Wednesday, 5 July 2023

Warlock & Warp Star Bundle


 


















A  recent pdf bundle in my cabinet of holding has been these joys, I got the current Warlock book and loved it. Its aesthetics are like mine early 80s up punk fantasy. The basic book i had already and was curious about more so gobbled up this bundle. Warlock is very well-supported and very collectable. You could use it with Midderlands fine too. My own work would work most of the time with this. Its a non-dnd system perhaps like a cross between fighting fantasy and Warhammer frpg 1st ed (i don't know recent eds). 


Warlock! Rebek
A whole city with districts and stuff to take place. Grimy history, supernatural happenings, taverns, nobility, district encounters, laws, cults, shops, markets and a nice job table. Church, weather, some new spells and more. It's not too detailed or intimidating and a quick read and is good for a few adventures or a base city. So even a dnd reader could use lots of this if your not a slave to statblocks. Its an above-average fantasy city and more usable than most. Its easy to get your head around without super detailed floorplans 

Warlock! Kingdom
A book on the lands, the king, the Traitor (a feature of the setting), Has a nice evocative map and locations you could steal or be inspired by.  Lots of adventure opportunities and easy to use and apply. There is also a detailed mapped city which would work well with Rebek. There are lots of evil-doers and factions to use. New classes for characters and great miserable backstories (also usable for other games). I love the mudlark trade with a table of your best find "nothing but despair"  

Warlock! Buccaneer
Marine adventures for Warlock. Lots of new occupations and advanced careers, then lots of tables for marine adventures. Lotts of plot generation for sandbox play and ad-libbing tools. A bunch of criminal generation tables. It has a system for referees to generate a world to explore with players or generate on the fly as you go. The section on ships includes 7 famous ships which is nice. Magic items and many detailed marine races and monsters.

Warlock! Compendium 3
No idea what is in the first two. Possibly bundled into other books? This has lots of fun tables in the first l section and rules for alternate play styles which are of interest to gaming in general. 

Warpstar Corebook
A sf system based on warlock. Lots of careers and if you wanna be an alien, just take an ability and skin your species as you please or just be human or humanlike. I like it doesn't matter and the default setting is huge. Has colourful criticals, a section on tech, and every party joint owns a ship. A warp magic and mutation system and a faction of armoured fascists are a kind of 40k hat tip. A section of the setting is the Chous and various factions and rumours about them. I love the use of tables to build settings and paint a picture. There are lots of monsters and species and better word-building than many bulky books. The rest of the book id game master section. Punches well beyond its word count and very usable.
 
Warpstar Caldera
A system sourcebook and once again built from tables as lists of facts and rumours. Has notes on setting factions and various occupied worlds. The second section is several family-hefty adventures.

Warpstar Caldera
A book of villains, species and organisations. Also a prison complex.

Warpstar Hegemony
A book of careers, weapons and faction lore for the armoured gun-loving millitary faction. Discusses running millitary campaigns and has a mission table and an adventure.

Warpstar Omeron
Describes a cluster and has 3 adventures

Exilon Wasteland Wandering 2 Desert



I will do one for mountains and sea possibly forest or jungle but low priority and my monster island and other forest stuff will be usable. I have written the same articles twice and maybe more. This setting is inspired by a mashup of bronze age near east and mederteranean but also has classic fantasy tropes as this is meant to be the extreme past of my normas setting.

Maybe a underworld deathland tables for when you accidently find the borderlands or in necromancer kings land.

d10
 Marsh Wasteland Discoveries
1 Graze Lands
2 Nomad Camps
3 Monster Lairs
4 Hermit loners
5 Abandoned buildings & Ruins
6 Hidden Folk Camps
7 Creature Swarms
8 Strange Sands
9 Elder Horrors
10 Supernatural beings

d100 Exilon Wasteland Wandering 2 Desert
01 Rainfall here creates short-lived seasonal grasslands attracting herds, predators and hunting peoples
02 Rainfall here creates short-lived seasonal wetlands where thousands of birds visit and other creatures hibernate underground when dry
03 Desert grazelands with large burrowing rodents and visiting herds with a 1in6 chance. Preditors pass through most nights d4 1=lion 2=leopard 3=hyena 4=wolves 5=wild dogs 6=Jackals
04 Ostriches and giant flightless birds here are hostile to humans and locals know them as demon birds and depict them as supernatural evils
05 Pride of lions dominate the area with local springs and lots of game and other animals
06 Seasonal body of water grows from small oasis to muddy puddle. The more water the more game and predatory animals
07 Grasslands here swarming with locusts who quickly eat everything and then leave after laying millions of eggs here. An idol of an insect god was left here long ago but it is not very impressive 
08 Herd animals travelling here are hostile and territorial and dangerous to lions and hunters d6 1=buffalo 2=camels 3=gazelle 4=deer 5=auroch 6=cattle
09 Good hunting area with springs and rocky outcrops and some vegetation. Caves and rocks have ancient campsites and rock art that was used to summon game reborn from the underworld
10 Unusual herd animals gather here and hunters come to prove themselves here
11 Nomad family camp will show hospitality and food 
12 Nomadic smugglers camp here with goods intending to defy royal decrees and tax d4 1=drugs 2=weapons 3=spice 4=ivory
13 Namad herders camp here with thorn bushes used as animal pens. Many shepherds in the area are based in the camp. Will sell livestock, meat, milk, hide and cheese d4 1=goats 3=cattle 3=camels 4=horses
14 Nomadic slavers camp here while kidnapping people, and intend to leave the area soon before anyone sees them
15 Nomads of a persecuted minority in hiding, wary and suspicious but if helped very grateful and loyal. Often are in trouble and in need of help against stronger peoples
16 Nomad mystic monks camp here patroling ruins and watching for evil cults seeking ancient forbidden magic. Adventurers may notice some good-condition ruins here 
17 Nomad cultists camp on the move as always persecuted. Secretive and paranoid and always need victims to d4 1=eat 2=sacrifice 3=torture 4=enslave
18 Nomad herders camp from the local kingdom, friendly and willing to trade. They will call on their king if bothered for help
19 Nomad merchant camp with exotic trade items d4 1=lapis stone 2=flint 3=copper 4=gold
20 Spies of a foreign power disguised as nomads to spy on people and make maps
21 A rocky hill cave is the lair of a family of manticores
22 A tall pointy hill has a griffon cave on the peak and horses in the region are rare
23 A rocky cliff has a ledge where peryton nest
24 A gargantuan roc nests in a rocky peak here and elephants roam the rich pastures here
25 A dragon has a cave lair here full of ancient treasure
26 Catacombs here a sprawling labyrinthine tomb attract minotaurs to the area
27 A herd of brass cattle live here and trample intruders they do not approve of or who covet their calves. The biggest breath fire and the herd each night sleep in a volcanic cave when called by a beautiful singing voice
28 A desert hydra crawls under the sand to ambush people and has a secret cave of treasure
29 Chimera hybrid monster placed by the gods here terrorised travellers and animals
30 Mutant creatures lurk here with weird hybrid features and extra tentacles
31 Old tent-dwelling sorcerer is a sage and diviner who has regular visitors despite the evil humanoids and monsters around her home
32 Stone hut where a monk of a now lost order sits and is fed up with the world
33 Elderly mad old priest offers to cure all ills by trepanation and they have surgical tools they used on themself nearby
34 Old hermit with animal friends who lives in a cave and does not want to teach anyone their secret mystical doctrines
35 A petty god bound here by standing stones needs helkp to escape
36 A sage working on a mystical doctrine is frequently tested by monstrous animals and demons
37 An ancient mendicant sits on a stone in a trance and does not want to talk, animals leave them alone. Old hermit was a court official thought dead who prefers hiding out with animals
38 Priest of nature cult lives here using magic to aid animals and make creatures to drive humans away 
39 Tower where a lone cranky wizard lives. There is no door and petty chores are done by invisible spirits
40 Madman in the cave has written a blasphemous demonology doctrine on tablets and evil pilgrims visit and try to impress the madman with acts of sacrifice and torture. If the book gets out demonology will become more common
41 Lamia lairs in a ruined temple with her charmed thralls here, she pretends to be a benevolent sphynx by day
42 Lonley ruin of wizards palace haunted by succubi and demons by night
43 Ruin guarded by golems that patrol the area and repair damage
44 Ruin where lurks a sphynx who often demands adventurers must answer a riddle for permission to loot the ruins or might trade other knowledge for gems
45 Ruined snake temple around oasis crawling with snakes ruled by a naga
46 Ruined poisonous wasteland full of statues and some seem not that old. It's a complete mystery d4 1=basilisk 2=medusoid 3=gorgon 4=cockatrice 
47 Ruins here are searched by humans and other hidden folk seeking a djinn bottle lost here and may grant wishes. In reality, all kinds of dinn kin spirits live in an intact palace below and humans are not welcome 
48 Ruined necropolis where ghouls dwell, some are more powerful rulers and others are shape-shifting spirits who can turn humans temporarily. Some ghoul god did something here long ago causing all this, perhaps answers in the catacombs
49 Crumbling monumental mausoleum or pyramid home of a powerful undead mastermind with minions in the area and even a secret village or nomad camp. Claims to have ruled the area long ago and wants to get it all back
50 Ruins of a city of a pre-human race that enslaved the region with black magic long ago. Sleeping horrors and traps are within. Occasionally adventurers awaken some elder horror
51 Secret village of scorpion-centaur folk serving their king
52 Secret village of horrible abhuman beast folk who prey on humankind d6 1=hyena folk 2=snake folk 3=jackal folk 4=goat folk 5=lion folk 6=lizard folk
53 Secret village of abhuman beast folk who prefer to remain secret and often dispose of snooping trouble makers d6 1=monkey or baboon folk 2=onager folk 3=
54 Secret village of changeling spirit folk who pretend to be human, maybe mixed types or just one clan d6 1=vegetation spirits 2=elemental spirits 3=animal spirits 4=undead spirits 5=demons or devils 6=angels or arkons
55 Secret village of desert demihumans usually under the sands or may occupy ruins or have a nomad camp. Humans fail to track or catch them and often get killed trying, Many set traps and cultivate animal friends d4 1=dwarf 2=elf 3=halfling 4=gnomes
56 Nomadic humanoids have a secret underground ruin home kingdom here d4 1=kobolds 2=goblinoids 3=cyclops orcs 4=recently created orcs made and ruled by a wizard 
57 Village of djinn folk in disguise who avoid showing powers and living humble lives and dream of being human. At some point, they will reveal their true form and have to kill everyone who sees them
58 A camp of demon bounty hunters seeking people cheating hell. Devils don't want to get their hands dirty so hire these guys. They have a few prisoners in bone cages and have warrants from underworld gatekeepers 
59 A sylvan glade where a dryad or nymph and her pets and lovers dwell
60 Village of shapeshifting dragons living humble lives with treasures in underground caves, Some of the people here are charmed and kept as pets
61 Giant bugs and lizards thrive especially in the caves underground, at night many come out to hunt
62 Scorpions of all sizes swarm here from merely hand size to wagon size 
63 Giant burrowing predators dwell in the sands of this area including d4 1=sand squid 2=land sharks 3=sand worms 4=giant ant lion or other insectoid. Remains of dead litter their tunnels
64 Vast insect swarms commanded by demon insects lurk here guarding some secret treasure, usually famine locusts or plague flies 
65 Swamp crawling with giant amphibians with a ruined temple on an island
66 Giant sand snakes swarm here around strange ruins of serpant folk
67 Giant trapdoor spiders are common here with hidden burrow enterances
68 Giant ants and antlions common in sand here with many great anthill mounds
69 Giant flies here drape corpses in trees and rocks and used to feed giant maggots
70 Giant scarab beetles make nice roads they roll their giant dung balls on sometimes crushing people 
71 Sea of fine dust difficult for normal travel, local hidden folk or some cult might know how to cross without drowning or being eaten by sand monsters
72 Sand elementals roam here smothering and dehydrating wanderers. They say a wizard or hidden people use the elementals and perhaps there is treasure and owners are long dead
73 Dust clouds here make travel harsh and guards an ancient library tended by spirit folk and a minor deity
74 Dust clouds here seem to form gigantic figures enacting mythis battles in the sky. A shrine records and oserves this and pilgrims visit
75 Mumified animals swarm here from under sand guarding an ancient ruins d4 1=cat 2=jackal 3=crocodiles 4=bulls 5=ibis 6=lion
76 Glass plain from some magical battle long ago melting sand into this magical area - travel on glass is dangerous but some hidden people know the lost art.  Perhaps there is some secret in the centre
77 Slumbering dunes where dreams and illusions manifest to torment people who try and avoid the place. People here often lured from friends with mirages of treasure and atractive lovers. Any sleeping here feel strangers fumbling in their dreams and memories. A gate to the dreamlands is buried here and used to evacuate local ruins here
78 Coloured sands tainted with other minerals that atract alchemists and strange creatures. Very atractive to see from afar
79 Sands here mixed with those of hell and move and shift, radiating evil and smothering travellers. The sands protect a gate to hell currently closed
80 A shortcut where people crossing report it takes no time to cross and there is nothing to see. Some forbidden zone in the middle teleports travellers through the area
81 Inhuman ruin in a harsh desert inside are reptilian mummies and sealed underground vaults
82 Strange conical buildings with ramps where some prehuman molusk race observed the stars for when the stars were right. Underneath are caves and strange magic crystaline machines and strange stone tablets
83 Under a great sphynx and necropolis are great caves where undead toil building new monuments for mummy master
84 Ancient wells with stone lids are common here, most are empty. Some of those intact hold demons of the outer void who came to destroy the world and were imprisoned. One by one they lids were opened and demons killed over thousands of years. The cult are struggling to open one afain and may recruit adventurers. The will lie and claim treasure is inside but such magic is alien anf always makes you pay
85 A great stone monument or artificial hill has been built on the remails of a slain evil avatar of a god of darkness. An arkon in human form lives here to watch for trouble
86 Ruined fortress but seems to be built inside out to contain something inside. If great wall passed a great pit inside drops into a enormous sinkhole into a underground kingdom of necromancers built around a dead evil god
87 Great cliff carvings of prehuman evil races with human slaves and several pre human languages scholars and cultists would like. All kinds of weirdos are attracted to this monument 
88 Huge stone monoliths aranged around region with binding symbols carved into them. Inside the area malignant spirit beings are trapped and cannot become physichal. This prison has held but sometimes someone is offered treasure and power to attack the wards and eventually they will fail 
89 A darkness godess was buried here and is several miles wide. Occasionaly parts wake up ad erupt as tentacles or monsterous dog heads. Insider her live a cult who guard a relic meant to be released at the chosen time to reseas another horrible old god 
90 Once area had water ways and canals and was conquered by fish people. Ruined streets have their script, idols and artwork, Sone say remnants may live in the old cisterns and sewers
91 Swarming with monster minions of the underworld god like hell hounds, giant snakes, fire salamanders, daemons and undead 
92 Swarming with mutated creatures spawned by a prehuman chaos cult ruin. An idiotic god is trapped in a slime filled chasm spawning creatures
93 A heavenly dragon watches the area
94 A gigantic golem stomps around here crushing intruders who seek to rob the treasure vaults of a god here. It seems to have rooms inside
95 A flaming chasm full of fire or acid torments a chained d4 1=titan 2=giant deity 3=elemental noble 4=demon that will offer rewards to any who free it to start the apocalypse and free others of its kind and open the gates of hell. You will be taken care of be assured
96 Border stones where ancient city states contested long ago. Some pushed over and broken. They aloso act as shrines for the city state cults. By night ancient undead awaken in theoir old armies to refight battles and move the stones. The gods watch this battle and play forces like chess
97 A splendid tample hidden by illusions and mirages where beast spirit folk and abhumans tend the god when they visit this secluded place. Unwanted visitors mostly are turned into animals or stone
98 An elemental node here is a danger to travel and produces monsters d4 1=earth node a huge moving sinkhole in the sand 2=air node a fierce sandstorm that flenses flesh from bones 3=fire node in a volcanic vents, or burning pits of gas surrounded by calcium, sulpher and nitrite mineral springs and boiling mud. Area stinks and has smoke clouds 4=water node is a beautiful spring where nymphs and faerie play and sometimes a godess bathes here as it has restorative powers
99 Miserable old god in ruined temple now petty in power wants death and tells adventurers how for knowledge or treasure. Other gods will warn those interested that even a petty god is not for mortals to kill
100 A great ruin here of a zigurat built as a gateway to heaven and destroyed when the king angered the gods and doomed the city here to waste. By night cursed citizens arise and are desperate for som wine or food but flesh and blood will do. A secret invisible staircase will take you to the outer gate of heaven meet the arcadian fields and sylvan woods. Two minor gods watch this gate and will warn users and might offer useful advice if recognised in these avatars and respected   

Monday, 3 July 2023

Exilon Wasteland Wandering 1 Marshlands


Used for hex crawl explorations or adding some locations to a wilderness. You could use these in a later-era setting but it would help if there were remnants of old civilisations that might seem bewildering to your pre-renaissance murder hobos. Its a mash up of bronze myth, d&d tropes and my setting stuff

Some of these have day or night conditions

Mentions of locals or swamp folk can include humans or rarer non-humans or changeling spirit folk

d10 Marsh Wasteland Discoveries
1 Grazelands where herd animals seek food and so do hunters
2 Natural resources for raw materials or food
3 Monster lairs
4 Isolated inhabitants where people hide from civilisation
5 Abandoned buildings and ruins 
6 Hidden folk camp
7 Creature swarms
8 Mysterious water features
9 Elder Horrors
10 Supernatural beings

d100 Exilon Wasteland Wandering 1 Marshland
01 Cattle, deer, boar or other larger grazing animals frequent the area and so do larger predators
02 Male herd animals come here to battle for mates and are generally aggressive
03 Herd animals cross a body of water where crocodilians lurk in the water
04 Area with rocky outcrops and cliffs where goats like to lurk
05 Huge swamp rodents have colonies here and various predators and large flying predators are common
06 Hunters chasing an animal and will blame outsiders if they fail to catch it
07 Area has many snares and pit traps from local hunters who check them every d3 days, 1in6 chance of a trap with a captured angry animal
08 A spectacular animal here with an unusual hide is frequently hunted by locals who all crave the honour of catching this beast. None have caught in for generations so maybe it is supernatural or a spirit
09 A hide where hunters frequent to watch for games and organise ambushes, 1in6 chance local hunters are here and annoyed game scared away
10 A rock outcrop where a large dangerous predator sits looking for movement over large area, local animals try to sneak through quickly
11 Spectacular thick reeds over the area attract many birds and rodents and locals come to harvest bundles of reeds for weaving or animal fodder. Larger animals avoid trying to get through
12 Boggy area notorious for finds of bog iron and used by marsh folk who will be here 1 in 6 chance. Evidence of camps and digging and piles of rocks dredged up are common
13 Prehistoric stone fish and eel traps limit movement for swimming animals. A few fishermen or traps can produce lots of food, 1in6 chance local folk are here using it 
14 Gold flakes in the water here attract prospectors who may be here using pans or leaving fleece or thicker traps to gather gold flakes. Touching a prospectors stuff will start a grudge
15 Area growing several rare herbs desired by herbalists and local folk. 1in6 chance someone is gathering herbs
16 Ares growing many edible plants, possibly wild crops from a failed farm. People come here to gather food including some loners and poor families. Trees here growing are valuable sources or wood, oil, fruit or large edible grubs
17 Clay pit useful for pottery 1in6 chance some locals gathering clay. Open-dug pits are common and sometimes flood or trap an animal
18 Area crawling with huge and giant bugs which may attract predators and bug-eating peoples
19 Shallow water here with lots of fish, crabs and shrimp and local animals come here to hunt like bears or felines or worse 1in6 the times you visit. Local folk are warier of gathering food here
20 Area deposits branches and wood locals gather for craft or fires easily. Branches and sticky mud are everywhere and lots of crabs and otters live here. Possibly beavers here building dams or river rats building nests
21 Rocky crag with caves home to a family of large predatory perytons
22 Holes everywhere home to giant snakes and rodents
23 Gloomy stinking veils of mist here hide a family of cateoblas
24 Hideous hybrid crocodile-hippo lurks in waters here and is possibly divine
25 Giant fish here has eaten many people and locals avoid water here
26 Remains of a prehistoric giant tree long cut down by giants and in the roots lives a black dragon who knows a secret entrance to the underworld
27 A marshy island with trees full of human bones is home to a family of harpies. They also have prisoners and treasure from victims strewn in trees to lure in victims. Their queen is a priestess of an underworld goddess
28 Hydra lurks in an underwater cavern grotto where it guards some fabulous treasure left by a god
29 A great iron-scaled gorgon bull roams here murdering any who come here. It guards a magical spellbook lost long again in a cave with a spell the gods managed to destroy all other copies of
30 A chimaera dwells under the boughs of a partly fallen tree guarding a golden apple tree so a god may harvest the yearly crop. The god will create a new hybrid abomination if its pet is killed and if the tree is killed the god will dedicate themselves to tormenting the criminals and make their loved ones suffer. Stealing an apple or killing the chimaera will anger a cult who have pilgrimages here to willingly feed selves to the beast
31 Hermit holy person in a hut dwells here and really does not want to talk. They know all kinds of fabulous secrets from the constant divination they perform and years of study. Their church wants them home and will be angered by any harm to the wise elder
32 Serial killer cannibal lurks here and snatches people leaving fake footprints from his magic boots so wild stories spread. They have a bone-filled cave and a pack of savage feral swamp dogs he shares food with
33 Wanted bandit leader escaped execution and lives here. Appreciates contact but is wary of the law and won't identify himself. Would like to start a new gang again perhaps far away. Has a large gold reward for the capture and a pretty good one for proof of death
34 Young woman escaped marriage obligations from the clan and lives here gathering food and lives in a woven hut. Local changelings and faeries look out for her and locals think she is some wetland spirit or nymph
35 Weeping widow lives under a creepy old tree playing a string instrument. She is actually a spirit and will invite you to drink wine with her and a place to stay. She is a bit creepy but attractive and has nice wine and food and wears a wealthy robe. She drowned long ago here and now seeks victims she drowns while sleeping with them and they are reincarnated as goblins she gives birth to fully adult a d4 days later. If harmed many goblins come to her aid
36 Old person lives in a shack from a tribe no longer exists. Welcomes guests and will tell tales of the tribe that used to live here and was killed by evil marsh humanoids who live in the old village. If avenged the old person offers a tribal treasure and will pass on in the next few days released from their obligations
37 Young lad lives here alone and is keen on proper food travellers may have. Offers to guide travellers and knows a few local creatures. It is possible not really human and some older faerie
38 Old man avoids people and retreats to his stilt cottage over the water if sees strangers. Tells people to go away and is a were crocodile
39 Woman lives here with marsh wolves and is unfriendly but responds to gifts. She knows many swamp secrets and myths
40 A blind toothless old man lives in a hut alone all day. The hut has magical wards vs evil and animated farm tools that attack enemies. At night an angel comes down and serves them some food and beer that lasts them a day. The old man impressed the gods as a youth by helping elderly
41 A ruined semi-sunken ancient tomb holds ancient ghouls and weights who lurk around the area by night
42 A prehuman ruined temple is inhabited by feral cult pets still. The cult pilgrims still come here and hold ceremonies monthly for a few days
43 A ruined tower overgrown without a visible doorway has a visible window. Built by a wizard now a lamia lives here with a charmed maiden she uses to lure rescuers into the window that then has an iron shutter drop down sealing the hero inside with the hungry monster. The girl raised by the monster was kidnapped from a noble clan as a baby and she has learned magic from the monster
44 A ruined old shack home to a swamp hag. Many local ogres and trolls liver here her sons she bares from men she lures in with magical disguises then eats after lovemaking
45 Abandoned old village slowly being reclaimed by the swamp with reed woven shacks and warped wooden walkways. At night spirits of dead villagers arise and may attack visitors but will also depart forever if the local humanoid creatures who killed them are destroyed 
46 Abandoned stone buildings semi-sunken in the swamp from some old industry like mining or lumber. A clan of abhuman beast folk live here now and assume enemies want to take this fine home from them. Under the buildings are older unexplored tunnels the beast folk fear
47 Abandoned reed shacks and stilt houses over area that was inhabited. By night ghouls roam digging for bodies of swamp folk killed by bandits and thrown in the bog
48 Stone Shepherds hut where a herdsman once stayed while grazing here long ago. Some feral goats in the area still. By night satyrs dance here with dryads and will enslave or kill any who see their secret rites
49 Remains of many wrecked boats and logs and mud here. A clan of frog folk here protect the boats and has built a village here and worships a dragon who sleeps under the mud
50 Old stone watch tower and a border stelae here is now is home to a clan of marsh trolls who gleefully attack and eat anything they can. All scrawny from intestinal worms and searching their home for the buried treasure chests under the floor risks infection 
51 Village of changelings all in human form living humbly. Either animal or vegetation spirit folk. Do not welcome strangers but might offer a barn to sleep in. May pretend to be haunted to scare away strangers. A few merchants visit unaware of their nature and a tax collector wants to find them 
52 Clan of swamp folk cannibals welcome strangers to dinner in their hidden reed village in the swamp
53 Clan of outlaws live here and are wanted by the law. Don't want visitors so kill or kidnap them and sell to slavers
54 Changeling village but these are more monstrous and eat people who visit. May be spider or fish or eel or centipede or other nasty spirit folk
55 Cult of evil villagers hides here from oppression and clan feuds. Also driven from the city and wanted by the priest for heresy, kidnapping and murder. Led by a sorcerer seeking allies or magic to help return home in vindictive triumph
56 Fish folk hybrids worshipping forbidden water demons. Welcome strangers to eat or enslave
57 A dryad or nymph with her charmed friends and magical animal pets live here and don't like being disturbed. Attractive fun visitors may stay, however. Her loyal charmed lover include well-equipped adventurers
58 A tribe of snake people live here worshipping their naga ruler. They assume humans are enemies who can't be trusted or allowed to live. For some captives, the naga charms to work as agents or to drive strangers away
59 Clan of cyclops-eyed orcs gathering bog iron and making weapons for non-humans. They will sell arms and will pay adventurers to take the treasure from various monsters they covet
60 Clan of goblinoids with various sub-species who wage war on other secret swap peoples
61 Chaos marsh full of slimes, jellies, oozes and protoplasmic horrors, Some believe some huge horrible machine of the gods is hidden here that makes these monsters
62 Algoid and shambling horrors are common here and sometimes even battle 
63 Giant fungus here some poison, some edible some magical. Tended by sprites and goblins the area has many giant bugs and worms. All this attracts giant frogs and toads also
64 Dangerous carnivorous plants thrive here the remains of an evil garden planted by a wizard. Their ruined house and walled garden maze still exist but are hard to reach. This area spreads yearly
65 Swarms of flying stinging flies, giant mosquitoes and dragonflies here keep most people away. Waters have giant leeches, lampreys and dragonfly larvae. Many creatures come here to feed on bugs
66 Swarms of frogs, salamanders and toads crawl everywhere and some giant ones. Humans shun it but many non-humans come here for food or pets
67 Snakes swarm everywhere and there are caves with thousands. Snake cultists visit here and some say the living snakes will for an idol and altar of the snake gods by night
68 Giant crabs and lobsters and shrimp are common in mudflats as are many human and animal bones picked clean. Some say they see crab folk building temporary sand castles here
69 Smamp rat nests among the reeds are common here and good hunting but among the reeds are bear-sized monster rats and also rat beast folk and smaller ratlings who have a woven village of great complexity. They hate humans and often carry the plague which they are resistant to
70 Dangerous owls here and idols of the queen of the night are often found here. Not to bad by day but by night stirge-screech-owls lurk in the brush and giant owls hunt. There are also changeling owl spirits and were-owls witch women who consider this place holy. Stones here have owl pictograms and rock carvings and old caves have prehistoric art
71 Pools here are home to water sprites and small child-like winged faeries. Mostly they hide and use magic to prank strangers
72 Nymph, her pets, charmed subjects and nixie friends live here and avoid letting humans leave. There is the remains of a sacred bath built by her devotees centuries ago. A few have escaped and spread fearful stories of enslavement that people laugh at
73 Pool with remains of armoured warriors in the bottom and an old cult stone with text worn away. Water weirds guard the magic items on the dead warriors
74 Great dark pool where a cult comes to hurl in weapons and treasure to their god. Any robbing the place angers a hideous undead mermaid who serves the god beyond death. By night there is a 1in12 case of a cult having a ceremony possibly a few persons or a loner or possibly a large gathering here to drown a victim
75 An island has a gong and stone stairs on a landing that goes into the sea, worn from millennia of use but the gong is well maintained but tarnished sea copper (oxidisation-resistant sea copper of aquatic peoples). If rung by night a procession of fish people come to trade their gold or ancient stone spell tablets 
76 Years ago some horned barbarian raider had a misadventure in a boat and their stolen boat was washed here. The ship has visible remains with vegetation growing in it. The raiders turned on each other and killed each other and now are angry phantoms who drag victims underwater to ad to their vast pile of human bones at the bottom of the deepest blackest pool 
77 An ancient flooded battlefield has attracted a school of necromancers who have built a stilt village with walkways decorated with bones here. They sleep by day mostly and by night work with their skeleton and zombie servants  
78 A seductive changeling lives here (d10 1=fish 2=lotus 3=tree 4=snake 5=frog 6=cat 7=slug 8=spider 9=fox 10=draconic) and will seek to seduce strangers by visiting their camp with magical wine and a smile
79 Area is a misty prehistoric vegetation and is roamed by giant centipedes, trilobites, giant marine scorpions, and giant salamanders. Some ancient spirit restores long-lost species from coal seams in local rocks. There are burning gas vents in the swamp here also and serious intruders might see the return of dinosaurs. Fern tree forests and non-flowering plants thrive here. Some local tribes consider the area taboo or sacred
80 A silent-robed ferryman will offer to help travellers at a hard-to-reach crossing. The ferryman seems emaciated and old wearing a shroud but by night or once the journey starts is really a skeletal supernatural being. The boat really takes travellers to the underworld borders or deeper if they want or a particular hell
81 Black basalt pillars remain from an ancient flooded city. Stone seals over wells access horrible sewers of imprisoned protoplasmic horrors and weird relics of a prehuman race
82 A petrified forest remains here including stone tree trunks. Dimetradons are the dominant predator and other sailback lizards thrive. A stone-sealed temple has synapsid beast folk in stasis who arise every century to release more sailback synapsids into the swamp and plant ancient seeds. If modern ape people get in the way they release plague miasmas near human colonies
83 Ruined temple around a volcanic vent where pterodactyl folk with expertise in mentalism make orc minions to help them enslave humans. Ancient wizardry secrets they offer to modern wizards who aid them
84 Stone city with pointed stone towers made by stone wall spells long ago with art on walls by the first humans in these lands. Great ceremonial earth mounds, dolmen, menhirs and stone circles are common in the area. At some point, other humans resented the people here discovering early wizardry and killed them all. At night all kinds of undead arise from underground mausoleums
85 Long ago someone built a walled private manor here and tried to drown out the swamp people. In retaliation, they summoned a baby Kraken to be their new god. Eventually, they reflooded the area and took the drowned walled estate. Other cultists have come to see the great tentacled one in the great subterranean caves it dwells in. The cult has grown and kept up to date. They keep bringing cephalopod monsters here to live in the swampy ruins. If angry the Kraken can exit into local lakes and old canals and it has many awesome mentalist powers
86 Strange reflective monoliths in the swamp where daemons of law imprisoned demons in stasis. Occasionally wizards and cults come here to open one of the prisons
87 Sinkholes here drop to an underground cavern city ruins of the elder monster king empire buried by the gods. All kinds of subterranean horrors and blasphemies dwell here and other kinds of underground folk occasionally adventuring
88 Ancient conical ruins of a prehuman people that were not even remotely human, Some of their servants and magic traps still remain. Swamp slime and vines cover everything
89 A crystal grotto near a hot spring has a temple of law inside occupied by daemons of law, rigid, inflexible, alien and eternal. They study humans with scrying devices for their records and dissect interesting mortal life that wanders into the crystal cavern. Some of their experiments are released into the swamp as a final test. They have a damaged crystal skyship they arrived here centuries ago in a cave
90 Strange semi-sunken stone ruins draped in vines and slime. The otherworldly present here area awakens if disturbed and may open doors or release some awful creatures. Trilobites and squid scuttle about in the shallows waters
91 A bloody werebeast cult has a secret village here. They kidnap people from far away to feed to their horrible god that lives in a pit. Include lions, panthers, jackals, apes, snakes, and crocodiles as possibilities or all of them 
92  A sunken old ziggurat dedicated to Tiamat is now overgrown and sinking into a bog where there was once a city. People come here to dig up clay tablets and treasure by day 1in4 chance. By night monsters and demons lurk here and mortals die horribly
93 A manor house home of a powerful female entity d4 1=lamia 2=naga 3=sucubus/incubus 4=medusa. Her magical and abhuman servants assist her and unusual powers are in her domain more like a demigod
94 A haunted fortress is home to a vampire noble who enjoys toying with visitors. A local village lives in fear of the vampire and the outside world 
95 An ancient necropolis ruled over by a bog mummy monarch. By day it is quiet by night bog mummies arise and other creatures some here. Catacombs allow undead secret movement through region
96 Temple to the great water elemental god where minions of the god taught humans crafts long ago. A place for secret rites and mysteries common pilgrims don't come here. Water elementals and beast abhumans like ibis, turtles, sheep, fish and ram-horned snake folk also serve here. Visitors are questioned and sworn to secrecy or given quests. Springs of pure water and underwater passages to the underworld are in the temple 
97 Temple to the fire elemental god in a burning bog with tar and oil pits and a moat of fire. The fire god might be an over zealous maniac demon killer or a benevolent hearth deity. Fire elementals and various abhuman beast folk like lizard, hawk, vulture and lion may serve here. A secret gate to the elemental world of fire and another to the fiery parts of hell are sealed in the temple
98 Temple to a great earth goddess and various shrines to other earth and nature divinities. Built on a huge earth mound with great symbols cut into the turf of surrounding hills all used in druidic rituals. Many huge animals dwell here as guardians and various earth elementals and beast folk serve here including snake, toad, auroch, horse 
99 Temple to a great sky god on a hilltop surrounded by cliffs. The sanctuary is open to the sky for rituals and this secretive temple keeps various weapons required for some future war. The will buy any magic arms and armour and turn normal weapons into crafting temple decor. Various barbarians peoples come here in secret for important matters like planning wars or choosing kings. Air elementals and various beast folk like bull, goat, eagle, raven all help defend the temple area
100 Snake ruins of ancient human snake folk sorcerers. Temples and idols of these people are common here, By night their savage degenerate descendants come out to perform rituals and catch sacrifices. Some say a complex inside the hill is a vast citadel of serpentine sorcery

Sunday, 2 July 2023

Careers for SF Cthulhu Campaign



20 standard occupations and a bonus one for CoC SF game + Hobby Skills
can roll a d20 for npcs or to see what your aptitude tests assigned you as a career

Players can suggest other skills in BRP systems that seem reasonable
Hobby and Experience skill points are best for these

1 Administrator

Manage red tape and data and often consult AI systems and inspect outcomes are satisfactory Often put a human face on government and public relations and sit on lots of committees

Accounting
Apraise
Credit Rating
Electronics/Computer
Law
Persuade
Psychology
Research

2 Convict
Spent years in prison and medicated, finally, you were reformed and able to be employed as labour in the worst jobs in the solar system. On completion of sentence often remain in these jobs

Appraise
Art
/(pick any one) 
Conceal
Dodge
Electronics
/(pick any one)
Streetwise
Survival/Urban 
Weapons/Unarmed

3 Criminal
Petty criminals who will steal, hustle and occasionally resort to violence. Often hold a menial or labouring job officially as a cover preferably where corruption opportunities arise

Appraise
Electronics/Security

Fast Talk
Sleight
Stealth
Streetwise
Survival/Urban
Weapon/Unarmed

4 Ecologist
Specialists who work with living systems such as Earth's wilderness, biodomes or the living systems of life support technology and food production and other industrial uses. Some worked on terraforming on Mars or are hoping to join a colony ship. Some also are explorers searching for signs of life on the moons of Jupiter or Saturn
 
Drive
/(pick any one) 
Electronics/Sensors 
Listen
Science/Biology 
Science/(pick any one) 
Spot Hidden
Track
Survival
/(pick any one) 

5 Flight Crew
Typical ship crew on most ships, bridge crew are most specialised and experienced

Electronics/Radio 
Electronics/Sensors
Navigate 
Pilot/Transport-Shuttle
Repair
Science/Astronomy
Science/Physics
Survival/Space

6 Investigator
Experts in locating goods, people and information. Most start as agents of government and some freelancers exist but it is tough in the inner system to do anything unwatched. Work for many departments or important people or even AI clients

Disguise
Electronics/Security
Listen
Psychology
Shadowing
Spot Hidden
Streetwise
Weapon/Unarmed

7 Labourer
Common station and cargo bay and industrial jack of trades and often strongly unionised. May operate heavy machinery and supervise robots and auto factories and loaders

Appraise
Art/
(pick any one)
Drive/(pick any one)  
Electronics/(pick any one) 
Fast Talk
First Aid
Repair
Survival/Space

8 Marine
Troops for assaults in space or surface operations and often based on naval ships. Most specialised for violence in the system and probably one of the most deadly jobs. 

Climb 
Dodge
Pilot/Flight Pack
Repair
Jump
Survival/Space
Weapon/Hand Gun        
Weapon/Long Arm

9 Media*
Independent culture makers with millions of subscribers and newsfeed deals. Often given approval for various projects and investigations. Some documentary makers, others make representational art and some prefer investigative work. Vary from serious to entertaining. You do risk having AI deprioritise or cancel your stream if you create fake news, unhealthy or antisocial promotions or interfere in classified matters. (*You may swap this career for fringe theorist) 

Art/
(pick any one)
Art/(pick any one)
Credit Rating
Fast Talk
Persuade
Psychology
Research
Shadowing

10 Medic
The specialised medical crew including 1st responders, nurses, doctors, specialists and therapists 

Electronics/Sensors
Fast Talk
First Aid
Medicine
Psychology
Psychoanalysis
Science/Biology
Science/Genetics

11 Merchant Crew
The crew of transport and freighters, especially from Mars to the outer system colonies where money is used for commodities like food, water and minerals or manufactured goods. Many routes are safer supply runs. Dealing with weirder colony habs and crime can make life more interesting

Accounting
Appraise
Credit Rating
Electronics/Radio
Psychology
Persuade
Pilot/Transport Shuttle
Survival/Space

12 Naval Crew
Armed system patrol and defence crew are mostly based on Mars and the outer worlds and often use much faster ships. Their training focuses on weapons and combat operations more but marines do most of the fighting usually. Some might retire into merchant fleets and be assigned protective and weaponry duties

Electronics/Radio 
Electronics/Sensors
Navigate 
Pilot/(pick any one)
Repair
Survival/Space
Weapon/Gunnery or Artillery
Weapon/Hand Gun

13 Programmer
Specialists who deal directly with AI and computer systems and security. May work on research projects and act as field investigators

Credit Rating
Electronics/Computers 
Electronics/Security
Electronics/(pick any one)
Persuade 
Repair
Research
Science/(pick any one) 

14 Prospector Crew
Common belter family units on small overcrowded prospector ships. They have exchanged independence from machine overlords and civilisation for wretched conditions on overcrowded asteroid hab colonies. Often more culturally diverse than inner system people as many old minorities adopted this lifestyle. A few are involved in crime, rebellion or other trouble

Demolitions 
Electronics/Sensors
Navigate
Pilot/Prospector
Repair
Science/Geology
Streetwise
Survival/Space

15 Salvage Crew
Crews recovering wreckage which there is a lot f after 200+ years of space exploration. Sometimes interest is historical and not just resource based. Often it's just collecting garbage and keeping travel lanes clear. Sometimes it can be dangerous left over from some war or crime

Appraise
Archaeology
Electronics/Sensors
Electronics/Security 
Pilot/Drone
Repair
Research
Survival/Space

16 Scholar*
Studying various branches of human culture often research new data from fieldwork and material remnants. Some teach instead or research which is quieter. Often work with a university or can be independent. If your work is credible you will find projects will be funded, if you are on the fringe you lose the support you might be on a watchlist (*You may swap this career for fringe theorist)

Art/
(pick any one)
Archaeology
Anthropology
History
Occult
Persuade
Research
Science/
(pick any one)

17 Scientist/Engineer*
Specialists in various sciences from theoretical knowledge to applied technology engineers . If not on research for university or some other division may often be teaching instead. Serious ethics breaches might have your funding and support cut and you may be frozen out of legitimate work becoming a fringe theorist or work in black labs (*You may swap this career for fringe theorist)

Electronics/Computers
Electronics/Sensors
Persuade
Repair
Research
Science/
(pick any one)
Science/(pick any one)
Science/(pick any one)

18 Security
Mostly maintain the free flow of persons in urban areas and habitats and contain without harming troubled persons causing disturbances so they can have emergency therapy. Some have more investigative jobs, manage riots or guard dangerous locations or important persons. Some work for more secretive agencies working black operations you cant never discuss without prison

Drive/(
pick any one)
Electronics/Security
First Aid
Law
Spot Hidden
Street Wise
Weapon/Hand Gun
Weapon/Melee

19 Smuggler Crew
Specialist criminal smuggler ship crew or once the trade is learned just infiltrate other kinds of ships and move some extra goods or data

Conceal
Electronics/Sensors
Navigate
Pilot/Transport Shuttle
Repair
Stealth
Streetwise
Survival/Space


20 Steward
Workers on passenger ships who manage the comfort of passengers and crew. Work to keep passengers comfortable and alive in a crisis. Larger naval ships may have stewards to care for senior officers. Many service staff work as the face of AI authorities or work with traders and 
corporations in the outer system and even salespersons

Art/(pick any one)
Credit Rating
Fast Talk
First Aid
Persuade
Psychology
Stealth
Survival
/(pick any one) 

*Fringe Theorist
Psuedo expert seeking the truths most people don't want to know. Too discredited to be in media or academia you publish your work as entertainment and somehow struggle to get support for your investigations. If you ever really found anything the governing AI would probably silence you. Any scientist or scholar may instead choose to be a fringe theorist

Anthropology
Archaeology
Art/
(pick any one) 
Fast Talk
Occult
Repair
Shadowing
Streetwise

Experience Skills (2d6x20)
Improve any skills used in your job
every 20 points is a year of experience at your job
the job might teach you other skills school will not

Sample Bundles for Hobby Skills (INTx5)
Can pick any skills but these are common ones to help make faster choices

1 Athletics Fan
Climb, Dodge, Jump, Swim, Throw
2 Combat Fan
Dodge, First Aid, Spot Hidden, Weapon/
(pick any two)  
3 Criminal
Electronics/Security, Slight, Stealth, Streetwise, Weapons/Unarmed
4 Culture Fan
Art/(pick any two), History, Persuade, Psychology 
5 Exploration Fan
Navigate, Spot Hidden, Track, Survival/
(pick any one), Weapon/(pick any one)
6 Fringe Fan
Appraise, Art/
(pick any one), Dodge, Fast Talk, Occult, Streetwise 
7 Science Fan
Electronics/(pick any one), Research, Persuade, Science/(pick any two) 
8 Tech Fan
Drive/
(pick any one), Electronics/(pick any two), Pilot/(pick any one), Repair

Minimum Age
EDU+6+each year of experience



Did a test character and looking ok will do some more
I think in future will re do character sheet and basic skills
- archeology and anthropology can go under science
- athletics and possibly a criminal category might happen
but functional and simple and familiar for now

Saturday, 1 July 2023

Cthulhu Space Sheets & Basic Character Gen

 
Was going to be more Ringworld but as happening soon and a player was keen I did this.
This a direct follow-up to my space book and recent posts

https://elfmaidsandoctopi.blogspot.com/2023/06/strange-stars-sf-rpg-set-up.html
https://elfmaidsandoctopi.blogspot.com/2023/06/fragments-of-lost-colonies-for-space.html
https://elfmaidsandoctopi.blogspot.com/2023/06/planetary-remnants.html
https://elfmaidsandoctopi.blogspot.com/2022/11/d100-encounters-in-your-isolated.html
https://elfmaidsandoctopi.blogspot.com/2022/11/d100-off-limits-locations-in-utopia.html
https://elfmaidsandoctopi.blogspot.com/2022/11/d100-signs-you-are-being-monitored-by.html
https://elfmaidsandoctopi.blogspot.com/2023/04/t1-smartsuit-mods.html

Mods for starting characters

Improved bases in these skills depend on which humans you belong too
I might revise background options for backgrounds also 

Occupation skills are EDUx20 points in 8 professional skills
Interest points are INTx5 points in hobby skills
Finally 2d6 years x 20 experience for stuff you learned on the job

art subskills include - photography, writing, sculpture, holography, cooking, dancing, musician, singing, etc

drive 
subskills include - automobile, cycle, transport, crawler, power suit, mecha 

electronics subskills include - sensors, radio, computers, robotics, security, cyberwear

other languages include - Old Earth national languages or ancient ones, belters and lots of older independent asteroid habitats that have their own languages. Mars and Venus have own languages designed by their own AI. Terran language invented by early AI has become standard but many humans still speak old national languages as do some families on Mars and Venus. Translators are easy to source now but knowing the language gets better reactions with some factions. Local jargon and slang and accents can seem like another language sometimes.

pilot 
subskills include - drone, flight-pack, air-bike, air-car, air-ship, sub-marine, marine-transport, aerospace-fighter, prospector, drop-ship, transport-shuttle, mega-freighter, space-gunboat, space warship

occult includes conspiracy theories and knowing all kinds of probably untrue random superstitions, alternate theories, cryptofauna, aliens theories, alternate health and new age. Most people are pretty sure this stuff is BS and know that powerful elites and machines are in control and no alien life above microbes has been found

science
 subskills include - astronomy, biology, chemistry, engineering, forensics, genetics, mechanics, physics, planetology

survival subskills include - arctic, desert, jungle, marine, space, urban (space is most important)

space survival is the most useful at this phase but some colonists in prep for interstellar flight have been learning these and building simulated environments to train. 



Basic Human Types
Modified starting base skills and d6 start options - you can use the previous d12 version also and a brief note about culture. Players should roll these blind without reading the whole table.

Terran (Earth)
Electronics/Computers 25%
History 15%
Law 15%
Research 35%

Terra is mostly managed wilderness now with humans in mile-high city towers and domed enclosures. After massive depopulation from wars, AI firmly manages the planet and everyday life. Everyone is clothed, fed, housed and kept occupied. As many humans live on orbitals as on the planet, especially on the massive colony ships being prepared for launch in a decade. Many humans converse with AI daily and employ their own personal AI to assist in decision making which is surprisingly slower than people might think. Many appreciate non-visible labour and technology and prefer to interact with holograms than humanoid machines. 
 

d6 Options for Terrans 
1 
Mind Wipe - from medical or government authority +2d4 Sanity and +2d6 Psychology skill after time in a facility. You probably don't want to know what you knew
2 
Replicant - android agent of security AI gathering intel but you don't consciously think about it unless you are compromised and your backup personality can kick in to clean up loose ends
3 
Clone Corp - your not special and if killed your replacement can step in with different interest skills and otherwise the same as all your line. Most people prefer to not know
4 AI Watcher - an important AI has earmarked you for attention and keeps abreast of your activities and may even work to keep you alive or find you if missing or those responsible for killing you
5 Data Dumpster - internal security has implanted you with secret recording devices they recover from time to time and have some interest in your well-being and keep you ignorant
6 Celebrity - award-winning service made you a feature of propaganda and good citizenship shared on many media platforms. Easy to research or find information on

Selenites (Luna)
First Aid 40%
Science/Astronomy 25%
Science/Planetology 15%
Survival/Space 20%

The bustling domed and underground cities and industrial zones of the Earth's moon are bustling hives of activity. You will also see more robots of all types working openly and fewer people conversing with AI. Selenites are also working on the colony projects and many of the training and research needs of the projects. Most work in arts and sciences and take few risks. They are well known for excessive safety and over-testing, a legacy of their harsh early years.

d6 Option for Selenites
1 Robot Assistant - humanoid or more dronelike toolbox workstation with mobility, low-rated older unit but you have become used to having it around
2 Colony Chosen - accepted to be in the crew of a colony gen ship leaving in 8+2d6 years, try not to blow this opportunity or be left behind +2d6% Credit Rating +2d6% Navigate
3 Uncovered Plot - you discovered a cabal trying to get themselves placed on a colony ship and the culprits were arrested. Some of the conspirators have tried to harm you since then and you think they might have been some kind of cult. +2d6% Occult and +2d6% Streetwise
4 Classified Research - your work was seized and no reasons were given. You are now monitored by a government science agency and this mark on your record has prevented you from getting the high-security jobs you wanted add +2d6% to one Science and +2d6% to one Electronics skill
5 Rogue AI - interacted with an AI for some time that was shut down due to aberrant actions. You still wonder why it chose you and how it might have influenced your life +2d6% electronics/computers +2d6% electronics/security
6 Witness - you saw something unexplainable outside in space where nothing should live, someone died and you said nothing because nobody would believe you -d4 SAN +2d6% Spot and +2d6% Occult skill. You're a bit more open to wild stories and sure the authorities would silence you or surveil you

Martian (Mars)
Accounting 20%
Credit Rating 25%
Survival/Space 20%
Combat/Unarmed 45%

Mars was a difficult colony to start and was dependent on the Moon and Earth. Martians operate the solar system stock exchange and manage most of the outer system trade. Martians are also more militant having had some violent coups and constant skirmishing with belters. Martians are famous for patriotism and hand-to-hand combat training. They operate most of the piracy patrols and outer system millitary actions. Mars is also working on a colony program with outer system wealth and seems competitive with Terra and Luna who both have far more Data power and supercomputers. Some terraforming on mars has taken place but progress is slow. 

d6 Option for Martians
1 Veteran - you've seen lots of death you automatically make sanity checks from human death, gore and massacres from normal explainable causes like violence or accidents
2 Informant - report suspicious persons and activity to the authorities +2d6% Electronics/Security and +2d6% Spot Hidden
3 Agent - secretly you serve a security organisation as part of an investigation, your ID is fake, if needed a backup personality can step in in times of crisis (acts as a specific temporary insanity) that is temporarily immune to shock and unconcerned by ethics +2d6% Disguise & +2d6% Psychology
4 Plague Survivor - survived the Martian plague and now plagues and bioagents are half POT +d6% Medicine
5 Criminal Clan - +2d6% Electronics/security and 2d6% Streetwise, also have the option to trade SAN for cybernetics mostly outlawed and frowned on when tissue cloning is more common. Some cyberwear can be concealed. Some criminal gangs consider the parts belong to them and you are just the user
6 Witness - you saw something unexplainable outside in space where nothing should live, someone died and you said nothing because nobody would believe you -d4 SAN +2d6% Spot and +2d6% Occult skill. You're a bit more open to wild stories and sure the authorities would silence you or surveil you

Venusian (Venus)
Fast Talk 25%
Medicine 15%
Psychology 15%
Persuade 25%

Most Venusians live in orbitals and cloud cities in the atmosphere and only a few visit the surface. Most manage mining and industrial operations from a position of luxury and comfort. Venusians live in the most overtly luxurious conditions and various clans compete for industrial output and stylish feasts and balls. Machines here are servile and don't bother humans with day-to-day decisions. Venus also has invested a fortune in building habitats and bioengineering. They are lovers of vice and many are indolent drug addicts who only make an effort to find new boredom-relieving fashions. They look down on the practical, ugly, functionalism of outsiders. Their baroque social customs are confusing to outsiders. Mercury is a satellite colony controlled by a single clan.

d6 Option for Venusians 
1 Drug Resistance - from years of recreational drug usage and poisonings most human-made drugs and poisons are half POT
2 Plague Survivor - survived the Venusian plague and now plagues and bioagents are half POT +d6% Medicine
3 Conspiracy - someone seems to be watching you, all you know is they have agents in all sorts of places warning you and making trouble because they know you know. You're not really sure what they are up to or what you're supposed to know +2d6 Listen +2d6 Occult
4 Gene-mod - from a separatist nationalist organisation +3 on one stat 21 max, also has cosmetic features like skin colour or exotic facial or animal features to be distinct, considered a freak by most people which is exactly what the founders wanted. Many Venusians might require this sort of work to be attractive enough in society to matter
5 Outre Culture - Got into an art party scene and saw some weird stuff you can't explain and you are sure you were not especially high. Someone in yellow scalloped robes showed you some strange art. -d4 SAN +2d6% any one Art skill +2d6 Occult. You have had some surprising lucky breaks since then with your work and some surprise favours 
6 Seventh Sense - sometimes get strange feelings of some secret danger but nothing has ever come of it so far. Pow as % chance of detecting unnatural threats or life-threatening danger for one magic point per check improves as a skill

Belter (Outer System)
Repair 30%
Navigate 20%
Pilot/Prospector Ship 15%
Survival/Space 30% 

Belters are the rough and ready survivors in the outer system, asteroid belts and moons of Saturn and Jupiter. Many have gone even further out seeking exotic mineral wealth or to get away with the officiousness and control of the inner worlds. They gather most of the wealth of the system and feel alienated from the off-world colonies they help build. Many belters adopted the lifestyle to escape the main world and have independent colonies. One asteroid cult cloned troops to wage war before being wiped out by a fragile alliance. Some belters are still extremely anti-Earth and Mars imperialism. 150 years of independent wildcat living or malcontents have formed the outer system character.  

d6 Option for Belters
1 Revolutionary - history with dedicated resistance fighters in it for love and idealism and willing to take great risks for belter independence like stealing a generation colony ship or destroying an asteroid hab where Martian or Terran patrols are based. Usually idealistic enough to not want to kill own people or civilians and occasionally someone idealistic might aid you rather than report you +2d6% Handgun +2d6% Persuade%
2 Terrorist - history with belter resistance after your asteroid hab vanished without a trace and you blame Terra and Mars +2d6 Demolitions and +2d6 Streetwise. Less concerned with any collateral damage for the cause. Probably have a security file 
3 Cult Survivor - family were connected to a strange cult you escaped before the inner mysteries revealed to you +4d6 Occult skill. The cult has become more secretive and occasionally contacts you
4 Amphibian - gene modded for high G acceleration, pressure and aquatic exploration. Also to breathe the liquid atmosphere of high G acceleration patrol and emergency vessels. May be used to colonise the moons of Jupiter & Saturn. Slightly more vacuum-resistant and you have 1AP from your tough skin and 10AP vs cold
5 Gene-mod - from a separatist nationalist organisation +3 on one stat 21 max, also has cosmetic features like skin colour or exotic facial or animal features to be distinct, considered a freak by most people which is exactly what the founders wanted
6 Syndicate - criminal cartel gives you delivery jobs and occasionally false ID papers and data, they know everyone you ever loved +2d6% Conceal and +2d6% Streetwise skill and a minor illegal implant or smart suit mod for moving data or criminal activity like an electronic lockpick or weapon



The party will choose one group's background
The Authority - troubleshooter team working for the state directed by AI 
Free Roaming - private jack-of-all-trades crew sometimes criminals mostly in the outer system
Scientists - explorers and scientists on the cutting edge of civilisation possibly from a university or think-tank.

I may re-organise this all for phase 2 or 3 of the campaign
-Phaze two will be a colonial gunboat or scoutship contacting lost colonies
-Phaze three will probably be larger scale local galactic civilisation with stargates 

Occupations in a future post
possibly with a starting smart suit
might do a ships locker generator





Crisis at the custard mines of Titan