is that on a pair of Fails, the bat gets a grip on him and swallows him whole. Also, should he manage to seriously damage it (something clever like entwining the strap of a satchel charge in its fur and then bailing), the deity’s possessiveness subpersonality is likely to be maimed. If it were to die, the deity would have little direct interest in defending the island. The players don’t know this, however, and will think they’re simply defending themselves from the Monster of Skull Island, so if they somehow maim it here, that means it will be easier to find and reunite with the God Pearl later on.

If they fail to damage the bat, however, it will tear the enneaplane in half. The pilot and the flight commander are at the extremities of the plane, and the bat will seize them in its claws and fly back to the island, draining one of blood in midair and saving the other one for the ground. The players will have to parachute as above.

The same thing will happen if the players wait, but they can get a fuller description of the thing’s sour face and flexing claws before it yanks the plane in two.

-The Channels of Light: The pilot refuses to go deeply into the channels due to their never ending lightning storms; he will drop them in the hills, either between the mountains and Bombaryx, between the mountains and the coast, or between the mountains and the Earthheart Fens in the northeast of the Channels. Whatever the players choose, roll a d6.

1: The plane is struck by lightning. Luckily the cargo area is mostly wood and canvas, so while the players each suffer a severe electric shock it’s not as bad as it could be. That said, the whole plane is engulfed in a conflagration that sends the Flight Commander screaming away, his parachute a burning wreckage, and has the pilot completely consumed by a wall of flame. The players will need to get out of the plane immediately but it’s breaking up in flight; each will need to make some sort of roll to escape. On a 1, they are torn apart as the enneaplane breaks up. On a 2-5, they begin to descend but several pieces of their gear are on fire. On a 6, they’re safe, albeit very numb and burned from the lightning strike. Great crooked beams of lightning continue to explode here and there in their field of vision.

2-5: The players land painfully on a rocky hillside amongst cascading pillars of electric destruction and fuming, pulverized dust.

6: The players touch down on a relatively flat region of highland near an icy lake. The lightning is sparse here. Anyone who’s been to Revenuer school will smell moonshine brewing from some crags nearby. There is also someone inside the lake who will be curious about the party; see Mikvit when I post the full Channels of Light section.


Jumping elsewhere isn't as dangerous but some spots still require a roll.

-Mandrake: The players land in the Mangrove swamps outside of town. On a 1, the player goes in the drink and everything they own gets soaked through. On a 6, they land in a volunteer banana tree.
-Bombaryx: The players land in the dewy, sparse forests of the Kingdom’s hinterlands.
-Kadwan hinterlands: The players land softly among the dunes.
-Glossolalia: Roll a d6. On a 1, the players land near a sleepy village, and sluggish villagers will observe them; soon, blinking militia cavalry will come to inspect their landing site, sabers and semiautomatic pistols drawn during daylight, or one hand with a torch and one holding a hunting dog’s leash at night. The Affidavit hunter-killer cadres will be activated as well, but they will not be the first to the landing site, being more centrally located on the island.
On a 2-5, the players land among the hilly forests that cover much of Glossolalia. Looking around, they see a waterlogged oat field at the bottom of a slope, and higher up the awning of a village house.
On a 6 the players land in an opium field. They are beautiful hazes of pink, purple and red on rich green, one of the only truly beautiful places on this otherwise-drab isle. On their way in they caught glimpses of a well-maintained but isolated manor on the coast, a town of modest and somewhat drab whitewashed homes, and a forest clearing full of strange statues.


Making a coastal entry by seaplane to any region is straightforward but involves less variability than parachuting.

-The Coast of Kadwa is largely deserted by the Kadwan military, not expecting the chaotic states of Mandrake, Bombaryx, Glossolalia or the Grave to be able to detect the Canal; the players will see quiet fishing villages with sandswept boats and wharves. Obviously there has been little fishing here as of late; the women do what they can but will fall back to their cellars if they see heavily armed operatives sloshing in from a nine-winged flying boat. A female S&S operative may be able to approach them alone and hear about what’s happened, from the Cynthian chevauchees to the surrender to the men being emptied from the villages by Kadwan Royal Guardsmen and Cynthian Sea-Legionnaires to be trucked away for work at the canal. No consideration was given to the wellbeing of those left at the villages.

-A night landing at the Fire Islands will allow the players to enter the rocky islands unannounced and begin their hunt for Olympic-quality gear.

-Landing up the coast from the capital in Mandrake and Bombaryx, or anywhere along the Channels of Light, is very straightforward. The party won’t be molested.

-When landing at Glossolalia, roll a d6.
1: The plane gets made coming in. The militia is waiting for them when they come ashore; the party is attacked by a fusillade of gunfire from the brush before a militia cavalry charge is launched, the unsteady and dry-eyed militiamen still launching deadly saber-swings and firing their semiautomatic pistols.
2-5: The party disembarks in the reeds, unannounced.
6: The seaplane pilot cuts the engine and silently drifts into an abandoned moorage near a sandy cliff, cloaked by heavy sloping woods on each side. Up the coast a little ways is a well-maintained manor.

-Landing at the Grave of the Sorcerers will play out more or less the same way no matter what: the sea is monitored 24-7 from every angle, and enormous naval guns will open up from the coastal fortresses in plumes of billowing sand, trying to drown the seaplane or knock it down with the fury of detonating shells. The pilot wants to bug out; if the players insist on staying, he’ll get as close to shore as possible before the seaplane is flipped by a detonating shell from a battleship turret. The players will have to escape the seaplane and then swim to shore under heavy gunfire (they’ll need to at the very least abandon their rucksacks), with the pilot drowning unless someone rolls a 6 trying to save him, and then they’ll have to get up the beach somehow despite the presence of multiple machineguns on each fortress hulk. Hope they brought their sniper rifles. Eventually, dozens of warriors will push down the beach towards them. At this point, short of ditching into the sea again and making some circuitous (multiple-check) tour around to a different part of the island (assuming they haven’t been directly seen), it’s probably being captured or eventually being overrun and killed by sheer numbers; the Islanders won’t retreat from this, having several Temple Guards and 4-armed Captains as backbone.

If the players decide to bug out, they’ll be able to get away safely. If they decide to scout the island by air, machineguns inside of ship-segments mounted on the island’s megalithic structures will open up on the ponderous plane and shoot it down in short order if the players don’t soon call a retreat.

-Landing at Daimonia: There is an enormous blue whale who has been mutated and inhabited by the Guardian Deity’s rage subpersonality near the coast. This thing has gigantic barnacle-horns like a minotaur, eyes that weep living snails of pure crystal (quite valuable), and a pair of livid, smouldering blowholes; any water ejected from these (potentially traveling hundreds of feet) will reach its target still boiling hot. Roll a d6:

1: This thing surfaces even before you touch down. “Shit! Look at that gigantic fucking narwhal thing!” cries the pilot, jumping suddenly. A moment later the windscreen is broken by a blast of water that similarly crumples the wings of one side of the plane. The pilot is engulfed in boiling water and screams horridly; boiling water courses through the cargo bay, scalding the players about the shins and hands as well. The plane goes off-kilter and careens towards the surface; in horror, the players can see it coming but don’t have time to bail out (and anyways it’s too low for them to deploy parachutes if they’re even wearing any). The plane smashes into the water at a blessedly-acute angle, and although the front is smashed in and cracks run all along the wood and canvas structure of the plane, and the players are thrown all over the place, no one is crushed or maimed. Even the Flight Commander survives, and for a few seconds the plane drifts, dark inside and cut off from the sun, upon the splashing sea.
Seconds later their stomachs seem to fall out from their bodies as this monstrous blue whale emerges from beneath them with its mouth open wide. The crushed plane goes sailing down its gullet with all aboard. See the entry for Daimonia for more once its posted.

2-5: The players land on the water and start motoring for shore when this gigantic fucking blue whale with barnacle horns and glowing-red pinprick eyes and blowholes that radiate head like pilot lights emerges from the water in a wave-upturning heartbeat. The pilot and flight commander scream. The players can either bail out and tell the pilot to get the hell out of there, in which case they players will get to shore just before this thing, which blasts its boiling blowhole at them before descending into the deep again (this is dangerous and requires a check to escape), but if the players have the pilots motor them all the way to shore then the seaplane will be devoured by the whale as soon as the players are off. However, if the crew goes down the gullet with the plane, the players can encounter them later should they voluntarily be swallowed by the whale.

6: The players see the whale on the other side of the island as they approach, but it doesn’t have time to get to them or the seaplane before their offloading is complete.



Entry overland by motorbike or horse. You can take a motorcar or coach instead but you’ll be strictly confined to roads.

This is the most straightforward means of entry, though it takes a day of uninterrupted travel just to reach a border, precluding the possibility of sabotaging the canal before its finished. As stated before, traveling through Kadwa the players will see villages stripped of men, through Bombaryx they will encounter small farming villages all deeply concerned about the king’s illness (which is psychiatric, but they don’t want to tell you that) and will possibly be accosted by motorbike-mounted Yeoman Rangers that patrol the roads between villages, collecting impromptu taxes for the King (this is a new thing with no precedent; formerly the King was strict and isolationist but fair). Traveling through Mandrake they are highly likely to be attacked by brain-addled bandits on the run from the absolute chaos consuming Mandrake, where gangs of exiled aristocrats from across the globe, supported by small armies of mercenaries and hangers-on, are going to war in the streets while the Consul of Mandrake has retreated aboard the fleet at anchor with the whole of Mandrake’s military to wait it out. The bandits you encounter will be paranoid, irritable, muddle-headed and shaky, just like the gangs presently at war in Mandrake.

Lastly, you can travel through the Earthheart tribal regions to the north of the Channels of Light to reach the mountains there; these are forests, hills and fens not well-suited to motorbikes although horses will do just fine. There are several tribal chieftains here who have had positive interactions with S&S agents in the past, though not the clans know the name of Starling & Shrike.

---

After the party has decided exactly how they want to do their entry, they’ll be able to select their equipment. While there are no hard and fast weight rules, the GM should have a ballpark estimate of how encumbered the players are getting and begin to apply Proficiency penalties when they attempt to do things under a massive load. Beyond that, he should carefully maintain a visual account of what the Detectives look like; in most of the South Coast Sea region besides Mandrake, the sudden appearance of rucksack-laden operatives who are draped in hand grenades, satchel charges and rucksacks while clutching submachine guns and sniper rifles will be met with a wordless barrage of gunfire. Even in Mandrake the players will be accosted before long by one of the aristocratic warlords’ men.

Anyone who isn’t draped like a local laborer when approaching the Kadwan Canal will be seized and taken to the Cynthians in short order. However, clothes appropriate to nearly any region can be packed before deployment.

The Consul used to be an Inspector; he knows how it is, and thus he can open up the “seized assets” warehouse and provide unusual weapons and skulduggery equipment to the players, stuff that would be unavailable for requisition to normal agents. That said, most of what’s available is pretty basic; whatever crazy 1-of-a-kind experimental weapons there are getting used en masse in Battlefield 1’s multiplayer or whatever are not available here, and if they exist in this world at all they’re not common and they’re not reliable, and they won’t be for decades (unless some gun nut mad scientist PC invents them in a larger campaign).


Equipment

The Consul provides a sheet to each player to order gear for the mission; it will be ready within an hour of notifying the armory.

This list is not exhaustive; GM’s discretion about whether an item not listed here is available in the hours between the PCs getting the mission and deploying. All of this is free; the primary consideration is weight. Limits are per individual.

Practically, an agent can carry 1 rucksack with a pair of long items strapped to each side, and then two briefcase or satchel-sized items (one by each of his sides), and then 1 small item over the abdomen. There is no practical infantry armor that can stop anything above a low-caliber round in this era; only the Cynthian sea legionnaires wear plate armor and it stops them from doing any kind of overland travel without a huge number of trucks or armored cars in support.


Standard-issue equipment

Forgery kit: For Undercover Detectives. Fits in a briefcase or is distributed around the inside of a greatcoat. Includes a disguise kit.

Signal toolkit: For Signal-Stealth Detectives. Small, flat knapsack that covertly wraps around arms and legs like a parachute. Includes microcamera, lockpicks, safe stethoscope, miniature bolt cutter, glasscutter, rope and spring-toothed grapnel, etc

CSI kit: For Forensic-Criminologist Detectives. Small briefcase or messenger bag.

.45 semiautomatic pistol: A hundred years ago, newly minted S&S detectives were issued a double-barreled flintlock pistol with a braining knob and a rapier, but today the sole weapon handed across at graduation is the S&S .45 semiautomatic pistol. It is a sturdy weapon with a surprisingly low level of recoil due to its length and heft. It loads 7-round magazines; foes preparing to face S&S detectives often scoff at this, forgetting that the rawest S&S graduate has already trained with this weapon for a decade.


Commonly requisitionable free of charge, though with a per-agent limit per some items

Rucksack: Allows you to carry 100+ lbs of gear, though you’ll start moving slowly after 60lbs. You can parachute in with a full rucksack.

.45 SMG: 3’ long, cannot be broken down or shortened. 30-round stick magazines. Limit 1.

30.06 sniper rifle: Breaks down into briefcase, toolbox or duffel bag. Limit 1.

Satchel charge: Time, fuse or wire-detonation. Limit 2.

Thermite strip. Limit 3

Toolkit: Roughly the size of two open hands laid next to each other. Limit 1

Surgical bag. Limit 1

Hand grenades: Not available to standard Detectives, but available to you as Inspectors. Limit 4

Rations: Basically greasy pemmican in a resealable bag. Highly efficient. 3 days each

Fighting dagger, cosh, machete, bowie knife, hatchet, smatchet et al

Pulaski: Small but two-handed entrenching axe, allows you to create hides and fortifications in the wilderness as well as to hack down or pry open wooden doors.

Set of clothes befitting a member of a particular social class in a particular place. Note that S&S detectives in plainclothes will not stand out in Mandrake, Bombaryx or the Fire Isles.


Stuff that S&S doesn’t encourage the use of but that Council Inspectors sometimes like to have around and that the Consul can provide you with; "cloak and dagger" in a cloak and dagger world.

9mm machine pistol: Built off of a semiautomatic pistol chassis, has a small integral foregrip and an optional folding stock. Limit 2 but you’re hitting nothing if you dual-wield you motherfucker

Sawed-off shotgun. Limit 1

Garroting wire

Pair of brass knuckles

Extremely fine liquor, alcohol surreptitiously increased. Limit 2

Cut diamonds: Available from S&S jeweler per 25oz of gold.

Suitcase flame fougasse. Limit 1

Shank or razor hidden inside a common item i.e. toothbrush, comb, cigarette case

Vial of vomiting agent or chloroform. Limit 4 doses

Tripwire for grenade or satchel charge

Saturday night special: Pepperbox derringer. Limit 1

Sword: If the bowie knife wasn’t enough for you, this is likely to cut off limbs with every blow

Double shoulder holster with a second .45 semiautomatic



Financial

Remember, Starling & Shrike is half a detective agency, but it’s also half a financial institution. Once the party has chosen their gear, the Consul notes that he has had Financial Branch prepare a set of contracts for any interested PCs; these papers list stocks and commodities relevant to the mission which the players may invest their personal funds into before deploying if they so choose. The payoff of each stock or commodity will be determined by the final outcome of this adventure. The information below the “---” is for the GM only; he will report each player’s return after the adventure.

The players can amend their order should they reach a telegraphy station; however, the only functional telegraphy stations in the South Coast Sea regions are in Mandrake, Bombaryx, the Fire Isles and the Cynthian facilities in Kadwa.

Investment x1.5 means that will be the size of your original investment if the conditions are met. Note that Cynthian control of the relevant region will nullify the value of the commodity or stock in question.


Commodities

Aqua ignavus: Ground gallstone of Vermilingua Ignavus mixed with tree sap. The only imported material that goes into Mandrake absinthe; it has found no other purpose and the beastkeepers of Feyglade are pulling their hair out as it rots on their wharves.
---
If the blockade of Mandrake ends: Investment x1.5
If the aristocrats have been crushed and Mandrake has to shift its economy away from the allowances and inheritances of its first citizens: Investment x1.5
AND the piracy of the Grave of the Sorcerers is ended in the Southern Sea: Investment x1.5
Otherwise: Investment x0

Luxuria leeches: Emits a potent nerve agent through the mouth that immobilizes its target while the leech feeds, but is actually quite pleasant; this was a popular means of going to sleep quickly in Bombaryx before the tyranny began.
---
If trade in Bombaryx opens up again to the outside world, the Guilders are not destroyed, and the monarch or head of government is not in a state of crippling paranoia: Investment x2.5
AND the piracy of the Grave of the Sorcerers is ended in the Southern Sea: Investment x1.5
Otherwise: Investment .5

Mink fur: Extraordinarily popular amongst the exiled aristocrats of Mandrake despite the heat; currently the Consul of Mandrake is trying to starve out the warlords so no ships are entering Mandrake at this time.
---
If the blockade and gang war of Mandrake both end and there is still a large population of aristocrats in the city (ie they haven’t been brutally crushed by the city-states or the bandit tribes): Investment x2
If the piracy of the Grave of the Sorcerers is ended in the Southern Sea: Investment x1.5
Otherwise: Investment x1.1

Match grade pistol components: The Plenarite barbarians of the Channels of Light have a peculiar preference of firearm: they love fully-automatic pistols that are steadied upon 5’ magazines, which they otherwise use as war clubs or lengthy nunchaku. It requires an extremely reliable handgun to put out the rates of fire they adore without jamming often, and as such they have been the world’s largest importer of high-quality fully-automatic pistols for quite some time.
---
If the Plenarites have been usurped, scattered or otherwise destroyed: Investment x0
If the Plenarites have become dominant over a city-state: Investment x2 per
If the piracy of the Grave of the Sorcerers is ended in the Southern Sea: Investment x1.5

Coal: Will rise in value if shipping increases in the South Coast Sea. Shipping in this sea is nearly at a standstill.
---
If the isolation of Bombaryx ends: Investment x1.5
If the piracy of the Grave of the Sorcerers is ended in the Southern Sea: Investment x2
If Glossolalia must shift its industry away from opium: Investment x1.5
If the Grave of the Sorcerers is reconciled to the outside world: Investment x1.5

Wheat: If new markets of hungry people are opened, your wheat will rise in value.
---
If the Kingdom of Kadwa is freed from Cynthian tyranny (not automatic just because their fleet retreats to the Western Sea): Investment x3
If Glossolalia is freed from the Statue Men and Machine Elves: Investment x1.5
If Glossolalia must shift its industry away from opium: Investment x1.5
If the Grave of the Sorcerers is reconciled to the outside world: Investment x2
If the isolation of the Panopticon of Bombaryx ends: Investment x1.2
If the blockade of Mandrake ends: Investment x1.2


Stocks

Ascension Shipyards: Suffering greatly due to the loss of ships and shipping in the Southern Coast Sea.
---
If the piracy of the Grave of the Sorcerers is ended in the Southern Sea: Investment x2
If a new government takes over in the Panopticon of Bombaryx, no matter who they are: Investment x1.5

Firebird Holdings: Owner of a panoply of sporting and recreational goods producers whose wares are critical for the annual Games of Fire.
---
If the piracy of the Grave of the Sorcerers is ended in the Southern Sea: Investment x1.5
If Glossolalia is reconciled to the Northern Realms: Investment x1.5
If the Grave of the Sorcerers is reconciled to the Northern Realms: Investment x1.5
If Daimonia is reconciled to the Northern Realms: Investment x1.5
If the Kingdom of Bombaryx is reconciled to the Northern Realms: Investment x1.5
If the Kingdom of Kadwa is freed from the Cynthians and reconciled to the Northern Realms: Investment x1.5
If the Plenarites are somehow reconciled to the Northern Realms: Investment x1.3
If a stable government is restored in Mandrake: Investment x1.5

Mason Construction: Specializes in frontier contracts; likely to benefit heavily if new and relatively-undeveloped markets open.
---
If Glossolalia is reconciled to the Northern Realms: Investment x1.5
If the Grave of the Sorcerers is reconciled to the Northern Realms: Investment x1.5
If Daimonia is reconciled to the Northern Realms: Investment x2.5
If the Kingdom of Kadwa is freed from the Cynthians: Investment x1.5



After this, the players are ready to head to the airstrip or take the night train to the S&S motor pool. If any of them want to say goodbye to their families or go to a favorite place before departing, they should be encouraged to do so. Waking up your wife to say goodbye, or walking in a forest park you’ve known since you were a boy could be very poignant. This will contrast with what is to come.



Rule Reference
Derived from the Bandit Tribesman character creation post. There's basically one rule for this game: the Proficiency Check. Italicized commentary: If you'd like more complexity, just sub in an OSR system or Apocalypse World or what have you. I find this system works surprisingly well and my players are happy, but my #1 personal priority as a GM is how fast the game moves. D&D combat makes want to gnaw on the table, let alone something like V:tM or Shadowrun. You lose hours every session that could be spent really *doing* things. I prefer RPG combat fast and hard as nails.

The Proficiency Check
GM, decide ahead of time if you'll have a number of progressions required to beat a particular problem, or if you're gonna narratively freeball it based on the color result like yours truly. If the latter, tell the party how they advance the situation in their favor on a White result; on a Green they accomplish what they're trying to do within reason. Failure on a Red should be punishing to maintain tension; you don't need to massively damage the party every time but it is a good time for all hell to break loose in a satisfying way.

Player, when you're trying to do something and the GM tells you to roll, determine your character's total Proficiency in whatever you're trying to do, roll a d6 and check the result (the GM can throw on or take off a level of Proficiency if you have some big advantage/disadvantage):

This can go above 2 and below Untrained as well, just extend green or red

I have only one hard and fast rule; if you're exchanging deadly attacks and you roll a 1, roll another d6:
1: Death
2-5: Serious wound with attended Proficiency losses and physical slowdown, etc. Serious medical aid or recuperation will be required.
6: Nasty flesh wound; no Proficiency loss etc but blood everywhere, no hiding it.
So you have a 1/36 chance of dying whenever you exchange deadly blows with Proficiency. You also have a 5/6 chance of pushing the situation forward to your advantage, so your character is still competent to the point of heroism, but even Delta Force guys get killed sometimes. Better to launch an ambush or something if you can.
Results of 6 on your primary combat roll normally kill one or all opponents you are personally facing.

Why don't weapons have stats? Every weapon lets you do things you wouldn't be able to do otherwise, ie shoot at long distance, suppress the enemy or nail a whole bunch of them on a 6 result, severely damage monsters and so forth. If you're trying to shoot at a long distance the GM might dock you a Proficiency level if you have a pistol but not with a sniper rifle. If you're trying to win a struggle to shoot someone in a melee the GM might dock you a Proficiency if you've got a sniper rifle but give you a bonus if you've got a sawed-off, and so forth. Besides allowing you to do new things and bypass penalties, weapons are weapons and bullets are bullets for our purposes.

In any case, this is not a hard and fast rule but something that I like to do: always tell the players what they stand to lose on a Red and what they stand to gain on a Green. That way they can walk it back if they don't want to take the risk; they were warned.

Remember also that Investigation checks have their own rules:
When you use an Investigation Skill, roll a d6:
1: You derive a meaningful lead.
2-5: You uncover as much truth as is possible from the current situation given your methods.
6: In addition to the above, you gain an uncanny insight or some other special bonus.


Alternate character creation method: https://worldbuildingandwoolgathering.blogspot.com/2018/03/a-little-outside-my-normal-material.html

Thursday, November 12, 2020

Starling & Shrike: Missions of Mercy

Summary: These are the islands of high adventure. The battleships of a cruel empire steam to conquer a forbidden archipelago of diabolical psychonauts and secretive, star-enslaved sea-raiders. If this archipelago falls, the cradle of our civilization will lay open to invasion. You are the only hope for the wicked and benighted peoples of Glossolalia, Daimonia and the Grave of the Sorcerers, and for our people in turn. You will not be alone as you approach the final chaotic coast before the Seas you must defend for the tendrils of empire already reach for your throat....



This is a Weird Gonzo Detective Fiction campaign with its own rules-light system.


Fact Sheet
The World: Another
Tech Level: 1918
Playable Races: Humans
The Supernatural: Unique antediluvian monsters and spirits; dangerous occult powers
Social Organization: City states and bandit tribes
Character Classes: Jedburgh-style Detectives, their Contacts and their Auxiliaries


This series of posts will detail all relevant adventure locations, their situations, and their major personalities. The enemy will have his timeline. Whatever else happens is down to the players.

1. Missions of Mercy: Summary (you are here)
2. Character Creation and the Briefing at Starling & Shrike: The Snowy Night
3. The Dominion of Mandrake: The Mad Anarchy
4. The Panopticon of Bombaryx: The War of Light and Water
5. The Channels of Light and the Place of Things: The Bandit Tribes
6. The Kingdom of Kadwa and the Fire Isles: A Crumbling Tide
7. Glossolalia Isle: The Gossamer Pact
8. The Grave of the Sorcerers: The Dimensional Ark
9. Daimonia: The Shreds of a Shattered God
10. The Cynthian Empire: Know Your Foe


The Players Characters

You were born beneath boreal lights on a snowy mountaintop. Your destiny was written before your first heartbeats. You would be a wanderer, a detective, a gunman.

The corporate state of Starling & Shrike raises its citizens to be detectives for hire. Masters of infiltration, detection and the quickdraw. You are one of their chosen. No longer a wandering detective paying dues in his own good time, you serve Starling & Shrike in its internal affairs and special mission force: as one of the elite, unknown, and evil-touched Inspectors.

You have been called up for the deadliest mission in Starling & Shrike’s history: to enter a region that is experiencing an unprecedented anarchy and prevent a successful invasion on the part of the most powerful empire in the world.

You will be faced by the prospect of terrible foes seeking your aid in common cause; if you give them what they want you may win your war but end up delivering the world to even darker powers. You will experience the abyss that waits behind every vista and touch the daemonic and distant disinterested divine. You will encounter the extraterrestrial, extradimensional and superordinate at the zenith of each of the self-contained civilizations you must save; your ability to surmise and your .45 will be all you ultimately carry as you approach the heart of an enemy whom you must win as a friend from beneath the blades of the most extraordinary despots of this earth.


The Situation

The First Fleet of the Cynthian Empire is awaiting the completion of a canal in their client Kingdom of Kadwa. The canal will be finished in two days; the villages of the whole nation have been emptied of men, sent to labor under the whips of Cynthian enterprise.

Once finished, the canal will open our continent’s South Coast Sea region to the Cynthian Empire.

We were informed by a mole in Kadwa two days ago that the Cynthians intend to attack the three largest islands in the South Coast Sea so as to establish naval bases from which they will invade the continent via the chaotic South Coast regions. The island states targeted by the Cynthians are all absolute pariahs and we have no means of communicating with them.

No allied fleets will be able to reach the Southern Sea before the Cynthians invade these islands. As such, the inland city-states of Archzenith, Ascension, Troutbridge and Bounty have contracted Starling & Shrike with a request that S&S send the Council’s personal operatives to prevent this invasion. The S&S Council has accepted as the Cynthian Empire is an hereditary enemy. A cadre of experienced and trusted S&S Council Inspectors will be activated and insert onto the Southern Sea Coast, at which point they will do everything in their power to deny the Southern Islands to the enemy.

S&S has negotiated a contract with the northern city-states and a number of other regional creditors. Terms and payment are as followed:
Repulse or prevent the invasion of Glossolalia Isle: One dozen 100oz gold ingots
Repulse or prevent the invasion of the Grave of the Sorcerers: One dozen 100oz gold ingots
Repulse or prevent the invasion of Daimonia Isle: One dozen 100oz gold ingots
Secure all islands; the Cynthian fleet retreats to the Western Sea: Two dozen 100oz gold ingots
Starling & Shrike will take two ingots per objective; the rest will be delivered directly to the party or to a bank account of their choice.

S&S is providing the party with a single 100oz unmarked gold ingot for their preparation. It can be cut down however is needed. Each player also has 1d20 x 10oz of gold of their own personal liquidity.


The Mission, in no uncertain terms

Stop the Cynthians from conquering and occupying these islands by any means necessary. Payment is per Island held by forces not aligned with the Cynthian Empire; a grand bonus will be awarded for completely defeating the invasion.


Likely PC courses of action

Travel to the islands, ascertain the dispositions of the current inhabitants, free them of their domination or chaos and lead them in the defense of their islands against the Cynthians.
Ascertain Cynthian invasion plans, sabotage the construction of the Kadwan Canal to buy more time for the S&S operation, stabilize the South Coast region and thereby gain local forces and resources for the defense of the islands, rally support from the Bandit Tribes, clandestinely acquire high-quality gear from the Fire Islands (site of the annual Games of Fire; stunt planes, advanced belaying rigs, race-built yachts, biathlon gear, etc)


Obstacles - unknown to the players

The people of Glossolalia Isle are secretly exporting large runestones of radioactive lead and mercury to drive the people of the continent to madness in preparation for a transcendent empire in the ashes of the current world order, where all men of the master class are stretched to fit the insides of grinding dimension-shifting statues (the Statue Men) at the behest of the enigmatic Machine Elves. Several of their high priests have already been made into these statue-beings, who commune with the Elves by wrapping their arms in the gossamer of a unique subterranean creature to which they feed prisoners and psychologically-dissolved novitiates. The web gradually fractalizes into their bloodstreams and allows them to commune with their benefactors and taskmasters; transforming into a Statue Man requires the cocooning of a high priest in this gossamer. If the players can destroy the gossamer-spinning creature, they will sever Glossolalia’s connection to the Machine Elves. But that by itself won’t stop the invasion...

The relict and remote people of the Grave of the Sorcerers are being ruled by mistiform Star Viruses who were called down on comets by the sorcerer-kings of yesteryear. These viruses are intelligences whose neurons are distributed between viral cells suspended in a cohesive mist; they cruelly dominate this society by selectively raising and lowering the fevers of their people. Tongueless raiders (whose heads have been filled with lies about the continent) are sent forth to capture ironclad ships, theoretical physicists, biologists and occultists for the grand project of the Star Viruses: the creation of a vessel that will convey them to another dimension, or convey a viral planetary invasion force here- a Dimensional Ark. Few who labor on behalf of the viruses do so willingly; knowledge of the outside world is so scarce that if the players can begin to communicate with this tormented people, they may begin to unravel the web of lies that sets the People of the Grave against the human race at large. That said, should the players burn the viruses beyond brain-damage into destruction, the surviving Sorcerers will attempt to finish their work to escape the wrath of their people, leaving the island a glassy ruin...

The island of Daimonia is totally unknown to the outside world except as a shimmering shell over an unapproachable tropical paradise; a gleaming, many-colored wall of hard mist that vaporizes approaching ships. It has even lashed out to destroy watchful lingerers. In truth, the people of this island have been protected for many generations by their Tutelary Deity, an entity that ensures the Daimonia-dwellers are able to harvest their yams and hunt their seabirds in a state of absolute tranquility. Cynthian agents were able to breach this defense using a technology unknown to the isolated Deity: the submarine. After arriving on shore, they brushed past the confused islanders and located the Great Pearl in which the Deity dwelt, shooting it to pieces and bringing down the island’s defenses. What the Cynthians didn’t anticipate was that the shreds of the shattered Deity would take roost in various creatures and places throughout the island. They have since been prevented from leaving by the Deity’s rage subpersonality, which has possessed and fearsomely mutated a blue whale off the coast. They have been harried by the Deity’s possessiveness subpersonality, which has inhabited and gigantified a vampire bat in the island’s high crags. The subpersonality-shreds of interest, impulse and compassion are also loose on the island, while many more remain within the Great Pearl’s largest chunk. Without their deity, the bow-armed islanders will be defenseless against Cynthian steamships and armored sea-legionnaires, and even now factions among the priesthood debate whether they will join the Cynthians as auxiliaries or endeavor to bring together the deity’s shreds once more. A resurrected-but-incomplete deity could protect the island, but would perhaps turn out to be a greater danger to the world than the Cynthians…





Tuesday, November 10, 2020

How I Picture My Favorite OSR Bloggers

 Summary: Tongue's cheeky


http://monstersandmanuals.blogspot.com/


http://worldbuildingandwoolgathering.blogspot.com/


http://monstermanualsewnfrompants.blogspot.com/


http://falsemachine.blogspot.com/


Me





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Some alternates

http://worldbuildingandwoolgathering.blogspot.com/


http://monstersandmanuals.blogspot.com/

Monday, November 9, 2020

The Bandit Tribesman

Summary: You are a warrior-shaman in a tribe of cattle-rustling, city-state plundering, psychedelic-heroquesting hinterland barbarians.

Choose your God, a Mystery Cult to participate in, a Totem or Fetish to carry, and your Birthright. Each gives you Proficiencies, Powers, and/or Conduct guidelines.

Inspo
https://www.a-sharp.com/kodp/


Everyone's Base Proficiencies are (note that Proficiencies stack if applicable): Orienteering, Wilderness survival, Swimming, Grappling, Singing, Dancing, Boasting. Although the city-states have machine age technology, you are not literate or numerate unless otherwise noted. You can recognize certain traditional runes.

The Gods
The Purple Shroud: Conspiracies, secrets, magic, madness. It is not natural to hear ghosts if you are not dancing before the pillage-pyre.
Proficiencies: Detection, Interrogation, Stalking and shadowing, Lipreading and eavesdropping, Code-talking, Literacy and numeracy
Powers: You can smell magic, like burnt toast or rubber, and if somebody isn’t what they seem to be, but is instead some kind of conspirator, possessor or doppelganger, you know.
Conduct: You tend to jump to conclusions and see connections where there are none. Occasionally the GM will explain an unfolding situation to you in a way that is too complete and convenient; they will subtly offer you conclusions that you lack evidence for. Both you and the party should be looking out for this, and the GM will acknowledge that he or she gave you false extrapolations if he or she was doing so.

The Black Trickster: He teaches that language and reality are one, but that our eyes divide them; concepts underlie objects, and each is molded by the other. Anyone may be hoodwinked, and eventually you will betray them all for their derision.
Proficiencies: Impersonation, Hiding in plain sight, Bond-slipping, Cause distraction, Sleight of hand, Enrage someone, Ventriloquism, Blather, Poison
Powers: You may make an untrained proficiency roll to metaphysically apply conceptual shorthands or equivalencies to reality; for example, you may steal someone’s pride, hide the truth, or slip through the cracks, and these will have an actualized local effect determined by the GM. If you fail, you will be caught and humiliated.
Conduct: If your tribe is fighting a losing battle and is likely to be destroyed, you must aid the enemy. Resisting this is an untrained proficiency check every time you wake up. If you are beaten into unconsciousness to force a check, it is at -1 proficiency from then on.

The Murderer: The strangler who waits in water. The assassin. Envenomed; the cannibal.
Proficiencies: Stalking and shadowing, Camouflage, Impersonation, Leaping, Close combat, Swimming, Enrage someone, Climbing, Poison
Powers: When you roll a 6 on a close-range surprise attack with a melee weapon or your bare hands, you may dedicate your kill to the Murderer and find yourself highly energized for d4 days. Choose d4 of your base proficiencies from worshipping the Murderer; these are increased by 1 for that period.
Conduct: You are likely to be regularly challenged to duels because of your Sect’s reputation for backstabbing, poisoning and cannibalism. City-state people who realize what you worship will either flee or try to kill you, unless they wish to become pawns of your deity.

The One Draped in Gold: The possessor. He who keeps and attracts. The peacock and dandy; natural law.
Proficiencies: Handgun, Knife fighting, Bargain, Appraise, Attract, Recount tale, Literacy and numeracy
Powers: If you are being robbed, physically or metaphorically, your heart begins to pound and your palms sweat
Conduct: You must dress ostentatiously, after your own fashion. If deprived of your charms and raiments, you lose all Proficiencies except Handgun and Knife Fighting until you recover them or are even better attired.

The Builder of Megaliths: He who constructs the future and brings magic to places.
Proficiencies: Soil smelting, Architecture, Literacy and numeracy, Pre-industrial machine construction, Blacksmithing, Metallurgy, Stonecutting, Carpentry, Mighty blow
Powers: You may consecrate a place, or tap into its natural power if it exists. Consecration drives away the supernatural; tapping into power attracts and enhances it. You may unearth the ley lines of causality and determine the course of certain events, altering them by building in a particular place; anything from a shrine to a fastness.

The Hero-Chooser: The feminine force who beheads cowards and delights in the warrior. The Valkyrie; the Lady of the Lake; the Spartan Mother; Aphrodite.
Proficiencies: Close combat, Shooting, Leaping, Climbing, Throwing, Diving and rolling, Bend bars/lift gates style feats, Poetry
Powers and Conduct: You become extremely popular with the opposite sex as long as you have fought a deadly combat within the last week (the Hero-Chooser is normally worshipped by men but you can do what you like). Deadly combat means making a combat roll where you’d die on a 1-1 but auto-kill on a 6. The opposite sex is favorably inclined towards you, and if it comes to a social check you gain +1 proficiency. This is influence, not mind control; a swayed female judge might still send you to your death while sighing inside.
It doesn’t matter if you win your battle; if you’re captured, lost, or wounded and left for dead, it’s still very likely you’ll be able to find a noble lady or fishwife who will tend to your wounds/smuggle you a bomb. It doesn’t matter if you’re some kind of serial killer or mass murderer; given time, you will find your inamorata.
Your charm ends early if you surrender when you could have fought or escaped, or if you behave obsequiously.

The Inverse Dagger: The wounder who teaches you by chastisement.
Proficiencies: Strength, Constitution, Agility, Climb, Fall safely, Run down foe, Swimming, Wilderness survival and orienteering, Recover during tumble/fall, Freerun, Sense motive
Powers: When you fail a check, gain an extra proficiency in your next check of that type.

The Craven One: Enslaved or humiliated people are forced into his worship and called Craven Ones.
Proficiencies: Lockpicking, Bond-slipping, Cooking, Hide in place, Mending, Sewing and suturing, Slip blow, Carry load, Placate, Row hard, Notice discrepancy, Numeracy
Conduct: You will be treated with contempt, but it is understood that many a fattened chieftain has been cast down by a self-strengthened Craven One. Once recognized as a hero, you may renounce the Craven One and return to an old god or new; the Craven One has cast you out then, and to continue his worship is to invite disaster.

The One Who Enriches Companions: He of the crown and chain shirt. Leadership, loyalty and right in legal disputes.
Proficiencies: Swordplay, Shooting, Wilderness stealth, Orienteering, Horsemanship, Grappling, Law and adjudication, War leadership, Animal husbandry, Numeracy
Powers: Your cattle are your wealth. When you distribute rich gifts to friends and companions (objects made of precious metal, fine weapons and sumptuous clothing, rare wines and spices, etc, not pure money or cattle, but rather discrete objects or self-associated collections) you gain renown and benefit those you enrich. When a friend or companion is so gifted, they gain +1 Proficiency to their next roll due to being psychologically emboldened. For every gathering you hold at which you enrich friends and companions, add 1 Renown for each friend or companion so enriched at that gathering. You can spend renown in your Tribal homeland to do the following (numbers are Renown cost):
1: Be gifted with food, herbal medicine and fodder by the community
1: Employ a Butcher, Chef, Cheesemaker, Herdsman etc in your household
2: Acquire d4 cattle from the community (you’re normally expected to steal them from other tribes)
2: Employ a young warrior in your retinue (Prof: Close Combat, Rifle, Climbing, Wilderness Stealth), or a Scribe or Wilderness Scout
3: Employ an adult warrior in your retinue (Prof: CCx2, Shooting, Climbing, Leaping, Throwing, Stealth), or a Shaman
6: Employ a renowned warrior in your retinue (Prof: CCx2, Shooting x2, Climbing x2, Leaping, Throwing, Horsemanship, Wilderness survival and orientation, Feats of strength, Iron liver, Stealth, Poetry. He is proud and may leave or duel you if seriously disrespected by you)
Conduct: You have a herd of 3d20+10 cattle and employ 2d4 herdsmen to tend them in your tribe’s grazing lands. This is a source of wealth but also responsibility; should your number of cattle ever drop below one dozen, your extended family will come to appropriate your herd and force you into the cult of the Craven One, and your herdsmen will help them.

The Wild Hunt: He who spears, the corpse-drainer, the red reaver. The Allthief. He takes anything, anytime, anywhere. Animal, man or thing. But he gives profligately, foolishly, madly.
Proficiencies: Hunt and track, Spear, Archery, Butchery and tanning, Stealth, Climbing, Swimming, Sleight of hand, Knife fighting, Foliage trap, Throwing, Wilderness survival and orienteering
Powers: You can see majestic prey animals that nobody else can; these paragon spirits have special powers to offer (and they will tell you as much) if you kill them, but doing so will blight the land.
Conduct: If you hoard wealth it will begin to sprout roots and grow mossy, attract many moths and finally begin to crack apart like a sidewalk.
Your desire is maddeningly strong and if you admit to wanting something and are in its presence, you must roll a Proficiency 1 check to keep from trying to get it. On an Advance you are obviously sick with desire for it.

The One Astride the Sea: Whale eater, wave rider, river robber, longship raider, thrall taker, wound maker, kenning baker
Proficiencies: Leap, Sail, Row hard, Throwing, Close combat, Shooting, Swimming, Carry load, Star navigation, Orienteering, Land safely, Fishing, Poetry, Boasting
Powers: It pleases the One Astride that you maintain your thralls in the most delicate and rapturous finery possible. For every thrall that you keep in style, you may recruit one raider for an expedition likely to yield profit and glory (Proficiencies: Close Combat, Rifle, Climbing, Wilderness Stealth).
It also pleases the One Astride when you burn foreign structures and sacrifice thralls on the shores and bogs. If you sacrifice thralls before departing on a plunder cruise, he will guide you to treasure worth at least 100oz of gold per thrall sacrificed; but you must burn down the place that you find or your journey will be cursed. If you did not sacrifice thralls before a journey, you may pass up targets, or just attempt to extort them without attacking.


The Mysteries
Dark Places Beneath Fallen Trees: Chthonic spirits, brutal transformation, spiders, rot and fungus.
Details: You enter rotten huntsman hollows and mosswracked timber-troves wherein there is darkness. There amidst the softening wood and stillness, you slip into the pit and smell the earthen wetness. Something will happen there; the GM will tell you what. Examples: you speak to an entity residing there. Your body is rent into a new shape, suitable for a hunter but unsuitable for a social animal. Your clothes are swarmed by spiders who do not bite you. You take on a rot that will ruin wood wherever you go. A fungus infects you; perhaps it is a new and more potent immune system, perhaps it is a distributed intelligence on a mission of racial revenge.

The Maiden of Morn: Sunlight, service, ceremony, love, belonging, and desire.
Details: You greet the dawn and refresh the world. You prepare the people for ceremonies and fertility rituals, and you paint and consecrate the animal before sacrifice. You hold rituals of greeting for visitors and rituals of good fortune for those departing. You tend to have good relationships with people and have a knack for bringing people together; you have +1 Proficiency when attempting to help people find common ground or work together, and you can please even civilized people by officiating a ceremony for them.
You gain Proficiency in Singing and Dancing, and you can use them during Ceremonies to open the hearts of obstinate onlookers, either Singing in content or Dancing as a way to nonverbally impart the reality of concepts. A 1-result is likely to result in sudden explosive rage at this beautiful (and thus utterly crass) manipulation.

The Nightmare Realm: Trips into the unknown and infinite caverns where every terror breaks its own arms to cut you. Psychological transformation, impossible insight, time-distorted horror-odysseys, strange knowledge.
Details: When you spend an extended period underground without any light, there are a number of outcomes you may attain. The GM will tell you what happens but here are a few examples:
-Synthesis: You suffer constant horrific visions of mutated loved ones who have large parts of their innards exposed until you are able to mentally diagnose physical maladies, where things should be and where they shouldn’t; gain +1 Prof in Emergency Medicine checks, and you may attempt surgical procedures at 0 Proficiency.
-Exposure: You are harrowed relentlessly for dogged hours by unknown shapes emerging from angles in the dark; you now act extremely efficiently in the presence of the supernatural and gain +1 Prof in CC, Shooting, Leaping and Climbing when fighting against a supernatural or antediluvian foe.
-Envenoming: You become trapped in a squeeze and you have rattlesnakes and wolf spiders explore your entire lower body while something whispers to you from the darkness; when you finally get free, there’s nothing there but you get chills when thinking about certain herbs and saps. You have the strange intuition that when you mix them you produce a deadly blood-coagulation poison; something wants you to use it.
-Revelations: You speak to a dead friend, who is at the bottom of a very dark pit (but doesn’t want to talk about that). He reveals things he knew in life, and things he’s learned since then. He may or may not actually be your friend.

The Crags of Song and Thunder: Blasted with rain or blizzard, kneeling as the elements overload the body and the lightning makes pitter-patter or skitter-clatter shrapnel of the rocks. Ride the lightning in the booming peaks, fight the swill-demons and holler the warrior hymns where the Gods on earth riot.
Details: You travel into the Channels of Light where lightning is eternal. You do the things enumerated above, and if you are courageous and high-hearted enough you will gain lightning-blessings such as ensorcelled weapons, a metal-melting touch, the ability to electrocute a lake full of fish for easy pickings, or a supernaturally thunderous voice.

The Allfeast: Nothing may be kept, all must be taken and enjoyed. The feast of five hundred swine, of infinite sausage thrashing in baths of beer and many days of riot and retching riding upon horses and camels of wide-robbed lands dragging the children on tapestries of gold, sleighs of silk, riots of rune-rinds, monstrous furs, brocaded bone bracelets woven through seaweed nets from foreign shore-courts guzzling moonwine from shoatback, buttocks a barrel’s breadth above the earth, of bile-trenches and the morning cold-dead.
Details: You will find yourself transformed at the end of the feast. You may be able to bite through metal, spit pure (flammable) alcohol, sleep off gun wounds, tame wild animals with wine, and so forth.

The Death Rune: Death is in the earth and glory is on the sun-bronzed skin. We tie time to time through our flesh with sooty scarification, blackened brands and moonblade tattoos green-blacked with the ashes of the dead, and the souls of animals, rocks, ransacked hearths and ruined keeps. We are gaping portals to the netherworld. We channel the power of the passed-away.
Details: Tattoos, brands and scars have powers based on whose or what’s ashes are rubbed into them. When you kill someone or destroy something, you may create a new mark for yourself. The GM will tell you what it does, but the character of the thing may surface from time to time in your personality; when it does, make a Proficiency 1 test to control it.

The Burners of the Night Holds: The ones who walk beyond and wield their swords by God-side. He who strikes fourth to slaughter knave and demon where the thoughts and dreams lay, in the power-plane where the Gods live out their stories and stack up the booty and war material with which the world is propped up and held aloft in tremendous plunder-pyramids. These men breathe the worldroot and climb the Tree of the Battlegrounds. Many are laid low there, their pulses dying by the fireside, their flesh growing clammy and wan while tears stream down the cheeks of the watchers in their vigil.
Details: You lead psychoactive heroquests into the Realm of the Gods. The Gods wage their eternal Great Raid against the manifold demons of the otherworlds; you must help them prop up the world, either by standing alongside them, or assuming the shape and responsibilities of your own deity in this realm, and acting as they would- or be cursed for failing to live up to their conduct.
If successful, these heroquests can change reality, but the boon must be asked at the commencement. Death in the Godplane seals your soul there forever.


Totems and Fetishes
The Wolf’s Head: The sheep-stealer, cattle-rustler, kin-fighter, outlaw-to-be.
Form: A hood made from a wolf’s head, or a symbol upon your hands and face.
Powers: You can smell cattle and cowardice from a mile away; bite with horrific and deadly effect; beat up nonplayer allies to intimidate them into compliance; evade trackers and catch the fleeing at Proficiency 2.

The Mask of Flame: The flame of this vast mask changes shape in the darkness.
Form: A huge mask worn over your face; flat and somewhat blank for it becomes a stage for the spirit world at night.
Powers: At night when you set your mask on fire, spirits and ancestors may manifest themselves in the flames based either on your mood or what spirits are present where you are if you lose control. The very shape of the mask may change, and what they do (and what Proficiencies and Powers you gain) will depend on who is inhabiting your fetish. The GM will tell you how they affect your behavior, but how you act that out is up to you; but if the nature of the spirit implies doing something you don’t want to do (e.g. something that wants cannibalism and arson) then you may roll at Proficiency 1 to extinguish it.

The Phallus of Dawn: The rain stick by which life is reborn and change comes.
Form: Urbanites will regard your staff with hostility for they have turned their back on the source of life.
Powers: Harmony may be sworn over the staff and will be kept for at least a week between tribal peoples. It may also call the weather, cure disease and grant virility. The inside of the staff is filled with the seed of the gods, tiny lead ball bearings. As such it has a mighty swing and those struck with it are likely to be chastised and become meek, unless they are mighty warriors.

The Bones of God: Clad thyself in guardian-bones, an exoskeleton of might.
Form: Ribs and charms, gleaming ridges across every clean surface, impregnable; a bone mask proud, an armored frill athwart the crown, knucklebones that rattle the symphony of mysterious war, spirits calling the reveille.
Powers: You may allow the bones to break to reroll the second stage of a Combat 1-result. You may also break them to gain momentary superstrength, adding a level of Proficiency to a strength-based physical task before the roll. You will need to replace the bones after this; bones are common but the process is time-consuming, generally 16 hours.

The Razorvine: Capturer and conqueror-worm, intoxicator, torturer, reliever of suffering. Bolas and traps, blood-lasso, blood-garrote, it grows when you give it suck, it blooms when you warm it.
Form: A long, ridged vine with wickedly hooked little thorns. These thorns bloom into flowers when soaked in blood and then warmed in the sun or over a fire. If your vine is destroyed, you know the Cult's secret patch, deep underground.
Powers: The thorns of this wicked plant are like the bite of a bullet ant; you gain +1 Interrogation when using it to torture someone. If you wrap someone in it, it will tighten as they struggle, snaking around them, growing as it draws blood. The vine changes color like a chameleon, and thus makes an ideal tripping mechanism, as it will wrap around anything that pushes into it. The flowers act as a potent narcotic tranquilizer, although their potency will fade after an hour if torn up (say, into a soup or cocktail). Continuous blood-draining or excessive flower-use can be lethal within 15 minutes each.

The Drumming on the Plains: Hidden rhythms, signals to the sensitive, an irresistible call to war brutally insinuated by drummers within and without, restless, their beat burning through reality behind everything, watching, they grin, stirring hands hungry for mighty blows, goading your spear into the breast, your eyes a panopticon of murder.
Form: Drums only you can hear, and the things they imply.
Powers: The drums impart secret insights that may or may not be correct. You are paranoid and have an eye for conspiracies, having a 75% chance to detect a lie (the GM will tell you whether or not someone is lying if you ask, but they will roll the d4 in secret first to determine if this is accurate). When you give in to the bloodlust of the drums you gain +1 Close Combat and Shooting for an hour, but you must also make a level 1 Proficiency test or go on a murderous rampage (though you won’t attack your companions).
You may periodically get the urge to cut out your own ears and to remove your hands. This won't really help; you can feel the throbbing.


The Birthright
You were born under a sign and this determines the sole things your father left you. You may also have an assortment of small common items; knives, charms, twine, etc
The Powder Horn: Choose one of the following three sets.
1. A brace of .44 Magnum revolvers at your waist and a 12’ depleted troglodite pike in your hands. It will not bend, it will not break, it will not dull. A satchel charge taken from a city-state mining expedition; can be set for time or detonated by long fuse. You gain 1 Proficiency in running up or across the pike when it’s braced or laid over a gap. The pike has a leather strap you can loosen to suspend it like a messenger bag if you wish to wield both your revolvers.
2. A five foot mercury greatsword and a bayonetted boarding shotgun in a dual sheath across your back, and a pair of mustard gas grenades hung from your (belt, beard, ears, nipples). You gain 1 Proficiency in using your greatsword as a pry bar.
3. Sawed-off anti-tank rifle with a single depleted troglodite round. After firing this round, you’ll need to track it down, reload it with brass, beeswax and sal irascor (two hour process with a soil smelter), though luckily the soil will slow it down better than concrete walls, monster flesh or a city-state tank. The depleted troglodite round carries enough shockwave to tear a car in half and it sets the air on fire like a railgun round. This weapon can fire regular anti-tank bullets as well if you can steal some. It’s cut down for close and sudden encounters in the hills and forest. If attacking from ambush, you dislocate your arm on a 1. This may also occur if you get a 1 during combat in addition to whatever other severe wound you may suffer. You also carry a climbing shillelagh, which adds 1 to Climbing when utilized, and is more likely to KO someone (with a broken skull) than other melee weapons, which are more likely to kill.

The Crushing Tendrils: You carry mortar, pestle, spreading dagger and alembic, as well as the knowledge to make or prepare sal irascor, agrippan beeswax, Allsolvent, parsimony root, panacea and Godstool.
Sal Irascor: Massively explosive
Agrippan Beeswax: Permeates and binds objects at the molecular level
Allsolvent: When these liquids are mixed together, they are capable of melting absolutely anything, no matter how supernatural
Parsimony Root: Imparts extreme lethargy; if the subject goes to sleep, their life signs will disappear for five minutes, but when they awake it will take them an hour to recover from their near-death state.
Panacea: Instantly heals, but imperfectly so. Lifesaving but expect permanently crippled wound sites.
Godstool: Very deadly if unprepared, and likely to impart extreme psychiatric side-effects if prepared improperly. Godstool brings the Godplane to earth as a psychic overlay, and everything you see takes on its mythical form; thus you may draw on the powers of the Gods to fight the ultimate evils on this earth, but you may not gain the boons of the heroquests.
Worldroot: Extremely rare. Allows a large group of people to enter the Godplane together on a heroquest. You do not bring the Godplane to earth, as with Godstool; you transcend as your body waits by the fire.

The Funnel Spider: You carry ropes and pitons, lures for man and beast, longbow and shortbow with many arrows (crescent cutter, pitchburn, whistler, rope tower, glass tip), pit digger (sort of a Pulaski tool), hunting knife, boning knife, scalping knife. You can safely lead vertical climbs, create extensive traps, and utilize many types of ammunition.
Crescent Cutter: Can sever bones
Pitchburn: Splatters a blazing combination of pitch and naphtha where it lands, setting an intense fire.
Whistler: Used to signal allies, frighten beasts, and gauge the shape of tunnels.
Rope Tower: Thick and sturdy arrow with an expanding barb. Can carry a light rope along with it, creating an instant grapnel.
Glass Tip: Can be untied, filled with a liquid or mixture, and then tied back on.


Our Tribe
We are the People of the Earth Heart, or the Earth Heart People, or just the People for that is what we are. We carry the Earth’s Heart in our breasts so that the world will not pass away. All other tribes are false people, simulacra made from woven mud, creatures from the cold and shadow, almost animals or insect-like in their cities. We must eventually take for ourselves all the things they possess, for that is the only way that we might cool them of their animation once and for all; they are powered by their possessions.

We herd Cattle. This is the way of life handed down by the Gods; to shepherd and dine upon the mightiest of beasts. We may rob the foreigner, but true wealth comes from the Cow. We may tend the goat and pig, but the worthy man has Cows on his mind- if he be a man who expects others to follow him.

There are other tribes nearby, but their ways are corrupt. There are the Affidavits, who were once hunter-gatherers, a way of life that is acceptable while traveling but they are now being fed like sucklings by the city-state of Archzenith. They have thus lost their connection with the animals. There are the Plaudits, who are cannibals. It isn’t right for a whole tribe to be cannibals. Man-flesh is reserved for the Children of the Murderer, and even then, only when he won’t pollute his tribe with his sacrament. Then there are the Plenarites, who think they are pastoralists, but they value sheep, goats and pigs over the Cow! It's only right we take their Cattle.


Nearby Foes
The Affidavits: Archzenith’s dogs, sickened on lead-sweetened wine and the opium teat of their heroin-priests, well-stocked by the pimp-surgeons of Archzenith. Rich in useless gold from the inexplicable mines, fattened on buckets of molten chocolate and whole weeping cakes from the city-state’s white-knuckled confectioners, the Affidavits would be an irrelevant force if not for the unsleeping guidance of their living God, the gilded and blue scaled megaviper Nagaraja, who seems always to smile in serenity, his arms crossed as he sits comfortably in his coils until the time comes to swallow whole another fattened sweat-slick Affidavit nobleman.
Paths in their settlements are hung with tokens and fetishes designed to ward off monsters and spirits; trespassing generally isn’t met with violence because it’s expected the spirits will take revenge on you.
Nagaraja usurped their religion; crocodiles, great apes and snakes are all respected because they’re viewed as the reincarnation of vicious, strong or cunning people, and they respect him most of all because he seems to be the embodiment of their virtues; plus, he “reduced the city-folk to tribute”.
A group of Elders once petitioned Nagaraja to end the addiction in their community; he went to an old, neglected temple that was being used as a heroin den and placed a huge stone slab over its only exit. Thereafter the Elders have tolerated addiction amongst their relatives.

The Plaudits: Swamp cannibals from the mangrove bogs that border the Place of Things, the slithering, clay-slathered Plaudits weave their way across the slick grasses and predawn lavender to hurl their javelins (petrified snakes, their maws gaping and dripping) about the campfires and longhouses of their foes. In victory they make abattoirs of the enemy's sacred places and reverently devour their meaty haul in the actual homes of their foe. Their treasures are the fruits of their herb-lore and their krait-shafts and dragon-spears, great beams of potency whittled from the petrified forms of king cobras, monitors, crocodiles, and stranger reptiles...

The Plenarites: The God-Drinkers. They dwell in the Channels of Light, mountains so burnt by lightning that no crop may grow there. They live by their goats, sheep, and pigs (fed on prisoners), and in their misty passes they mix the vile witch's brew known as ‘vombatide’ by which they drunkenly stumble into the Godplane. Unlike our divinely revealed ways, the burning of Worldroot or the eating of Godstool, the hill-devils intoxicate themselves with atavistic madness before they enter the Godplane, and thus they are ever being possessed by demons and are ever our foemen in the otherworld and netherworld.

Archzenith: The brutal fourfold aristocracy of this city-state practices war amongst themselves while their Affidavit auxiliaries pit-fight POWs for their amusement and for the scraps of Archzenith’s inexhaustible mines. Archzenith is a place with no art; they lost it when they opened their mines, and now instead they swaddle their buildings in pure silver and pave their streets in blood-slickening gold; an incandescent murder monolith rising in the jungle smoke.
Archzenith is best accessed by its heavily-guarded rivers; in the jungle outside Affidavit areas, vegetation and flowers seem to present solid walls. Every leaf seems to be weeping upon you in big round drops as you stand behind the man in front of you, waiting to advance through the branches, creepers and vegetable cord. You can’t see if it’s a sunny day or a gloomy day. The unhealthy reeking atmosphere of rot, the slopping moisture, nothing but the eternal interlacing branches; you must burrow and crawl like wild animals to get through draws. It feels like a great prison of foliage.
Note the symptoms of malaria for long journeys here: Headache, back pain, loss of appetite, vomiting, delirium.
GM Note: In truth, Archzenith sacrificed its best artists by tying them up underground and collapsing the mine shafts around them. Eventually the Civilopede (see Veins of the Earth by Patrick Stuart and Scrap Princess) burrows its way through to collect them, opening vast new tunnels for whole seams to be appraised and exploited using Archzenith’s vast POW population. After exhausting their supply of great artists, Archzenith began running kidnapping teams in other city-states to acquire more, and war may break out during the adventure because a prominent sapling of Archzenith’s House Hightower died in a gunbattle against Starling & Shrike detectives in Troutbridge along with his men while kidnapping the 12-year old genius composer Alexander Rockbarren. The Hightower scion was identified by exiled Archzenith gentry in Troutbridge and already saber-rattling has begun amongst Troutbridge's naval officers.



Proficiency Checks
GM, decide ahead of time if you'll have a number of progressions required to beat a particular problem, or if you're gonna narratively freeball it based on the color result like yours truly. Failure should be punishing to maintain tension; you don't need to massively damage the party every time but it is a good time for all hell to break loose in a satisfying way.

Player, determine total Proficiency in what you're trying to do, roll a d6 and check the result (the GM can throw on or take off a level of Proficiency if you have some big advantage/disadvantage):

My Italian buddy sketched this out, thanks Alberto, he's an MFA

I have only one hard and fast rule; if you're exchanging deadly attacks and roll a 1, roll another d6:
1: Death
2-5: Serious wound with attended Proficiency losses and physical slowdown, etc. Serious medical aid or recuperation will be required.
6: Nasty flesh wound; no Proficiency loss etc but blood everywhere.
So you have a 1/36 chance of dying whenever you exchange deadly blows with Proficiency. You also have a 5/6 chance of pushing the situation forward to your advantage, so your character is still competent to the point of heroism, but even Delta Force guys get killed sometimes. Better to launch an ambush or something if you can.
Results of 6 on your primary combat roll normally kill one or all opponents you are personally facing.

This system works pretty fuckin well for one-offs believe it or not. Never tried a campaign with it. Probably need to periodically gain Proficiencies and special permissions (Moves, Feats etc). 


Inspirations
Psychedelic heroquesting, cattle raiding: King of Dragon Pass, one of the greatest computer games ever made
The Civilopede, underground sojourns that alter you psychiatrically and provide unnatural powers, singing and dancing as point-to-point emotional telepathy: http://falsemachine.blogspot.com/

Art - First Run