Persists (Vampire)

Persists (Vampire): The PC translates as a human undead creature existing within the range of common stereotypes of vampires. Essentially, they will have a corporeal body not exhibiting much, if any, decomposition, clothed in somber grays or black in attire that would be considered luxuriant. The vampire will translate with light armor at most, and whatever melee weapons are logical for the character in a fantasy setting. PC can also bite as a Speed attack for 2 damage and thus siphoning 1 Might for each bite. This attack can only be used on beings with a corporeal fleshy human-like body (not skeletons, animated constructs, robots, e.g.).   Tier 1: Unarmed Pummel. PC can do a 4 point unarmed attack as a Speed attack. Can apply effort to attack and/or damage. Tier 2: Magnetism: A successful Intellect attack will influence the target to be on good terms with the PC, and it will thus cease any attacks against the vampire. As a Minor Effect, the target will defend the PC from attackers for a round; as a Major Effect, the target will obey the suggestion (within reason) of the PC for a round. Can apply effort to attack roll. Subsequent attempts to sway the target require another successful Speed attack at one Asset. Tier 3: Revitalize. (3 Intellect). You restore 1d6 + 4 points to either your Speed Pool or your Might Pool. This ability is a difficulty 2 Intellect task. Each additional time you use this ability, the task difficulty increases by one step. The difficulty returns to 2 after you rest for ten hours. Action. Tier 4: Enhanced...

Ruins Flesh (Ghoul)

Ruins Flesh (Ghoul): PC appears as a animated, slightly decomposed fleshy living corpse, with long claws and razor sharp teeth. The PC will translate with only light armor maximum in the form of rusted incomplete metal armor, and may translate with missile or melee weapons. The PC may opt to use any of it’s normal melee attacks, or has the following physical attacks as an option:   Tier 1: Claw attacks. 2 individual light (2 damage) attacks. Can apply effort to attack and/or damage. Tier 2: Bite attack in addition to the 2 claw attacks, for additional 2 damage. Can apply effort to attack and/or damage to all 3 attacks. Tier 3: 2 claw attacks at 2 damage each., bit attack at 4 damage. Can apply effort to attack and/or damage. Tier 4: Trained in all 3 attacks. Can apply effort to attack and/or damage. Tier 5: Claws become two medium (4 damage) claw attacks. Can apply effort to attack and/or damage. Tier 6: Specialized in all 3 attacks. Can apply effort to attack and/or damage.    ...

Layered (Only for hard candy candians)

You are different than other hard candy candians. It is possible that you are a descendent of some kind of Gob monster.  For some reason you can change the density of your skin, forming a hard but brittle layers.  These layers offers protection against foes and dangerous materials, but it every time you are damaged a single layer shatters. Candians like you are sought out by forge masters, because you can safely handle the more dangerous types of candy. GM intrusion: Your layers haven’t formed correctly and shatter in a critical moment. Tier 1: Candy layer. By expending 1 Might point (Edge does not apply) you turn the surface of the skin into a hard yet brittle layer of candy, which provides an additional 1 point of Armor. It takes 1 minute to form. You can have layers equal to tour  tier. This does not impede your movement. Every time you are struck with an attack that deals damage to your Might or Speed Pools, one layer of candy shatters and falls of. Every layer that has fallen of can be gathered and eaten to restore 1 point to your Might Poll. You can freely shed your layers. Colored layer. You can choose the color and pattern of your layers, but only when the layer is forming. Tier 2: Strengthened limb. Instead of creating a layers around your all body you can create it just on your limb. These layers are stronger and provides 2 points of armor each, but only for the covered limb. If used on your hands, it provides 1 point of damage for each layer,...

Saturday, August 8, 1998

The bright, warm sun shines over the quaint antique stores and restaurants lining the Norman Rockwell-esque town square that is the center of life in Millscroft. People bustle about the business of the day. Children can be seen biking and playing in the tree-lined green space between Main Street and Lincoln Avenue. Somewhere in the distance a dog barks and a horn honks.   The town is abuzz with excitement for the evening’s festivities, most notably the softball game at Wilshire Field between the teams of High School Faculty and Emergency Services. Even as residents jostle past one another, warm smiles and friendly wagers are exchanged.   Despite the nostalgic glow of better times, for some, a menacing presence can be felt on the fringes. In the too-dark shadows, one can almost catch a glimpse of too-tall humanoid creatures made of oily smoke watching and waiting.   Every Day is the Same By and large, the recursion follows the laws of standard physics except in one significant manner: Every day is Saturday, August 8. The events of the day endlessly loop with no lasting repercussions from the day prior, for good or ill. No one dies (permanently), new wounds vanish and old injuries that needed tending upon arrival will require fresh attention with each reset. A PC who arrives in Saturday, August 8, 1998 with reduced pools should note the reduced values somewhere so that each of the pools can be returned to that state during the recursion’s reset. This doesn’t mean time passes differently here. Every repeated day is still a day passing elsewhere. It just means that...

Sugaria

                      Sugaria came to be through fictional leakage. The recursion is in the shape of a giant jellybean 80 miles long, 50 miles wide and 40 miles thick. The landmass is made of various types candy, some only found buried in deeper levels. The sun is a massive glowing gobstopper that never sets down.                       Candians – like everything in Sugaria, humans ar also made of some kind of sweet. While Candians are humanoid in shape and size, they come various types of candy. The most common ones are:   Chocolate – +2 to one of your pools and +1 to your edge depending on what kind of chocolate you are. Dark chocolate – Might, Milk chocolate – Speed, White chocolate – Intelligence.   Bubblegum – Also called gums. Various colors, usually pink. +2 armor against bashing and explosive attacks. Regenerates 1 point of health an hour. Takes half fall damage. Takes 1 more cold and fire damage.    Mint – immune to ambient cold damage. +2 armor against cold damage. 2 more damage from Spicy Cinnamon.    Hard candy – Sometimes referred as just hards. +1 armor.                       A candians candy nature allows it to feed on any kind of sugary substance for sustenance. And because everything in sugaria is made of some kind of sweet, there is no starvation. There are some types of candy that are easier to eat then others. For example, it is easier to devour a chocolate bunny or minty grass (about a minute) than a hard candy wall or a chunk of Gobstopper beast (takes up to several hours). Candians most benefit by...

Haunts (Phantasm)

Haunts (Phantasm): PC appears as a shimmering ghostly shape that is essentially resembles their appearance from a living translation. PC is incorporeal and can thus pass through solid matter at a slow rate (10 feet per minute). Character has +2 armor to all physical attacks, unless struck by a silver weapon. PC cannot use weapons, or armor, but may with concentration, use some cyphers or artifacts.   Tier 1: Necrotic Touch. (1 + Intellect) Touch causes 4 damage upon successful Intellect attack (can apply effort to attack and/or damage), plus an additional 1 damage each consecutive round for 2 rounds after, and is cumulative with successive touches. Ignores Armor. Tier 2: Terrifying Countenance. (4 intellect) PC can select one individual that becomes nearly incapacitated with fear. The effect causes all actions taken by the target to be undertaken with 2 steps difficulty for it’s next action. Tier 3: Pestilential Touch: (2+Intellect) A successful Intellect attack delivers 6 damage plus an additional 1 damage each subsequent round for 2 rounds cumulative with subsequent touches. Alternately, this effect can be used through the physical touch of a possessed body. Can apply effort to attack and/or damage. Ignores Armor. Tier 4: Sheer Terror (4+ intellect). Successful Intellect attack causes total paralysis in a single intelligent victim, and lasts until the PC’s next turn at which time the PC may roll another Intellect attack to achieve continued paralysis. Attacks upon the victim dispel the paralysis. Action. Tier 5: Possession. (6+ Intellect) The PC can invade the corporeal body of one being, and use that body’s normal physical movement and attacks, with any proficiency...

Wyrd Woods

The Wyrd Woods is a place of magic and fantasy. The trees stretch forever skyward ending in unreachable canopies. Long ago the creators of the Wood made a pact with the old gods. They promised devotion for power and a place to call their own. This desperation was born of the Salem Witch Trials which is the time where most of the inhabitants came from. Over the years the two covens of witches vied for dominance over the Wyrd Woods with any human descendants suffering somewhere in the middle. The Succubi, demon-pact witches bent on dominance, believe the Wood is their creation alone and seek to rid it of humans and the Nephalem. The Nephalem on the other hand seek peace and oneness with nature and the other inhabitants of the forest. The forest itself is inhabited with the creations of the witches consisting of any and all mythological creatures a person could think of. Over the years some of these creatures have crossed over in to Earth which gave rise to the tales of Elves, Dwarves, Faeries, Dragons and other creatures of myth and legend. Several fantastic locations exist within the Wyrd Woods. To name a few are the Crystalline Grove, the Gravity Falls, Elfhome, Spire of the Heavens and the Demons Gate. Crystalline Grove: A grove of trees composed of crystal somewhat akin to quartz. They radiate a strange magic and any creatures that make their home in the grove are said to take on the traits of the trees.Gravity Falls: Unnatural in form, the gravity falls actually flows up a mountain in the center of the...

Yigdraxalandrevna the All-Mother

Yigdraxalandrevna the All-Mother is a recursion within the body of a dead goddess of unknown origin. Her body washed up on the shoals of earth at an indeterminite time. Although she is inert, you can never truly destroy a god. Her body lives on and inside of it flourishes a culture of creatures composed of her internal antibodies and microbes. They reside in the city of Yig-Revna which is a bone-and-tissue effigy to her mighty presence.   The primary inhabitants of the All-Mother are the Podchildren, who exist solely to maintain her internal organs, reviving dead tissue and replacing what cannot be healed. They are short creatures with an biometallic skin. They resemble human children and can be of several colors depending on their function.   Red – Blood Cell White – Antibodies Blue – Tissue Repair Yellow – Infectors (Hostile) Black – Necrotic (Hostile)   Several satellite outposts exist in key locations to protect and heal the All-Mother’s vital organs. The Reproduction Fields are the home of the Podchildren, there new Podlings are born and old Podlings go to die. The Caverns of Life serve as the hearts of the All-Mother. The Wailing Hive is her lungs while the Feeding Grounds serve as her stomach and the Void exists as a place to sent refuse, this area contains a direct connection to The Strange.   Little is know about the true origin of the All-Mother but there is speculation that is an ancient cousin to Planetovores. Evidence exists that may link her lifetime to the beginnings of the strange but nothing substantial has been determined at this time. The...

Shattered Earth

Shattered Earth is a ruined wasteland caused by war between humans and an alien menace known only as The Swarm. Most survivors of the last war live in Old New York, a landscape of concrete and metal skeletons repurposed and rebuilt for survival. Most of the old buildings are now vertical farms and factories used to support the war effort. Every citizen has a number, rank and job assigned to them when they hit age 16. Most are drafted in to the Republic Armies and sent to the front lines to battle The Swarm.   Before the third world war a race of alien beings known only as greys came to earth to give warning and prepare the human race for the coming conflict. The alien Swarm was a product of grey experimentation with human and grey DNA that got out of hand. With their home world overrun their only alternative was to seek refuge on earth. In exchange for alien technology and know-how the greys were given refuge. But even this could not prepare us for the coming tide of war.   The swarm consisted of telepathically linked hybrid creatures, this link worked as a sort of hive mind, giving them a limitless potential for psionic power and higher thinking. The first wave of soldiers were humanoids with elongated features like greys. Their defeat caused a ripple of adaptation. Each subsequent attack was launched with a more efficient killing machine as the swarm began to learn our ways and adapt to our technology. In the current year the war has come to a halt unexpectedly. The last swarm...

Lascaux

  Lascaux is an old recursion stretching tens of thousands of square kilometers wide, covered in gargantuan geographical features. Forests of redwood trees stretch up thousands of meters, with a canopy obstructing most of the sky above. Plains of tall grass meters tall stretch on for as far as the bright sun can see, all surrounded by colossal mountains that ring the edge of the recursion. Wide but shallow lakes number only on a single hand yet are wide enough to be on the horizon, taking up about 1/4 of the land of Lascaux. The mountains that ring Lascaux seem far in the distance, but it is possible to arrive at them. Small passages that were dug seemingly long ago vein through the mountains. Travelling through them will take you directly into the Strange. It’s dangerous to leave this way, since swarms of Kray and other Strangers swim about its nucleus, trying to find a way in.             The sky is bright and blue, unfettered by the smog of air-pollution that even rural areas of modern Earth suffers from. Those who stay in Lascaux will notice that the sun is slightly smaller, and the climate is that of cool autumn or spring. The moon is much larger than that of Earth’s (but in reality it’s just closer in that context). The day/night cycle is shorter than normal, with 12 hours of night and only 10 hours of day. The people and fauna of Lascaux have adapted to this cycle quite easily. Night is much more active than the docile day, with shooting stars and the undulating mass of the Strange shining...