1d4chan page (still needs some fleshing out):
General disussion about rules, plot and ideas
Okay guys, help me out.
I plan on introducing my group to the gameworld by playing. My idea is an adventure similar to In 80 Days around the World. Something about a rivalry between two Neolybians wich involves lots of traveling. But where do they start? What are the objectives of the players? How can I involve them?
Any ideas are welcome.
Been reading the rule book sooo good. I want to play so much. Thing is half the people I play with are D&D players so they don't understand subtlety and other half are shadowrun players .
I want too run a short campaign thats basically a Scrapper gathering people to find an artefact. A group of angry Neo-Lybians are also aiming to get the artefact. Its a race against time, Neo-Libyans and other scrappers. Its supposed to be quick and introduce the players to the world.
A point to point race around the Mediterranean coast could work. The players are gathered, by one route or another, in Gibraltar and are paid to race between pre-arranged checkpoints that take them all around the coast till they get back to the other side of the Gibraltar land bridge
On a small enough scale you should have no problems emulating the story structures of either DnD or SR.
Sailing on the Med is the only place this could reasonably work. If you want to travel through different areas on land you have to fight your way through, come to an arrangement with the dominant cults, or be VERY sneaky. I guess it could be done as an Africa campaign. But Balkhan and North from there it's too balkanized.
That could work. Leaves out much of the world though, they'll never see Hellvetika, Justitian or Pollen. Maybe they start in Gibraltar (or somewhere else with a strong Neolybian presence) and have to get specific items or letters from other Neolybians in important trade posts like that one city in Pollen, an Alpine fortress, Bedain and Istanbul
But that means going over land again, and dealing with every tribe and settlement in between.
It's pretty much the hardest part of the setting as tutorial. My instinct is to keep it small, maybe introduce clans through representatives not travel, and leave room to ramp up the scale later.
Maybe some kind of challenge to chart a route from Gibraltar to the Atlantic coast of Africa? You can lots of clans turning up as representatives trying to win the prize, or otherwise interfere with the race
It would make for an interesting campain/adventure if the group was more experienced. They could choose to play safe and stick to the roads or they could try and traverse the clanlands wich could give them some much needed time.
And the winner bevomes filthy rich, because his employer is an important neolybian who shits money left and right.
I'm looking for ways for a chronicler to disguise his barcode tattoo without erasing it.
One way would be adding more tattoos around it, making it look like a part of a headband/crown or something similar to the tattoos of the Jehammedans.
Another way would be hats and bandanas, but those can be easily lifted.
Don't Chroniclers wear full face masks pretty much all the time their in public? Even if you're a Fuse or a Shutter you still get to keep and use the mask
If he wears no mask, is he still a Chronicler?
Well yeah, but they have barcode tattoos on their foreheads so they can log in at the alcoves or get access to the cluster. And since the alcoves are marked by giant barcodes on the walls one might count 1 and 1 together.
So, what, you're trying to bluff the barcode reader or something? Not sure that would work, the Chroniclers are in a nice niche of being sophisticated enough to stop people trying and not so sophisticated you could spoof it and claim a mix up
Make like a Fuse, you used to be a Chronicler but you fucked up and now you're in hiding
If you still want access to the alcoves then you'll be a Shutter, a Chronicler black ops specialist, so you'll need to invent a backstory. Maybe spread some rumors about you did illegal trading or something, make it look like your on the outs with the cult
You could just wear a non-Chronicler mask most of the time, and/or alternating with a bandanna.
That's what I'm planning with mine.
Fuse are the advanced rank of Shutters, you might have meant Zeros.
Sounds like a good idea. Though the tattoo on the forehead might not even be necessary. In ITB there's a shutter who burned his code off for the sake of disguise and still has access to official missions and storages. Maybe he has access through codes, maybe through biometric informations, but even without the tattoo there are stil ways to get good disguises without losing your connetion to the cult.
The barcode tattoo marks you as a member of the cult, but members can and have lost their tattoos and still had access. My guess is if you're trusted enough to work as a Shutter they don't see the need for the barcode anyway
And I'd imagine they scan pretty much the whole face, probably working off a pre-Eschaton facial recognition system
I don't know, the pow intro to the chroniclers had the dude just open the forehead part of his mask. Maybe they introduce other methods if you rank up, or they simply give you numerical codes.
I guess you could do a character switch once or twice. Maybe have the story follow a trade route and a secret cargo that has to be handed off once or twice. You can even have it end up being a Sleeper or something and have them end up delivering it to be processed by a wotchamacallit that eats those shits. Have it be low level where they have to interact with a bunch of beuracracy and fight off relatively small threats and avoid / view from a distance / see the results of larger threats like psychovores.
That way they can get a feel for both the cultures and how different characters play without investing too much in any one.
Maybe even pre-gen the characters depending on how involved your group wants to be.
The story doesn't always have to focus around the players.
You can even have it be that there is some mysterious force following them as well, harrying them and trying to take the cargo. The attacks are straightforward in the first arc, more subtle (attempts to misdirect it, stealing, less outright combat) in the second arc where the force has to hide who they are, and outright desperate in the third.
You could do something like have them only do one hand off, so you have people in their own land -> people in their own land but different -> strangers in a strange land under sufferance.
If you really want to dick with your players, give them the opportunity to Jew the "other" side when they first do the hand off of the cargo, only to see their faces when you end the session with them going to sleep as they start to head off to their next adventure and start the next session with them being the "other team" they just bargained down.
I'm not sure if that's being a dick for just being a dicks sake.
I plan on starting by having the group try sneak into the Festering (It's surrounded by Spitalians) in order to investigate a transmission emanating from it.
They will have to survive the weird black Crystaline bastardom that's grown there, while trying to get there before the Scrappers.
I hope y'all are ready for the SSS, the Spitalian Schutzstaffel. All apocalyptics have to be deported into camps and ghettos, like in Beograd.
Any spaghettis here who can help me with the pronounciation of the purgan names from ITB?
Is Lucatore pronounced Luchatore or lukatore? And how is it for Scirocco? Shirocko? Skirocko? Shirocho?
Thanks in advance
Shutter and up for Chroniclers have access to sanctioned technology. Sanctioned technology is apparently just all lethal weapons, and you choose from the general weapons table.
1) When it says access to, does that mean I have to buy it, or just can choose to start with it?
2) What is the general weapons table? There's no table called that.
Only in Borca:
They mean all weapons that arent cult specific. Acess means that you can optain them with your rescources value, with a cost equal to the tech level. Maybe you'll also get specific weapons as mission asignment gear, but don't count on it.
At least about Scirocco I can tell you: it's Shirokko, like the wind that blows from the Sahara over the mediterranean.
No idea about Lucatore, though Luchatore sounds more italian to me
>that feel when you're sick as fuck with some horrible cough and trying to work on a homebrew setting using the system.
Goddamn this blows can't type two fucking words without hacking up a lung.
depends are you working on a game involving the depressing future of 4channers unwilling colonizing an alien world?
Start off in Hybrispania and end in Psychovore-infested Turkey. The rival Neolibyian is tracking down rumors of things to get past the Psychovores, ending eventually with knowledge of a Turk who has been captured in the Balkhans with knowledge of how their people still live with the psychovores recoiling at the touch of their suits.
The rival Neolibyian is a Great Hunter archetype and a real scoundrel. A Rogue Trader for the setting. Has a pleasure freight, a suped out tank he rides into combat, and he is the epitome of vice and lavish expenses. People starve around him.
A man like that can't be allowed to have any more power, especially not the type that'd let the Lion fight back against the Psychovores.
The players are the retinue of the more humble Neolib. They're hired to help him hunt a Homo Degenesis in Hybrispania where he's having trouble with the locals. He can guarantee food and water and dinar for their help, and over time he might just trust their counsel.
Along the way the Matadores find this alliance troubling, the Resistance wants your boss's tank to help take back Parasite, the Judges don't like this alliance one bit, and nobody in the Balkhans wants word one with a black. Not to mention Scourgers and rivals who want to cleave your party about because their successes make them look bad.
Travel, maybe make Africa a little weaker (at the very least by stopping the Rival, possibly betraying the Boss), make some cash, some dinar, some food and drink; and see the world. What's left of it anyway.
Same. Starting a game next week with some associates. Been building a hexcrawl sandbox set in Macedonia. Bit interesting to try to run a domain game in the system, but that's the intent. Making some new Clans and working on the local wildlife that's a bit fucked up.
Party so far is a 16 year old Vagrant Judge whose superior dragged him down here before dying, a 50 year old Anabaptist Orgiastic who wants to take Skopje for the Church; a Scrapper who wants to be the king of Veles, and a Paler who is looking for rumors of an Awakened Messiah in the mountains.
Ought to be a bit of fun, so far the party looks pretty two-sided. Judge and Anabaptist are looking like they have something of a Father-Son relationship in tone. Scrapper and Paler are greedy fuckers who like mad guns.
Where you running yours?
There is nothing more a man needs to represent his character in-game than any picture from the Kiev riots.
Why do they wear the mask?
(Actually being serious here)
Pretty much. By my understanding, the Chroniclers' tenuous hold on things in Europe relies on pulling a Wizard of Oz on everyone; it's hard to be overawed by someone with an unfortunate complexion though.
Ignore the pathetic-looking man behind the curtain!
Shutters don't have access to alcoves. Fuse is the next rank up from Shutter. Shutters and Fuses are "officially" out of the cult, while Zeroes are actually out of the cult. Shutters and Fuses are the ones sent to hunt down and eliminate Zeroes. Unofficially.
The defeat at the Cathedral showed the Chroniclers their weakness. In a time when the Anabaptist’s blade was sharper than the digital word, their life depended on the mercy of the strong.
As supplicants, they would have had to grovel before local warlords and accept a subordinate role to the rabble. They would have never reached their goals. There was only one way out.
>From that day on, power through intimidation became their new policy. No stranger has since seen a Chronicler’s face. Shards of mirrored glass were added to their robes.
A modulator amp distorts their voices. The Cultists now look and sound like irate gods. But that wasn’t enough.
If they had learned one thing from the Stream, it was the fact that information was power. So they made themselves indispensable.
A new currency replaced simple trade, issuing so-called Chroniclers’ drafts in exchange for artifacts. The consigned counter value of the drafts was pure, condensed information from the think tanks of the Cult.
Crumbled sheets of paper with their barcodes and columns of numbers could simply be exchanged for directions to preserved, pre-eschatological storages, spy data, compromising information on enemies, or scientific texts on flora and fauna at the next Cluster.
Everything the Chroniclers heard was entered into the always hungry data storages and distilled for redistribution. Cities could no longer avoid the Cult’s influence.
Refusing a Chronicler seat on the Council would inevitably lead to all Cultists leaving the city. Not to mention sudden “special” discounts on information regarding their unsuspecting leaders. Soon the Chroniclers needed no mercenaries to secure their interests. The Chroniclers had become an economical factor to the ruling class, and indispensable for a vast network of Scrappers and traders. The well-being of the Chroniclers became crucial to the prosperity of them all.
With the "remove quality" modification (page 173), how would that work with removing the muzzle loader quality from a judge's musket or pistol? I'm assuming that most of their muskets use percussion caps, as the one shown in book 2 (page 134) has the fitting for one. I'd guess it would be the development of the paper cartridge? I also thought about how much effort it would take to possibly convert a musket from a muzzle loading rifle that fires lead balls to a breech lock that fires cartridge rounds. Any thoughts?
What homebrew stuff have you added to your games?
I included a massive fleet of trashy airships inhabited by the last remnants of the Celts. As the ice wall creeped southward, the people of Scotland and Ireland built and crowded aboard the ships in order to survive. Now they drift over the land, powered mainly by the air itself as they lack the fuel for propulsion. They rarely land, doing so only to replenish stocks of water and food. In some places, they've become almost mythic, with tribesmen closing their doors and hiding when they see a hundred black specks in the sky over the far horizon.
What about you?
Do you remember where you read that? This was something I thought would be a cool idea for my Judge. Since he needs the best gear he can find/get/make to fight the filthy savages. My judge most certainly couldn't do it. I was thinking this since Springfield Armory actually converted muskets into rifles in the 1860's. I was talking it over with my GM and he said maybe, since I gave him proof of it happening.
I think turning a musket into a breech loading rifle would have two main issues. First obviously is the fire mechanism but in a tech III town I imagine it wouldn't be to hard to make. The second and bigger issue would be the barrel. Is it rifled, what caliber is it, and can a good metalworker attach the new firing mechanism without fucking it up.
Ehh i looked into it. I think i just read into the item description too much which talks about using bygone bullets.
though to be fair ditching muzzle loading and swapping in the parts to shoot cartridges is semi unique with all them mod slots.
As for a breach musket, ive heard of stranger old rifles. Friends always linking that forgotten arms channel. Should work, would be more expensive (its custom duh), would also probably be less reliable/finicky, but that can just be fluff and all that.
check the errata. the completed forgot about the details. but from the hints at it.
Chroniclers have their own techno babel you'd probably have to be from /g/ to properly understand. Keeping their normie interactions to simple quick sentences.
Some judges try to speak latin, or just throw the words in here and there.
Helvetics likely retain their bygone tongue.
Clanners are a huge mixed bag, with the really isolated and/or inbred tribes thinking the written word is magic.
Psychovores have brought back good old african click clack (or at least replace the language of those near/full of seeds with a primal tongue).
I'm only 200 pages or so into the lore book so yeah, that's what I've gathered.
The baddie section in the rule book shares naming conventions. Some are rather amusing (scrappers and the techno nerds)
From the forums:
As for what languages roughly exist and how they came to be, the old edition stated at some point (Which would still be relevant, since such things didn't really change):
- Borcan (German with French and English Influences, with simplified Grammar)
- Frankan (Well-preserved French)
- African (High Arabian, sprinkled with French words)
- Pollnish (Mixture between Polish and Russian)
- Balkhan (Amalgam of Russian and Balkhanic dialects)
- Purgish (Italian, heavily watered down with Borcan)
- Hybrispanian (Spanish with some little Balkhan influence)
- Old languages hailing from before the Eshaton
The part about africa might be wrong, but nobody knows haw the psychovore language works
Names are generally chosen according to the language. Some Cults have their own quirks, like the computer terms of the chronicler or the hebrew/old testament names of the Jehammedans. Titles/Nouns instead of a "normal" name are also used sometimes. There's a scrapper who's called the Planksmith and I believe i read something about an Apocalyptic called Eyebiter somewhere. You get the idea.
Okay, I don't know what the next book will bring us but it seems to involve some heavy spitalian ass-whopping
A lot of things are poisonous if you know where to look. People have been making poisons from shit they've found in the woods since before people have kept track.
There are plenty of nasty creatures out there whose glands are ripe for milking, plenty of plants before the end were toxic, who knows how the primer has changed them?
Alright folks. Got me a party. And the gm notes now flow in fractal gossamer dicks(I dare you to find more over used fanciful terms in this game).
I've got myself a scrapper from purgare. A judge originally from the balkhan. And a spititle from franka. All on their way (we'll find out if that's together session one) to a mysterious employer, on vague promises of wealth for some such task which was never explicitly mentioned.
I'd say more, but I know one watches. Afterwards most certainly. But now I set my fairly predictable tutorial web. The question is, how much will I take advantage of them having the collective social skills of a chunk of loose concrete?
Oh child I have dealt with some crazy shit in the past. I've got exactly why and how they're going to where they're going.
The details, partially relating to backstories, cannot yet be discussed. Tip off too much. But I've plans. For everyone but the scrapper, I mean they're a scrapper, they're not beholden to anyone, and for this one just wants to scrap far and wide, put his mark to the world.
Now the other two. Well. We'll just have to see which webs they're caught in, and how those intertwine.
The Armor value for bladed, sharp weapon attacks is the number in brackets after the quality, ie Massive (10).
All other weapons like hammers and explosives deal with its regular armor value.
That's my understanding of it anyway.
Pretty handy in a world where most people have spears, knives and bows.
They have structure listed where trauma is normally, with a value. So unless that means something entirely different. Yes. Though I doubt they'd heal structure naturally, or their flesh wounds for that matter.
Well the spitalians got help from aspera, argyre and triglaw, who all hate getrell and the recombination group. same goes for the anubys syndicate. the high ranking anubians themself are saying that they have more in common with the spitalians than both sides thought