Showing posts with label BDS. Show all posts
Showing posts with label BDS. Show all posts

Tuesday, 3 August 2021

Beneath Dark Skies accumulator post

Roger kindly enquired about the "bizarre sci-fi hack of World of Darkness" I mentioned, so seeing as it's a loose collections of posts knocking around, this seemed the easiest thing to do.

The initial overall premise.

A summary of Visitant, the first concept for Beneath Dark Skies.

Mechanics for Cover identities, and how they're compromised or reinforced. Xenotypes, the alien splats of Beneath Dark Skies.

Mutable Ansad, the first Xenotype. Peerless infiltrators. Yes, their plural is Welsh, deal with it. Their gifts are mastery of form and disguise.

The ultimate survivors, Mosa, with conscious control of their own biochemistry. Their gifts are regulation of their own bodies, and secretion of chemicals that affect others.

Swarming Shekt, nigh-immortal hive minds with a talent for negotiation. Their gifts rely on the capabilities of swarms, and the application of controlled sound.

Symbiotic Ytaleh, riding in stolen human corpses to sustain their ephemeral selves. Their gifts are mental influence and bioelectrical control.

How visitants might interact with other inhuman creatures.

Technological gifts for any species - also useable beyond Visitant for other high-tech entities.

Mistaken Identity, the first Terrible Game Fic. Whoops. An easy mistake to make. But only once.

Inside Job, additional Terrible Game Fic. No loyalty to corporate masters!

Hostile Takeover, some crossover Terrible Game Fic.

Sunday, 6 March 2016

Visitant: Hostile Takeover

The latest installment of terrible game fiction for my incomplete sci-fi hack of World of Darkness.


Francis sat in his office, idly tapping an executive toy with his paperknife. The chrome spheres swayed and clacked softly as he waited. Everything was prepared. There was a knock.

“Come in.” He laid the paperknife carefully on his desk, and straightened up.

“Good afternoon, Mr. Hawarden.”

Saturday, 14 November 2015

Visitant: Inside Job

It was a cold night. Frost was settling on the ground, glinting where the security lights touched it. Rounding the corner of his rooftop patrol, Geertz paused and stared dutifully around, scanning the grounds with naked eye, then thermal goggles. Nothing, as usual. The last group of protestors had been nine months ago. Still, they had to stay watchful. Seeing Thompson and his Alsatian making a counter-circuit below, he waved a habitual ‘nothing’, then turned and paced away. The outer wall was three hundred yards away and ten feet high; a fence topped with razorwire separated the car parks and grounds from the compound itself. It would take an intruder several minutes to make the crossing, let alone get inside, and that was plenty of time for the guard patrols to spot them. Nobody was breaking in, not after that business four years ago.

Nobody human, anyway.

Wednesday, 11 November 2015

Good Neighbours: Visitants and other abhumans

Depending on the campaign design, visitants may encounter a range of other inhuman entities. Although it’s designed for a science fiction setting, Visitant can in theory be combined with any World of Darkness game, and it would be silly not to discuss the possibility.

As creatures living in the shadows, visitants are relatively likely to encounter other such beings. Aside from any philosophical or moral factors, there is often pragmatic reason for dealing between the groups: all are keen to preserve their anonymity, all have unusual goals to accomplish, and all have unusual capabilities. The exact relations between the groups could vary dramatically. Here are some suggestions for handling encounters with the two most straightforward abhumans, the werewolves and vampires.

One point to be established in a campaign is how easily abhumans can detect one another. The argument can be made that superhuman senses should reveal the true nature of each species. On the other hand, this ruling might sabotage any chance of subterfuge plots. In particular it will tend to penalise ansaid, whose shapeshifting is an important power.

Werewolves

Scientific explanations for werewolves can be advanced, and there is certainly no barrier to them in a setting which includes shapeshifting ansaid. However, it isn’t necessary at all to offer such an explanation, and attempting to do so may simply create new problems, or undermine the immersion of the game. Not everything needs a concrete explanation, even in science fiction.

Some possible explanations already used in science fiction include:

  • Werewolves are a separate species from humans. They are somewhat akin to ansaid, having highly malleable tissue controlled by the endocrine system. Though they are far less mutable than ansaid, their more defined forms have evolved to grant specific physical advantages – speech and intellect in humanoid form, speed and agility in wolf form, and raw power in the intermediate forms.
  • Werewolves are multidimensional beings. They do not actually change form, but shift between certain aspects of their multiversal self. Whether they are truly alien, or results of a strange evolutionary accident, is unknown.
  • Werewolves are human, but affected by an alien symbiote passed on through bloodline or bite. The symbiote permeates the werewolf’s body, and can cause immense physical changes either through chemical stimulation, or through overlaying aspects of itself onto this reality. As the results are largely beneficial to the host, natural selection has favoured the werewolves.

Visitants are not a natural part of Earth’s ecosystem, but neither are they unnatural beings. In general, there is no specific cause for enmity nor alliance between the two. Visitants on a scientific mission may well find common ground with a werewolf pack: the werewolves can provide invaluable data, while a visitant may have ways to overcome problems the werewolves find challenging. Visitants with a political or corporate interest in Earth may be keen to help preserve its ecosystems.

On the other hand, predatory or exploitative visitants may find the werewolves to be an implacable enemy. Those seeking to learn about the Earth, or to prepare it for galactic contact, may be judged dangerous. Because a visitant is a loose cannon, even simply hiding amongst humanity may cause problems for a local pack. There are many reasons why werewolves might wish to eliminate them. There is also past history: previous bad experiences with visitants, or with a particular species, may prejudice werewolves against them, and vice versa.

Vampires

There are scientific explanations for vampires advanced in various stories, typically based on either a virus, a parasite or a transmissible genetic factor. Vampires have also been presented as non-human entities, but this is largely incompatible with the traditional White Wolf settings, though not impossible to work around. If the human-to-vampire transformation were restricted to particular families, they could easily be reskinned as an alien colony who ended up on Earth millennia ago and have learned to live amongst humans, either humanoid to begin with or made so through technology. Such a premise would tend to be better for vampire antagonists than for vampire protagonists.

Some vampires lose interest in visitants as soon as they realise they are not viable prey. However, matters are more complicated. A visitant is potentially a powerful and neutral actor, not allied with nor under the sway of any vampire faction. As such, wise vampires may look for ways to strike a bargain and gain the support of the visitant. Visitants are unaffected by many things harmful to vampires, and have the capability to obtain, arrange or learn things useful to a vampire ally. For their own part, vampires can assist in protecting the visitant’s identity. As a real, if lapsed, human being, a vampire can often deal with matters where a visitant would risk exposure.

As vampires prey on humanity, many have no particular issue with visitants who would do the same, but do resent the competition. The sea-change threatened by alien infiltrators, or by admission into a galactic fold, is highly unsettling to the vampiric society that relies on stability and rules from the shadows. As such, peaceful and well-meaning visitants may well encounter more hostility than creatures who actively hunt humans.

For visitants, there is no particular mystique to vampires. If the visitant knows about them at all, they are simply part of the planet’s ecosystem. Their unusual capabilities make them formidable, but not necessarily a greater threat than a human, since disclosure is the great fear. They have some scientific interest, but not necessarily more than other native species.

Due to the radical differences in their evolution, vampires cannot feed on most visitants.

  • The blood of ansaid is distasteful and useless.
  • The volatile blood of mosas attacks vampire tissue, inflicting Bashing damage and the Nauseated Tilt or Nauseous Condition.
  • Shekt skinsuits have a small reservoir of artificial human blood, providing up to 1 unit of vitae for a vampire, and the vampire must make a suitable perception roll to detect that something is wrong with their prey.
  • Ytaleh host-bodies provide blood as normal.

Wednesday, 22 July 2015

Visitant: Technological Gift trees

I'm still calling these "trees" all over the place, but let's be clear: they're very obviously pools. There is no hierarchy.

I actually really like the Demon: the Descent way of handling special abilities, and would have liked to use that. My original idea for Visitant was that there wouldn't be specific species at all. Instead, I'd discuss broad alien archetypes, and players could then combine certain low-level powers to make a species of their choice. More potent abilities would be keyed off these, just like D:tD.

For one reason and another (not insignificantly, a strong representation from a friend that Extremely Specific Splats were more White-Wolfy than vague mumbling, which seems true enough) I went the other way, and it has some advantages. Like, I don't have to worry about people combining completely arbitrary sets of abilities and producing some RAW-derived monstrosity. Only a small subset of abilities can be combined, which is frankly bad enough.

Today I present the last two Gift pools: the tech powers. Luminescence and Nanokinesis are both power sets I dreamed up out of nowhere. I started writing powers long before I'd nailed down exactly what the aliens would be. I originally intended these to be attached to a specific alien, but there were two things. One, I had no particular ideas for said alien. Two, I was very conscious that my aliens get a very restricted choice of powers compared to most White Wolf games, and allowing them free choice from some technology-based pools seemed both genre-appropriate and a useful getaround.

I may still write some more of these if I get inspired.

Saturday, 18 July 2015

Visitant: Ytaleh Gift trees

Almost finally, we come to the Gift pools for the ytaleh, little bundles of nervous tissue that they are. These critters get a rather woobly set of abilities, with the telepathic Mentalist pool granting ability to sense and manipulate other minds. Neuromancy is a harder one to pin down; as an electrochemical field-based pool, it combines tapping into the minds of host bodies, disrupting the functions of inconvenient humans, and sensing or manipulating electromagnetism. The ytaleh therefore tend towards a fairly low-action approach, sensing things and invisibly manipulating them to their own advantage. They're good when they have time to exploit their memory-stealing capabilities, but do have some combat capability too, and those are some of the subtlest attacks in the game.

If anyone's wondering, yes, the ytaleh are the Joe 90s of Beneath Dark Skies.

Wednesday, 15 July 2015

Visitant: Mistaken Identity

Observant readers may notice that, for someone trying to approximate a White Wolf game in a sci-fi setting, I have some major omissions.

Looking closely, almost everything published for Visitant so far is rules, of all things, while the rest is setting material. Where, oh where, is the terrible game fiction?

As mentioned, the six chapters of Prologue: We walk amongst them are only available to premium subscribers. I wouldn't breach their trust by betraying that. But that doesn't mean you get off scot-free you have to go without entirely.

Here, for your delectation and nausea, is the first ever piece of Visitant gamefic.

Visitant: Shekt Gift trees

You either know the score by now, or you have no idea what is going on. If the latter, I heartily encourage you to go back a few posts. In fact, maybe go all the way back to something more entertaining, like the Imperial Fists podcasts or the ones where I make sarcastic comments about poisonous doorknobs. Those were the days.

It may not come across, but I tried to give each Gift pool set of names that were thematically equivalent, so that you don't get a big aesthetic clash; I didn't want really purple names sitting next to "Levitate" or whatever. So the Guise names are a little fancy, Protoplasm is fairly matter-of-fact. Mosa Gifts have pretty short, punchy names that try to describe them as briefly as possible (Taste the Wind is an exception, admittedly).

Today, Shekt gifts! The insect swarm folks get two pools, one based on making buzzing noises, and the other on... well, being made of thousands of insects. Seems fair. For Shekt, I went with alliterative song-based names for the Cadence pool, and fancy-pants florid names for the swarmy ones. No particular reason, I just started with I Am Legion and went from there.

I would also like to note that I'm aware "One With Everything" sounds like a pizza. This is not accidental.

Sunday, 12 July 2015

Visitant: Mosa Gift trees

As per the previous post, here are some powers, this time for the self-evolving Mosas.

The Mosa Gifts are somewhat odd, in that a lot of them don't require rolls, but simply provide various kinds of boosts. Quite a few don't even require require Focus. I'm not sure whether this will prove unbalancing, in that Mosa end up able to reserve their Focus for a small number of powers, or whether it's irrelevant because the utility of the powers is the main thing.


Saturday, 11 July 2015

Visitant: Ansad Gift trees

The four playable splats for Visitant have now been introduced, so laying out their powers seems the next logical step.

I've taken a broadly traditional WoDdy approach, so these are more like Vampire powers than Demon: the Descent.

There are some differences between the way "powers" (Gifts, in Visitant) work here and in some White Wolf games. The main thing to note is that in the vast majority of cases, it is absolutely 100% impossible for a member of one splat to obtain a Gift belonging to another splat. This is not just a mechanical block, it's a narrative one. Visitants' abilities are primarily derived from their biology, not from magical or supernatural talent, so it's not like this is something you can learn. Are you a gestalt mind composed of several million insectoid drones, or aren't you?

Tuesday, 30 June 2015

Visitant: Ytaleh, those within

Ytaleh

Ytaleh are a coiling mist of nervous tissue, beautiful and strange. Evolved to drift in the gelatinous depths of their world’s oceans, they are almost helpless on dry land. As they evolved, their species developed the ability to infiltrate another creature’s body, binding to its nervous system and guiding their actions. Now able to explore the world, build and experiment, the parasites developed an advanced society with galactic reach.

Modern ytaleh are no longer parasites but symbiotes, co-evolved with certain other species, neither able to survive without the other. Their host species develop only rudimentary brains and nervous systems, relying on the ytaleh to be their minds, while they are the hands. Scaled ytaleh-igophi dance in the oceans, great fins beating through the waters as they explore the depths. The ytaleh-horoth scamper through forests, and the ytaleh-affah lumber on the plains. Even the skies echo to the song of swooping ytaleh-barra. Each pairing-caste brings its own strengths and insights to the greater ytaleh civilisation.

Friday, 26 June 2015

Visitant: Shekt, the multitude

Shekt, the multitude

The shekt are a race of collective selves, each discrete entity composed of myriad sub-intelligences. In their ordinary form, shekts are a swarm of irridescent segmented discs, each resembling a nautilus. They unify their nervous systems via bioelectrical induction, producing a highly advanced composite being.

Shekts are renowned for their diplomatic and commercial ventures, perhaps granted insight by their own communal nature. A less flattering explanation is their widespread use of psychological manipulation. Amongst themselves they communicate by vibrating their crystalline shells, but they are also known to harness this ability as a tool and a weapon. The subsonic and ultrasonic vibrations of a shekt sonic adept can influence mood, cause pain, and even shatter stone.

Being composed of many tiny creatures, shekt have a high energy requirement. They typically consume very large quantities of sugar, as much as five pounds per day. Their skinsuits are capable of consuming normal human food and digesting this into usable components, but shekt normally favour a diet rich in sweets, cakes and fruits, as well as sugary drinks. In some cases they will simply consume raw sugar or syrup.

The shekt tend to be patient and contemplative; though its drones may die and be replaced, an individual shekt is virtually immortal. Their own psychology spurs them to seek resolution through harmony and unification, even if this means manipulating others to bring this about. Not all shekt take this view; it’s as easy to divide the galaxy into shekt and non-shekt, with the latter group fundamentally different and irreconcilable. Shekt individualists also exist, led by their own longevity and self-contained nature to scorn even other shekt.

Wednesday, 17 June 2015

Visitant: Mosa, the enduring

Mosa, the enduring

Mosas are an amphibious race from a highly unstable world, evolved to cope with dramatic environmental changes. They retain certain features developed for survival in water, including powerful lungs and a set of gill slits on their torso. Mosas arriving on Earth typically undergo superficial surgery, implanting artificial hair follicles and skilfully folding the residual webs of their hands and feet. Mineral supplements shift the rich blue-black of their skin to some manner of brown or beige.

Wednesday, 10 June 2015

Visitant: Ansad, those without form

Ansad, those without form

Ansaid have no permanent form; their bodies are composed of mutable plasm, allowing them to shift into whatever form they need. Ansaid on Earth adopt a long-term disguise, appearing perfectly human to all but the deepest scrutiny. However, the focus on maintaining a single form makes it difficult for them to fully use their natural capabilities.

Tuesday, 9 June 2015

Visitant: Xenotypes

Xenotype

Though many alien species have left a footmark upon the Earth, there are a small number who are particularly common visitants, due to an ability to reliably assume human guise through natural or technological means. Only these species can attempt long-term expeditions to Earth without risking disaster. They are intelligent, technologically and culturally sophisticated, and considered relatively stable.

These xenotypes make up the playable species of Visitant. They have broadly equivalent mechanical capability, and are compatible with each other and with humanity.

Certain other species have the potential to become authorised visitants, but are currently barred from sending expeditions; political instability, a troubled history or biocompatability concerns mean it is unsafe for them to visit. Nevertheless, occasional individuals do find their way to Earth by accident or subterfuge. There are also many problematic species, such as vermin, parasites and predators, that occasionally turn up on Earth despite precautions.

These quarantined species may appear in the game as NPCs and plot elements. They are not considered suitable as player characters for various reasons: they are mindless, mechanically unbalanced, narratively unsuitable, or lacking in long-term interest.

The Visitant Races

The four common visitant species of Earth are ansad, mosa, shekt and ytaleh. These four very different species are capable of living amongst humans undetected, and cooperating in the exploration and study of an inhabited world. They have been authorised at the species level to enter the Earth - even if certain individuals have no such permission.

The mercurial ansaid have no true shape. They are peerless shapeshifters, able to restructure their body down to the cellular level to meet their current purpose. This flexibility has allowed them to spread across the galaxy, and makes them perfectly suited to the early stages of inter-species contact. An ansad visitant adopts a specific human guise for their stay on Earth. This consistency is highly unnatural to the species, and requires great self-control. Ansaid use their morphing abilities to infiltrate societies, social groups and secure facilities alike. In more dangerous circumstances, they may fall back on more primitive talents, forging raw protoplasm into whatever form is needed to survive. They are creatures of the moment, adapting to any company but shrinking from consistency.

Mosas are physically very similar to humans, barring a few cosmetic differences - webbed hands and feet, gill slits, and hairless blue-black skin. All are easily modified for a mission to Earth. Hailing from a highly unstable homeworld, mosas are evolved to cope with radically different environments, with extremely flexible metabolisms. Like the ansaid, mosas' favoured tools are their bodies; unlike the metamorphs, mosas change within, not without. The species are legendarily tough, shrugging off extreme temperatures, appalling wounds and deadly poisons. More than this, they use their bodies as a laboratory, synthesising a range of useful compounds to handle the challenges they face. Confident in their own capabilities, mosas are graceful and assured creatures.

Not even their own philosophers have settled on precisely what a shekt is - or even whether there such a thing as "a shekt". To casual eyes, however, shekts are formed from swarms of pearly insectoids only a few millimetres long, bound together by the resonance of their nervous systems into a large, sentient being. Though very far from human in appearance, the shekt race have amazing biotechnology, allowing them to craft skinsuits that flawlessly imitate many other races. Dressed in a skinsuit, shekt agents can easily pass undetected by primitive human technology. They are masters of psychology and manipulation, often serving as diplomats to improve harmony between species, but soemtimes working purely in their own interests. They possess remarkable psychosonic abilities produced by the vibration of their crystalline shells, and can use their manifold nature to their advantage.

The symbiotic ytaleh evolved as minds for a number of more physical species, and are little more than a tangle of neurons. They are primarily creatures of thought, with little care for material pleasures. Their ability to bind to nervous systems allows them to hide amongst any organic species, hijacking fresh corpses to provide a flawless cover identity. Intelligent and contemplative, ytaleh are excellent scouts and researchers, and quick to learn from the behaviour of their human neighbours. However, their dull senses can cause complications; the species can be unworldly and impractical, and they struggle to understand the concerns of species who experience the world more vibrantly. Ytaleh can harness their neuroelectrical fields to contact and manipulate other minds, detecting mental patterns or disrupting them.

Friday, 8 May 2015

Visitant: cover and compromise

Cover and Compromise

It’s tough being an alien resident on Earth. From the moment you arrive, it’s vital to create and maintain a solid cover identity as a human. This cover allows you to go about your agenda undetected; many kinds of research, manipulation and predation wouldn’t be possible if your targets knew you weren’t human. More urgently, cover keeps you safe. A low-cover visitant is vulnerable to observation, investigation and public suspicion. A visitant whose cover is blown is a wanted fugitive, whether the pursuers know exactly who they’re dealing with or simply think them a dangerous spy.

Cover is about being totally mundane. You don’t want suspicion of any kind. The more information is spread about you acting unusually, the weaker your cover becomes. Suspicion doesn’t necessarily need to be attached to you personally; reporters investigating alleged alien activity in your village is a problem too. Gossip about your unusual habits, police questioning about involvement in strage events, YouTube videos of a strange creature prowling around the park, they’re all dangerous to you.

Thursday, 7 May 2015

Visitant: the Infiltration

Familiarity is a blanket, invisible until ripped away. The protagonists of Visitant: the Infiltration are extraterrestrials, planted or stranded on the Earth and striving to remain undetected. It's about strangeness, loneliness, the struggle to appear like everyone else without really knowing what that means, to understand the world you must inhabit. Visitants must balance their core identity with the façade that keeps them safe, their instincts with the customs of their new home, their loneliness with the need for secrecy. And there are others out there, human and inhuman, eager to find them.

Wednesday, 29 April 2015

World of Sci-ness: initial ideas for a World of Darkness sci-fi hack

So, White Wolf games. It seems like they can mostly be summed up quite generically:

  1. You are a(n) [entity]...
  2. ...embodying a particular archetype of [entity]...
  3. ...living amongst humans in a gothic, urban version of our world...
  4. ...as part of a secret subculture of [entities]...
    1. ...divided into bickering factions...
    2. ...with its own unique laws and secrets...
    ...who...
    1. ...explores the nature of humanity and [entity]hood...
    2. ...tussles with moral and philosophical quandaries...
    3. ...and goes around doing missions for people because they kind of want you to I guess.

You know what they don't have yet? Aliens. Let's make aliens.