Thursday, March 26, 2015

Atomic Dawn: New Memphis and Environs

New Memphis
Community Size: Small City
Population: 9,821 Adults
Size: 109.94 Acres
Races: Pure Human (7,663); Mutant Human (883); Mutant Animal (491); Android, Basic (294); Android, Synthetic (196); Android, Replicant (98); Mutant Plant (98); Other (98)
Languages: Creole, English, Spanglish,
Imports: Slaves, Salvage, Raw Goods, Cloth, Books
Exports: Ships, Plastics, Cyberware, Trained Slaves, Rice, Luxury Goods, Preserved Meat
Famous: Wine. Sex, Music, Secrets and Wisdom
Infamous: Gambling, Music, Whores, Liars and Prophets
New Memphis is an independent city-state with a cosmopolitan air. A port and trade city of merchant princes and excellent shipbuilders. A Port Royal feel is apparent, with slavers, pirates, businessmen and assorted characters from all over the place. New Memphis is a populous, labyrinthine city rife with corruption; it is decadent and squalid in roughly equal parts and is so shrouded by smog that the stars are rarely sighted. The city is ostensibly ruled by an Overlord and a merchant nobility.
New Memphis will trade with ANYBODY, and is considered neutral ground between political powers. Atlantis, Kooba, The Alamo Empire, Eden and even Apeman Pirates and inland city-states are all welcome, if they have gold or goods that-is.
Inspirations: Casablanca, New Orleans, Port Royal, Treasure Island, Medieval Venice. 


PEOPLE, PLACES AND THINGS 
Below is a small list of things of interest in and around New Memphis. This is not an exhaustive list, but enough to pique a party's interest.

Dollywood Jungle: A large region of dense jungle-covered hills and mountains. This region is liberally haunted by all manner of large reptiles and giant insects (think Skull Island) including wildlife from Agartha such as the Gwangi and other dinosaurs. Despite these threats, lumber gathering expeditions are frequent.
CostMart Superstore: Just outside of the city, CostMart has one of its superstores. CostMart is neutral concerning the politics of New Memphis and has yet to make any concerted effort to oppose the local technomancers, as their products are not mass produced.
Cult of Sargassa: Sargassa is the goddess of the dreadful depths (Seaweed Kaiju). This monster is seen in the deep ocean on occasion, and is greatly feared by fisherfolk. Aquatic plant monsters are seen as her children. Cults dedicated to Sargassa are found mostly in the swamps and jungles of the south and southeast, and are known to practice human sacrifice.
First Presleyite Church (Cult of Elvis): The Once and Future King, Lord of Hostess, The Great SHABOOM. This church is very active in New Memphis, having the general doctrine and feel of a feel good evangelical church, set to the music of Elvis. The church itself is a neon monstrosity that resembles a garish theater. Presided over by Father Marty "Blue Moon" Smith. Note: All priests of this church are Elvis impersonators (male, female or other).
Fort San Fernando:  This is a town/district of New Memphis that is dedicated to the defense of the town. Along with the cities standard police/military, is the headquarters of FEMA Force- An elite force of rescue and defense oriented soldiers outfitted with IPS Encased Armor. These troops are used primarily
Gunters Island (Guntersville Alabama): Somewhere East of New Memphis. In the wild Alabama river-country (which is much like modern Louisiana). Much of the region to the south is swampland interspersed with jungle teeming with unpleasantness. To the North and East are the Appalachian foothills and beyond that, Atlantis.
Technomancers Guild: This organization of Sorcerers ( or Wizards if you prefer) that are all obsessed by both magic and science. Members of the guild often mix relig gadgets in with their spellcasting, using them to make talismans, clothing and other fetishes. They don't need such accoutrements, but most enjoy the look of it.  A strong interest of guild members is the development of new gadgets and magical devices. 

Wednesday, March 18, 2015

World of Tsuchi (Soo-Chee): Kodama and Susuwatari

The world of Tsuchi is teeming with life, including the spirit world. Forests, glades and mountains are teeming with spirits, some good and some bad. Humans at all levels of society are aware of the presence of spirits, and a great many customs and taboos are observed when dealing with them. To add to the magical feel of the setting, GM's should make ample use of minor spirits. These beings are thought to be everywhere, though they are frequently unseen. However adventurers, especially those with magical abilities, should run into these beings far more often that the average person.
Below are a few minor spirits of the World of Tsuchi.

Kodama 
Tiny Fey, Neutral (CN), Low Intelligence; Grove (1d8)
HD 0
AC 14
ATK Kick (1)
MV 30 (Climb 20)
SV F 16, R 13, W 13
XP 25 (CL 0)
A kodama is a spirit that lives in a tree that can nimbly bustle about forest at will. They appear as tiny (1 1/2 foot), white humanoids with large, rattling heads and mask-like features, similar to bobbleheads. Kodama are generally nonviolent beings, preferring to hide of flee whenever possible. However if pressed into a fight, kodama can kick for one point of damage.
Forests with a sizeable Kodama population are always healthy and vibrant, thick plant growth and immense trees predominate and animal life is abundant. The kodama themselves go about their long lives wandering about the groves gossipping amongst themselves concerning the goings-on in the forest. Anytime a visitor comes into their region, kodama will "rattle" the news, alerting all of their kind across the forest.

Special Qualities: Incorporeal

Spells: At will—invisibility, pass without trace; 1/Day- detect poison, guidance, know direction.

AS FAMILIARS
Nature-loving Magic-Users and Sorcerers can occasionally gain a Kodama familiar, though they must have a Wisdom of at least 13 to qualify. Such spellcasters gain Survival as a class skill and forest fey will have an initially friendly response to the character. Such spellcasters must roleplay their connection with nature, and be respectful of forest fey.

Susuwatari Swarm
Tiny Elementals, Neutral (N), Low-Intelligence; Infestation (1d12 swarms)
HD 2
AC 17
ATK Choking attack (see below)
MV 40 (Climb 40)
SV F 12, R 15, W 12
XP 80 (CL 3)
Susuwatari (wandering soot"), are tiny soot elementals that are usually harmless. Individually, Susuwatari are described and shown as tennis ball-sized, pitch-black and fuzzy-haired beings with two large eyes and long, thin legs. However these sprite-like creatures are almost never seen alone, preferring to swarm in great numbers along and under floors, attics and basements.
Susuwatari are not usually hostile, but if threatened can swarm over an opponent, choking them with their sooty bodies. This attack deals no damage, but is considered a special maneuver (DC 10) requiring that the opponent make a FORT save or be Sickened from all the sneezing (see page Conditions on page 52 of the Blood and Treasure PHB for details).

Special Qualities: Immune to fire


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Yeah, I know I've been jumping around alot. However I do intend to be posting some pretty cool stuff for the Dark Space, Tsuchi and Atomic Dawn setting in the days and weeks to come. There is also a Young Adult novel and a childrens picture book in the works. So stay tuned!

Monday, March 16, 2015

Atomic Dawn: Tex Mechs BG-J1M

The Tex Mechs series of battle units was devised by Mastermind V for use by the Alamo Empire. These units are built much like robots, but require a human pilot to operate. This is partially as a cost consideration and part to avoid the units being befuddled by machnine intelligences in the field. So-far, the Tex-Mechs series has been very successful, and the Alamo Guard hopes to field mercenary units of these fighting machines in larger numbers.


BG-J1M Mk-4
Hit Dice: 30
Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Basic Hand
Armor: Duralloy Armor (AC 3)
Sensors: Class IV
Mental Programming: Programming
Controls: Neuro*
Accessories: AV Recorder, Comm unit, Gas Mask, Inertial Inhibitor, Loading unit, Self-repair Unit, Storage Unit (300lbs)
Weaponry: Blaster Rifle (right hand), Maser Rifle (left hand), Fists (10d6). Sometimes handheld weapons.

The BG-J1M is a base Tex-Mechs unit, and has so-far been a stalwart backbone to the fighting machine force. Tough, versatile and relatively fast, these mecha have been deployed all over the Empire's borders. Many large monsters and the smaller sorts of Kaiju have come to grief when fighting these units. The BG-J1M is 12 feet tall and weighs 2,400lbs. Pilots in these vehicles are equipped with a weeks emergency rations and cargo space for 300 pounds of personal gear. All units are powered by an atomic battery that probably won't give the pilot cancer.
Neuro* control systems links the mecha directly to the pilot's brain. It works by picking up the electrical impulses from the pilots brain (similar to this), and so the mecha uses the pilots to-hit bonuses, but uses its own damage. Also, the Pilot can see through the machine's sensors with displays built into the cockpit. The downside of this system, is that damage to the machine could hurt the pilot with a nasty neuro-feedback surge (save vs Stun to avoid taking half damage).

Saturday, March 14, 2015

Atomic Dawn: Tin Hat Detective Agency

Been a long time since I posted anything for Mutant Future. But as I love a bit of gonzo post-apocalypse gaming, here is a group set in my home campaign of Atomic Dawn:

TIN HAT DETECTIVE AGENCY
The Tin Hat Detective Agency is a private organization of Bounty Hunters that operates out of the Alamo Empire. These hired guns track down and captures fugitives for a monetary reward (bounty). Other names, mainly used in the Alamo Empire, include bail enforcement agent and fugitive recovery agent. The Tin Hats do not restrict their operations to within The Empire, but can be found in anywhere, generally hunting for some convict.
Requirements: Tin Hats can be Androids or Pure Humans, with the possible inclusion of Canisoids or Homo Erectus (Mutant Lords discrecion).
Special Traits: Law-enforcement powers, +1 to hit and damage in ranged combat.
Starting Gear: Badge, Revolver, Ammo Belt (50 bullets), Ballistic Nylon armor, Leather Duster, Steed*.

*Steeds
Tin Hats need to get around, and so are initially equipped with a mount. Horses and Motorcycles are detailed in Mutant Future, but the others can be found here. All come with a basic saddle.
Saddle up!
Roll Random
D6 Result
1 Rosiesteed (Yellow Rose that-is)
2 Bloat (mutant fat-guys)
3 Red Dog
4 Horse
5 Jackalope
6 Motorcycle


A TIN HAT CAMPAIGN
The Tin Hats are an excellent way to get a group together for adventure without dealing with the hows and the whys of getting the party together. The characters are teamed up by the agency, and thats that. Being a Tin Hat has many perks, but will get the PC's into trouble (as though they need help doing that). It is also a good way to get the players to explore the many weird places to find across the map.
For a Tin Hat campaign, the player characters need to be Androids or Pure Humans, as the Alamo Empire does not do business with mutants. The only possible exception for this are Canisoids and Homo Erectus. Such non-humans are seen as either valuable servants (canisoids) or wretches in need of charity (H. Erectus). The rules for playing such creatures are below.


Canisoid (dog-men)
Hit Dice: 1d6 per point of CON
Mutations: Control light waves, fragrance development, increased sense (hearing), natural weapons (2 claws = 1d4 eh, bite = 2d4); 1d4 mental
Canisoids are humanoid mutant canines. They vary widely in fur color, but browns and blacks, or some patterned combination, are most common. Like their canine ancestors, Canisoids live and hunt in packs and are extremely loyal and protective if befriended. Within the empire, Canisoids have a special status. Though still mutants, Canisoids are seen as loyal companions and servants of mankind, and are seen as invaluable allies against the "greater mutant threat". The Emperor himself keeps canisoid troops in his palace(s) and as personal bodyguards to his family.

Homo Erectus (cavemen)
Hit Dice: 1d8 per point of CON
Mutations: none
These cousins to humans were originally “created” by the ancestral form abilities of the dreaded Brain Lashers. Within the Empire, H. Erectus are seen as living reminders of the dangers of mutant kind, and so are tolerated. They are used primarily as the lowest fort of grunt laborer, but also find work as minor craftsmen, soldiers and leg breakers. They often are assumed to be brutish, due to their very large brow ridge, receding chins, stocky build (+4 STR and +2 CON), smaller brains (INT rolled at 2d6) and primitive lifestyle. Homo erectus typically use primitive weapons (spears and knives with stone blades or fire-harden tips), and their innate superstition makes the fearful of any unnaturally moving (or nosy) technology or machinery.


Friday, March 6, 2015

Mythos Space: The Cruel Empire of Tsan-Chan

The Divine Hegemony of Tsan-Chan 
Aliases: The Hegemony, Terran Empire
Capital: Leng (China)
Area: Sol System, Kaiwan System, Nán Mén System, Tien-Kwan System
Government: Monarchy (Pan-Asian Fascism)
Population: 11,357,380,000 (Humans 70%, Deep Ones/Hybrids 10%, Tcho-Tcho 6%, Lengites 5%, Ophidians 6%, Other 3%)
Languages: Standard Chinese, English, Martian, Various Others
Alignment: Lawful Evil
"The more corrupt the state, the more it legislates." -Tacitus

The Hegemony of Tsan Chan is a massive pan-Asian Fascist government that is the ruling government of Earth and the Sol System.The Hegemony boasts a booming economy and a potent military. Though the ruling caste of the Hegemony revels in opulence and prestige, it rests upon the backs of vast numbers of the poor and desperate. The Hegemony condones all manner of evils in pursuit of technological and arcane mastery, and in the acquisition of increased holdings across time and space. However despite this and other horrible practices, the Hegemony may be Humanity's best hope.

The Hegemony grew out of Eastasia Collective after the cataclysmic events following the rising of R'lyeh, after which Eastasia was the only in-tact government and possessed the largest viable holdings on Earth. As the war resulted in a highly polluted and devastated world, the majority of the planet is home only to toxic mutants and shabby towns here and there. There is occasionally rebellions of note, but all are quickly subdued by Hegemony troops. 
The Hegemony is an Imperial Fascist government, with a Supreme Chairman as the ruling leader, and a dizzying array of politicians, advisers and administrative officials that results in a nightmarish bureaucracy. Corporations hold high-regard in the Hegemony, with all within the noble caste having executive rank within a corporation.
Notes: As far as the game world is concerned, The Cruel Empire of Tsan-Chan is a classic "Evil Empire" of Space Nazis, with an Asian flair. This is a Hollywood style Asia, with a liberal mishmash of Asian cultures. This could be because China swallowed up most of Asian long before R'lyeh rose, but generally because I just wanted elements I thought were cool.

CORPORATIONS

Corporations are much like nation-states, ruled by a largely hereditary caste of executive nobles. Many of these are like the tyrannical mega-corporations from the Alien franchise, but some will be decently modeled after a Hollywood-style Asian court. Corporate mercenaries form the majority of police or military duties. Some corporations;
Apex Holding: A vast banking firm of considerable importance to the Hegemony.
Ahu-Y'hloa Chemosoft: A Deep One run corporation that specializes in biotech, implants and Boojum breeding. 
Cai Shen Intersolar: A corporation specializing in mercenary troops.
Houtu Colonial Enterprises: Terraformers as well as a mining company of great wealth.
K'n-Yan Pharmaceuticals: A powerful corporation owned and run by the Kuen-Yuin Sorcerers. 

TECHNOLOGY AND MAGIC
The Hegemony boasts a very high level of technological achievement. Spaceships, orbital cities, robots, etc are all regular sights. However most citizens of the Hegemony do not have access to the high-end gadgets, instead using cobbled-together and simpler versions of high technology. The end result defaults to a 1950's level of technology for the average joe, with higher tech being the inventions of mad science or otherwise very expensive. 
Computer technology is very advanced, but there is nothing like an internet (especially a free internet). Computers are networked, but such interfaces are handled by robots rather than people. This could be because certain hostile entities have a relatively easy time getting into C-space through computer technologies (thats why so many robots become homicidal).
Metaphysical research is a boom industry in Tsan-Chan. Strange and forbidden mathematics, exploration of Hyperspace and the development and use of psychic powers are all energetically pursued. The 'Deathless' Kuen-Yuin warrior-monks and the Ophidians are particularly valuable to the Hegemony and many corporations due to their familiarity with eldritch skillsets.

AB-HUMANS AND ALIENS
Mankind shares the universe with many strange and non-human beings. Aliens are known to exist, and some maintain a trading relationship with humanity. However ALL aliens are very strange and difficult to understand. Some appear to human thinking to be completely insane, and so are best avoided. Ab-Humans are beings with a kinship of some kind with humankind. I will be detailing player character races in a future post. A number of fairly common Ab-Humans are; 
ANDROIDS: Androids are a cut above the workaday robot that are almost everywhere in long-settled regions. Androids think, feel and have lives all their own. Some androids are reborn humans, with human brains in their metal shells, others are completely mechanical in origin, owing their minds to fearsomely complex mathematics.
DEEP ONES (GILLIES): This race of amphibious humanoids has proven to be surprisingly loyal and useful ally to mankind. Masters of bioengineering, and capable of surviving in extreme environments has made these creatures excellent in space and among the colonies. Though still of an alien mindset, Deep One Hybrids (more on them soon) are much valued as a bridge between species.
LENGITES: This goat-like race of near-men were originally engineered by the dreaded Moon Beasts, but many of them now live among mankind. Even though they are tolerated, they are relegated to the lowest social order, generally working as grunt-laborers and as thugs.
OPHIDIANS: The Ophidian Serpent people (and related subspecies) are an ancient, sorceress race that dwelt upon the Earth in ancient times, dating back to lost Valusia. Now they are allies and advisors to the Tsan-Chan Hegemony. It is said that the bloodline of the Supreme Leader of the Tsan-Chan Hegemony has some serpent blood, though this is a dangerous rumor to spread. 
TCHO-TCHO: This race of beings are an ancient line of human/alien crossbreeds. These  hairless, pseudo-Asiatic cannibals are deeply versed in psychic powers and hyperspace "sorcery" and so are deeply valued by the Hegemony and Corporations. Just don't order the "bak bon dzhow"...
OTHER ALIENS: There are all manner of strange alien beings "out there", most of whom are dreadfully hostile. A distressingly large number of these beings seem more interested in torturing, eating and/or raping humans than talking to us. So shoot first is a good rule of thumb.


DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...