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Showing posts with label feedback appreciated. Show all posts

November 26, 2018

The City Beneath the Burning Stars

Oh hey. I started a new DCC campaign so I better start dumping setting content.


A city in the wastes. Ben-Dagra. Ruled by a sinister queen called the Hag or Beloved. Protected from the blistering stars by the Witch Wall, which covers the rich parts of the city. The Hag is protected by a legion of faceless armored guards called the Bronzemen. In the northeastward of the city is a huge pit that slowly cuts its way through the only safe sources of copper ore on the world. This is the lifeblood of the city, without which no one would bother to penetrate so far into the Waste. The Hag rules the city, but the day to day decisions in each district are made by the judges. Each renders justice as they see fit. As such the legal system of each district is vastly different from the next. Some solve disputes by ritual combat, others draconian rules that ordain every interaction, all backed by sprawling jails. All infants are taken to the Children’s Quarter when they reach seven days old, by force if necessary, to be raised by the Copper Matrons, a cadre of identical automatons. They remain for seven years then returned. This ensures the Hag will always have leverage over large swathes of Ben-Dagra. This has led to a cutthroat tattoo industry as the scions of noble families are indelibly marked to ensure their identity and return.

Districts

The Gold District
The Perfume Quarter
Children's Quarter
The District of Weavers
The District of Priests and Lepers
The Tumbledown Quarter
The Tanner’s District

Districts at a Glance

The Gold District is where the richest and most successful of Ben-Dagra reside in opulent palaces and elegant spires. It lies beneath the Witch Wall and is inoculated against the depredations of the Hydra. The palace of the Hag is here, called the the Tower of One-Thousand Eyes.

The Perfume Quarter is a walled city-within-a-city populated by the lovers, concubines, and spouses of the citizens. It lies beneath the Witch Wall, and is safe from the depredations of the Hydra. It gets its name from the abundant spices and perfumes which fill the hanging gardens, rotundas, and pleasure dens.

The Children's Quarter is a collection of enormous squat orphanages connected by narrow alleyways. Chalk graffiti in rainbow hues adorn all flat surfaces. Order is maintained by the Copper Matrons, who care for and protect their charges with impenetrable metal bodies. Outside of designated meal and sleep periods the children move freely within the district, but are shadowed at all time by at least one Matron.

The District of Weavers is a riot of textures. Infinite variegated cottons, silks, and brocades. This is a center of trade for the city, bringing merchants of all types to ply their wares between fabric stalls. Turquoise Arbiters ensure that thieves and forgers face immediate final justice. Below the streets crypt-looms sing, tended by weaver morlocks.

The District of Priests and Lepers is home to the holiest and most destitute of the city. The Hag commands no worship but of her illustrious Self. She also recognizes that enforcement of this edict would empower any movement against her, so she has banned the practice of religion outside of this district. Shrines to a thousand small gods line the tight streets. Layers of shacks blot out nearly all of the sun and hellish stars leaving only the light of guttering votives to guide travelers.

The Tumbledown Quarter is one of the oldest parts of the city, and includes the original wall that surrounded it before the discovery of copper. Now it rings with the sound of pick and anvil as the myriad slave miners dig up the raw ore to be fashioned into tools by skilled hands. As the strip mine has expanded in pursuit of the twisting veins many buildings have canted as their foundations dip. Some have fallen into the pit entirely.

The Tanner’s District lies outside the city gates to keep the stench from overwhelming civilization. Planted beside a series of geysers, acidic pools, and mudflats, the tanners can render nearly any creature in usable material. The walls are porous but the eyes many.

The Hydra

Each district, save the Gold District and Perfume Quarter, are haunted at night by a creature called the Hydra. The Hydra slays indiscriminately, choosing a different building each night and slaying all it finds within. No one knows what the beast looks like, all die before sharing what they have seen. The Bronzemen are quick to secure structures targeted by the Hydra

Factions

A thousand Noble Houses, of infinite splendor and hue
A thousand Cults, of infinite panoply and ritual
A thousand bands of Robbers, plying dark alleys and sand wastes
Seven Justiciary, acting as sole law in their district. Upheld by a thousand scribes and functionaries.

January 06, 2015

Waspgonnes

Did you miss me? The last year has been a whirlwind, but I start a new job soon which should give me a little more breathing space for things like running (and playing!) more games. Never mind Secret Santicore, which I did lots of layout work for. There is so much good stuff this year, it's going to blow your mind! It just has to work its way through a final editing pass and then it will be out in the wild, raiding campsites and eating tourists. And now, a little new content for the Jungles of And, west of Ig and full of nasty critters.

The jungles of And burst with life. Fifty creatures vie for every inch. The glittering scale wing, air grouper, and howling gribbon all compete to survive among the green canyons. Buzzing in the dappled light are dozens of wasps in variegated hues and all sizes.

The folk of And turn this riot to their own ends. Local hunters carry long-barreled air-powered fusils they call waspgonnes. Each is a work of art, hand-tooled from tropical hardwood, sinew, and polished chitin. Waspgonnes use a small bellows to fire a large wasp at their target. The weapon is pressurized, a glass jar containing a wasp is loaded into the firing chamber of the waspgonne, which draws the insect into the firing chamber, and the weapon is ready to fire whenever the trigger is squeezed. Activating the weapon accelerates the wasp along the barrel at whatever the hunter is aiming at. The flight and ensuing impact enrages the insect, which furiously bites and stings whatever it strikes. The wasp is not expected to survive, but the damage it inflicts is usually sufficient to dispatch a target. A waspgonne is also almost silent, only a quiet hiss announces its use.

Hunters raise the insects in mesh cages beside their lodges. Before an excursion the cages are flooded with woodsmoke allowing the wasps to be collected. Note: only females have stingers. Their wings are clipped and then they are sealed into individual glass jars. The hunters carry these jars in belts and bandoliers.

a waspgonne
Insects used for a waspgonne include the biter, stinger, libertine, and redeater. A biter is any small calibre wasp without venom. A stinger has a deadly venom. A libertine is smaller wasp with unclipped wings. The hunter makes an initial shot with a pheremone packet, then fires the libertine which will inexorably seek out the packet. The redeater is any oversized or especially vicious wasp. There are other, stranger types of wasp used by the most experienced hunters like the gall wasp, paper tiger, and black ghost, but they are rarely used.

A Waspgonne has the range of a longbow and must be wielded with both hands. The bellows takes 5 minutes to fill, and is good for 10 shots once charged. Wasp jars save at -2 due to their fragility, should the occasion arise.

Almost all waspgonnes are one-off pieces built by hunters, but they may be talked into selling an older piece for 60 gp. Wasps cost 5 gp, but are rarely for sale.

Wasp Ammunition
Biter (1d6)
Stinger (1d6 + poison, CON save or 1d4 damage for 1d6 rounds)
Redeater (1d8)
Pheremone packet (0, lasts 3 rounds, +5 to-hit with Libertines)
Libertine (1d4)

November 14, 2012

Introducing MECHA NAM

I've been tapping away at a scifi mecha RPG, sort of Starship Troopers with more grit. I call it MECHA NAM, but that's a placeholder name for now. Picture man-sized powered suits stomping through jungle planets fighting enemy mecha for meaningless hills to make ideological points for the generals back home.

Players roll up characters with simple histories, inspired by Traveler, detailing the tours of duty they took part in before the game begins. The rules are designed with squad-based action in mind, with each character's skills adding to the total efficiency of the group. It uses a die pool system with d6's. It's currently incomplete, with the glaring omissions being how to get rid of Stress Dice, what guns you start with, and who exactly it is you're trying to kill. These changes will appear soon! If all goes as scheduled I'll be playtesting this thing next Monday with my meatspace group.

Interested? Read MECHA NAM here!

Epic LEGO mecha by tattun.