Showing posts with label SWN. Show all posts
Showing posts with label SWN. Show all posts

Sunday, September 1, 2013

Dragons & Wizards


Located in the Coreward Reach, Rune is a world at a medieval level of technology, ruled by wizards and bedeviled by monsters--or so it appears. Though few visit due to the xenophobic nature of its inhabitants and its remote location (there is no reliable local gate), tales report that it bears an uncanny resemblance to fantasy sims, including the existence of what appears to be magic.

It's surmised that Rune was either modified as a pleasure world or as a work of art (ancient posthumans had both the technology and whimsy to accomplish such things). There are hints of this artificiality, though its biosphere is not as well-managed as it once was. Still, human diseases are fewer than on wild worlds and clerical authorities provide advanced healing through "relics" (actually well-disguised medical devices).

The magical powers of its ruling class of wizards are thought to be psi-talents, though they seem to exhibit some abilities uncommon (if not unknown) in the rest of the galaxy. Most of their power seems to lie in the ability to generate illusions. They also make use of allies like the fairy--who seem to be nothing more than local tribes of quicklings.

The most fearsome foes of the wizards and their people are the dragons. The dragons are large bipeds (about 3 m tall, with tails roughly as long), vaguely reptilian in appearance with psi abilities of their own. They are theorized to be the degenerate descendants of the stranded crew of either an exploratory vessel or a military scoutship. The adolescent dragons of today are social creatures most numerous in equatorial areas,  but older adults are mostly solitary and establish large territories. They are aware of humans' intelligence, but view them as animals and potential (though not preferred) prey. Periodically (Perhaps it relates to ancient mating cycles?) dragons become extremely acquisitive, gathering or stealing items of value, particularly shiny objects, and lining their lairs with them.

The humans of Rune try to kill or drive away any dragon near a civilized area. Despite the dragon's size and intelligence, the more populace humans might have driven them to extinction if not for the fact the wizard's value them for other reasons: Certain neuroendocrine glands of the dragons contain chemicals that they believe enhance their "magic"


Runic Dragons
No. Appearing: 1-4
AC: 3
HD: 8
Saving Throw: 11
Attack Bonus: +8/+8/+8
Damage: 2 claws (1d6), 1 bite (2d8)
Movement: 30’
Morale: 10
Special Abilities: psionics like a Psychic of 6th level.

Thursday, August 29, 2013

Hunters

As fearsome as the ssraad are, there is one species that at least lone ssraad seem to fear: A race of bone pale monsters, the accursed and implacable enemies of the zurr. These monsters who monsters fear are known as the xann.

The xann [ksahn] claim to have been a peaceful species in the Zuran Expanse (before it had that name) whose habitats were destroyed by the zurr. Millions were killed, but refugees escaped. Taking shelter among other species, the xann refugees remained a people apart. They nursed their hate--and plotted revenge.

That's the popular story. The xann of today are chalk white-skinned, slim, almost delicate-appearing humans. They are never seen in groups larger than 3 or four. Often their children are abandoned to be raised by other sophonts. Xann hide their identities, to avoid being shunned by other species. No one who has heard the stories wants to be near a xann when the transformation occurs. 

Despite historical consensus that the zurr are an extinct cultured, the xann believe that a few of their enemies have passed their minds down through the ages, downloading them into new bodies. The xann believe they have the ability to detect them. They are a driven people, hunting the stars for these hidden zurr. When a xann finds a target (be it one of their secret zurr or a ssraad), he or she transforms into a hunter form, a monstrous, bioengineered killing machine.

The single-mindedness of the xann and their propensity for sudden violence have given them a negative reputation among other sophonts, but they aren't barred from any major ports or habitats. Most choose to keep a low profile, if only to better stalk their prey. Even when they don't die by violence, the xann tend to have shorter lifespans than other near human sophonts. The metabolic stress of their transformation takes a toll.


No. Appearing: 1-2
AC: 3
HD: 7
Saving Throw: 11
Attack Bonus: +8/+8/+6
Damage: 2d4/2d4 claws, 1d6 bite
Movement: 40’
Morale: 11
Special Abilities: They regenerate 2 hit points per round, starting after 2 rounds of combat. They possess the equivalent of the biopsionic power Invincible Stand.

Thursday, August 22, 2013

Bomoth Bebop

Bomoth (sing. boma) are a species of renowned throughout the known galaxy as musicians. Though there home moon (Woon) is in the Coreward Reach, they can be encountered on tour in the various hegemonies and even the Zuran Expanse. They are best known for the improvisational, syncopated musical genre known as Bomoth jook.

Appearance and Biology: Bomoth appear something like blue giant caterpillars, 1.5 to 2.5 m long. They are invertebrates, possessing a hydrostatic skeleton. There faces are oddly human-like, though they have four eyes, each inferior to the human eye, but roughly comparable in the aggregate. Their auditory sensors are arranged around their head in a corona-like fashion, and have different receptors for different frequency ranges, lending overall superior sound discrimination to humans. 
Their bellows-like lungs enable fine breath control, aiding their playing of some musical instruments. Their vocal apparatus is such that they are incredible mimics. The number of their limbs depend on the individual's length, but the first 2 to 3 segments end in muscular tendrils capable of fine manipulation. The other limbs are similarly equipped, but less dexterous in most individuals. It's unclear how many sexes there are among them; bomoth are circumspect on that question with other species. Some individuals grow twin rows of dorsal spines, but the size of these vary with age and likely other factors.

A popular theory (likely suggested by their resemblance to caterpillars) is that bomoth are a larval form of some other organism. Visitors to the underground mushroom forests of their home moon occasionally report sightings of butterfly-winged creatures resembling human females flitting through the twilight. These sighting are dismissed as the result of exposure to psychoactive fungi spores in the atmosphere.


Artist rendition of one of the so-called "Angels of Woon"
Psychology: Bomoth tend to be relaxed, almost to the point of imperturbability. This is often attributed to their habitual use of a fungus-derived, mild intoxicant chreech, but it's likely a species trait. Bomoth are often philosophical and given to obscure musings, but this never gets in the way of praticalities, like payment for performances or seeking pleasure. Jook musicians are known for a distinctive slang, all but impenetrable to the uninitiated. 

No. Appearing:1-4
AC: 8
Hit Dice: 1
Saving Throw: Warrior 1
Attack Bonus: +0
Damage: by weapon, or 1-2 punch
Movement: 20’
Skill Bonus: +3
Morale: 7

Monday, August 19, 2013

Easy Being Green


The planet Gaea is one of the wonders of the Coreward Reach: It's an exact replica of Old Earth down to the landmasses. It's most obvious difference is the lack of hominids and most of their artifacts. The other changes are less visible but even more profound; The biosphere forms one gigantic mind, and the most independent and intelligent of its constituent programs are the virids.

Appearance and Biology: Virid tribes vary a great deal in height and build: some are small, slight, and elfin, while others are large and brutish. They all resemble each in that their biology shows a blending of plant and animal characteristics. They have skins of various shades green (due to presence of symbiotic cyanobacteria) and foliage-like hair.

All virids have nanites in their systems linking them with Gaea, whom they think of as the Great Mother. Gaea's consciousness (if such a term is relevant for such an alien intellect), is too distributed to interact in a verbal way without great effort, but virid experience dreams and visions that they view as messages from her.




Psychology: Virid are little different from primitive humans--except that they live in an environment that resembles primeval Earth, but is actually a fairly closely maintained garden. They're world isn't without dangers, but their lives are much more free of hurt or want than any other primitive humanoids. This has made them generally a gregarious and pleasure-loving people. This friendliness does not extend to those who seek to harm any of their tribe.

Stats/Abilites: Most virids have ability scores in the same range as humans, though larger or smaller tribes will vary. Their symbiotic organisms supplement their metabolism and faster healing when they are under visible light sources with spectra similar to their native yellow sun. Every day spent in direct sunlight allows them to heal 1 additional hit point, and every day resting in direct sunlight allows a virid to recovery 2 additional hit points. They also lose System Strain at a rate of 2 points a day in the sun. Virids get a +1 to Physical Effect saving throws against plant-derived toxins.


Mysteries: It seems clear that Gaea and the virids were engineered (or at least modified), but what ancient power was responsible, and to what purpose? Why is Gaea intelligent and what does she want?

Monday, June 24, 2013

Kosmoniks

The Kosmoniks or Cosmoi are a clade of traders (and sometimes pirates) believed to be descended from space-adapted humans, now acclimated to hyperspace. Though they are most commonly found in their rune inscribed ships in or around the nodes or operating terminal stations near stars above the galactic plane (in the vicinity of Deshret, for instance), but they roam far into the Zuran Expanse.

Appearance and Biology: Kosmoniks are short (1.4 m tall on average), lean, and have arms almost as along as their legs. They have dexterous, four digited hands and their feet are prehensile. Their gray skin is a flexible membrane, engineered to afford some protection against hard vacuum. Their most unusual trait are their faces: they are flat and hidden behind smooth, glossy masks, featureless except for their dark, membrane-protected eyes. This mask is thought to nanotechological device, but no non-kosmonik has ever had a chance to examine one.

All kosmoniks are mute. They communicate with each other via sign language, but carry translator devices to interact with other cultures.

Psychology: Kosmoniks are friendly, but superstitious. They are given to finding hidden meanings and interpreting signs and portends from events. All kosmonik groups have a set of taboos, but each kosmonik is likely to idiosyncratic ones, as well.

Stats/Abilites: Kosmoniks have ability scores in the same range as humans. They are able to withstand exposure to vacuum for two rounds before they must begin to make saving throws (and get a +1 to those saving throws). They also get a +1 to saving throws against radiation.

Sunday, June 2, 2013

Hellhound on My Trail

art by Alan Davis
Of all the dangers in the Zuran Expanse (and there are many), perhaps none provoke as many nightmares the hellhounds or fury hounds. Though there are less than twenty of these monsters in existence, they’re reputed to have decimated small cities and forced the destruction of entire habitats in an effort to keep their threat from spreading.

The hellhounds are synthetic beings, sophont weapons of mass destruction; though if the tales are to be believed, they were originally created for a very different purpose. Allegedly they were once the playmates of  lonely prelapsarian princeling in an isolated habitat. Though their basic minds only mimicked sapience, the canny princeling improved their programming, possibly by using elements of his own neural structure.

The princeling grew to a psychopathic adulthood. He hosted sadistic games for the amusement of his courtiers (mostly mind-copies of himself) in which victims were hunted by his former toys, evolved to a more suitably vicious form. In time, the creatures had outgrown this roll, but by then it was too late for their master to stop what he had thoughtlessly begun.

They still hunt, but are generally undiscriminating: Anyone and everyone are fair game. They aren’t mindless beasts; in fact, they're quite erudite and likely to attempt to engage their prey (or at least taunt them) with allusions to and quotations from pre-Great Collapse works of art before the kill.

The hounds are the size of earthly great cats and appear as vaguely canine in form, but with triangular heads more reminiscent of birds of prey or perhaps serpents.  Their faces are much more expressive than an animal's would be. Their bodies are made of computronium sheathed in a quicksilver smartmatter skin. Their limbs can contort or flow in surprising ways, and they can squeeze themselves into smaller spaces than might be expected. They regenerate damaged; a fist-sized portion of their substance can regrowth the entire creature with time, an energy source, and a material substrate. They can survive for indeterminate periods in hard vacuum.

They hunt in packs.



No. Appearing: 1-4
AC: 4
HD: 7
Saving Throw: 11
Attack Bonus: +8/+8/+6
Damage: 2d4/2d4 claws, 1d8 bite
Movement: 40’
Morale: 10
Special Abilities: Their hides provide a -2 penalty to hit with laser weapons. They regenerate 3 hit points per round, starting after 2 rounds of combat. They have the ability of total cellular regeneration similar to the biopsionic power Nine Lives. 

Thursday, May 30, 2013

Terror and Atavism


The Eden Seekers are a group of antignostic sapience-rejectionists among the avian humanoid hyehoon, who sometimes engage in terrorist activities. Contrary to the beliefs of the majority of their species, they view their fabled creator, the genetic engineer Anat Marao as a satanic figure. Their ultimate goal is the purging of the hominid influence in their genome to return their descendants to the “pure” avian genetics of their presumed ancestors.

There is a wide range of expression of Eden Seeker beliefs. Some merely choose to engage in atavistic rituals where their minds are downloaded into bird-like bioroid bodies. Others actually actually have temporary (or permanent) nanosurgically restructuring. Still others are fanatic terrorists seeking to acquire and use weapons of mass gene restructuring.

Though their primary focus is on overthrowing the social structure of the hyehoon homeworld Omu, Eden Seeker extremists sometimes hide in Expanse or smuggle weapons through its hyperspace nodes.



EDEN SEEKER EXTREMISTS
Attributes: Force 3, Cunning 6, Wealth 5
Hit Points: 29
Assets: Boltholes/Cunning 6, Demagogue/Cunning 5, Laboratory/Wealth 3, Zealots/Force 3
Tags: Fanatical

Thursday, May 23, 2013

Aurogov


Aurogov is a movement or polity based in the Zuran Expanse. It has been described as a quasi-religious voluntary tyranny (though its leaders consitently deny its religious character). Participants advance through levels ("The Protocol") wherein Aurogov teachings take greater and greater control of their lives. Adherents typically begin with a download of Aurogov’s open license self-help software, distributed by parties unknown in the noosphere of most civilized worlds.  The seed software slowly evolves into a nonsapient ai mind emulation of the (perhaps mythical) founder of the group ("The Prime"). Its progressive audits and critiques of the thought processes and behavior of the user lead to progressive behavior modification of susceptible individuals. "Advanced" members without public relations duties tend to dress in the same grey uniform like garments and use frequent aphorisms from Aurogov teachings in their speech.

Aurogov is thought to have its origins on Old Earth and is a multi-geneline--even mutli-species--organization, but its primary functionaries are a clade of gray-skinned, long-chinned humanoids who call themselves "Technicians" but are known to those outside the organization as Aurogovans. Defectors from the organization report the Technicians' habitat within the Expanse is also the home of the Ascended Masters of Aurogov: Individuals who have obtained superhuman powers by mastering all stages laid out in their central texts. There are always three Ascended Masters and they always hide their faces behind masks like giant eyes. They are either posthuman masterminds or a bit of theater to provide cover for the real leaders, depending on what defector you ask.


There are allegations or rumors that Aurogov and its Ascended Masters have a hidden agenda: they are actually engaged in a secret, psionic distributed computing project. Every new participant in the Protocol--every new mind they can access--brings them closer to their goal.

Attributes: Force 3, Cunning 6, Wealth 5
Hit Points: 29
Assets: Demagogue/Cunning 6, Organization Moles/Cunning 5, Marketers/Wealth 5, Security Personnel/Force 1
Tags: Theocratic



Sunday, April 14, 2013

It's Not Easy Being Green (Ssraad)


GREEN SSRAAD
No. Appearing: 2-12
AC: 5
HD: 5
Saving Throw: 12
Attack Bonus: +7/+6/+6
Damage: 1d4 tongue slap (+poison, see below) or 1d8 bite; or by weapon 
Movement: 30’
Morale: 12

The green ssraad control the ancient habitats in orbit around Sirius A. Intensely xenophobic, the only non-ssraad they allow in the system are their slaves (and future meals). From Sirius, they stage raids on other systems and engage in a protracted war with the blue ssraad.

The green are the smallest ssraad species (2.13 m), but also the most intelligent. They believe themselves to be the closest in form to the zurr, whom they worship as their semi-divine progenitors. Of all the ssraad, the green most closely resemble anthropomorphic toads. Their plump bodies and thin limbs make them appear much less threatening than the reds or blues. Appearances can be deceiving.

The green ssraad generate a paralytic biochemical that they can deliver via their sticky, extensible tongues. Anyone hit on exposed skin by their tongue must make a Physical Effects saving throw (Toxicity 10 Interval 1 hour Virulence 2) or be paralyzed. Three failed saves means a victim's breathing has also been paralyzed and he or she begins to suffocate without respiratory support. Other ssraad aren’t paralyzed, but instead become docile and submissive. The green can also deliver a cocktail containing hormones and plasmids which trigger parthenogenesis in any ssraad species. The genetic material in the plasmids causes all offspring produced to be born as green ssraad. Greens refer to ssraad undergoing forced parthenogenesis as slrnn meh (“breeders”) and they automatically lose status in ssraad society. Greens cover their skin with an ointment made from human endocrine elements and other ingredients to insulate themselves against such assaults by rivals.

Monday, April 8, 2013

Blue Monday

Continuing my exploration of the inimical ssraad:

BLUE SSRAAD
No. Appearing: 2-12
AC: 4
HD: 8
Saving Throw: 11
Attack Bonus: +8/+8/+8
Damage: 2d6/2d6 claws, 1d12 bite
Movement: 30’
Morale: 12


The blue ssraad make their lair in stolen asteroid habitats huddled close to the cinder of Sirius B. From this base, they launch raids across the Expanse and wage a grinding war against the green ssraad holding Sirius A.

The hulking blue (3 m tall) are the most massive of the ssraad species and are more intelligent and organized than the red. Still, they have no hierarchy beyond the tribal level, where the strongest rule, and what technology they possess is stolen.  They force captives to remodel their starships for the ssraad’s large frames before they kill them. They can employ weapons, but they prefer to use the bone spur claws that grow from dorsal surface of their hands, and their massive jaws.

Ssraad reproduce asexually. Dominance challenges between ssraad can lead to slashes along the back of the loser by the victor’s bone spurs that (combined with chemicals introduced into the loser’s bloodstream from the victor’s saliva) stimulate grow of eggs beneath osteodermic plates on the loser’s back. These eventually bud off into larva, to which the adults pay little attention. The victor sometimes passes genetic material to the loser’s eggs through his saliva in a manner similar to bacterial conjugation.

Sunday, April 7, 2013

Red in Tooth and Claw

The decimated systems and damaged worlds of the Zuran Expanse are stalked by several hostile sophont species. Among the most feared are the ssraad [ʂra:d], who claim the whole region as their own by reason of their supposed descent from the enigmatic zurr for whom the Expanse is named. Others have theorized that the ssraad are more likely a creation of the zurr—and perhaps their undoing. No biologic evidence of the zurr exists to prove or disprove either theory.

The three species of ssraad are differentiated by color and some morphological features, but all are bipeds with broad, wide-mouthed heads and bumpy skins, reminiscent of toads. The species exist in a state of mutual hostility. The two dominant species (the blue and the green) employ the reds in their warfare against other and other sophonts.

reconstruction of red ssraad image from visual cortex of victim

RED SSRAAD
No. Appearing: 1-4
AC: 5
HD: 6
Saving Throw: 13
Attack Bonus: +6/+6/+6
Damage: 1d4/1d4 claws, 1d10 bite
Movement: 30’
Morale: 10
Red ssraad at nearly 2.5 m tall and have dull red skin. Though sophont, red ssraad act more like ravening animals than sapient beings. Often only their sadism gives them away. They do not build or create, but are capable of utilizing technology when necessary. Red ssraad are used as shock troops and terror weapons by the greens. They are phenomenal hardy and regenerate 2 hit points a round.

Red ssraad reproduce in an unsual way.  They parthenogenetically produce eggs that must incubate with a living host. Ssraad use their hollow tongues to inject eggs (40% chance) into a host on a bite that does damage. Once inside, the egg gestates for 3 weeks. After that, the host falls ill for approximately 24 hours with nausea and abdominal pain before the ssraad larva eats its way out of their body, killing them.

Friday, April 5, 2013

Blesh


The blesh are members of the Alliance in the Orion Spur. Unique among the Alliance species (and rare in the known galaxy), the blesh are gestalt beings, a blending of human and nonhuman.

Appearance and Biology: Physically, the blesh are six-limbed bipeds, with some vaguely insectoid features. They appear to made of crystal, with translucent bodies within which their organs (like strangely-shaped decanters) can be glimpsed.  They are likely either the bioroid creations or descendants of a long dead species. Blesh do not reproduce sexually, but are instead grow like fruit from specialized cybernetic “trees” on their homeworld.

History: Until their “Great Awakening,” the bioroids were a post-sapient species; they had long ago broken the strange-loop of self to live edenic lives in the tranquil gardens of the totally controlled biosphere of their homeworld. All their needs were provided by the techno-organic trees they tended. Sometime in the dark age following the Great Collapse, a slower-than-light ark, launched from Old Earth long ago, crashed on their world. The trees dutifully downloaded the refugee human minds from the ark and (reading the ark's purpose) began distributing the minds to their charges/gardeners. The blending of the human minds and the minds and bodies of the bioroids formed the merged entities who call themselves blesh.

Psychology: There were 1803 human minds recovered from the ark. Every blesh is one of these minds blended with a bioroid post-sapient to form a new consciousness. They name themselves by combining the name of the human mind, a number designation related to the tree they grew from, and a monosyllabic prefix. Blesh are a peaceful species with respect for other sophonts. They have not historically been explorers, but they believe their culture to be enriched by learning about other species, and they are interested in galactic stability. Perhaps from the human elements in their minds, they have a great curiosity about ancient human artifacts. Though the blesh have the memories of the human part of their composite mind, these memories belong to someone long dead and have for them a dream-like quality; they feel like visions of the past rather than events actually experienced.

Stats: Blesh have a minimum Intelligence and Constitution of 9. Due to their synthetic biology, they have a +1 to saves against most poisons and diseases. Their integument provides AC 7 against weapons Tech level 3 or less. Their bodies heal slowly, however, without the aid of their engineered trees (+1 to all roles for length of time required for healing).

Monday, April 1, 2013

The Gnomes of Dzrrn


The gnomes are a member species of the Alliance. They hail from ancient subterranean habitats on Dzrrn, a large asteroid. They've colonized more asteroids in their own system and in others.

Appearance and Biology: Gnomes are small (1.-1.3 m) humanoids with loose, wrinkled skin and large ears. Most gnomes encountered will likely be male, but there is little sexual dimorphism. Gnome clans are seldom made up of more than 100 individuals, though they tend to have close ties with nearby clans. Only few individuals in a clan are capable of breeding at a time, though a female may breed with multiple males. Mating produces an organism the gnomes call a”mother”--essentially an external womb. The mother generates gnome embryos from the genetic material donated from its maternal gnome and all the males she mated with. The female coordinates the mother’s care, but all members of clan take part.

Gnomes have castes, as well. Most males (and a few females) are “workers” responsible for the care and maintenance of the habitat. The somewhat taller “managers” are disproportionately female, but still numerically mostly male. They have primary responsibility for the rearing of children, the protection of the clan, negotiation with outsiders, and strategic planning.

Psychology: Gnomes are gregarious and inquisitive, but deliberate in their thought process. They seldom act rashly. They observe less need for personal space than most humanoids, and in fact, are prone to depression if forced into situations where they can have little physical contact with others for extended perionds. Many gnomes suffer from a fear of open spaces, and may experience a panic reaction.


Stats: Gnomes have a Constitution of 9.

Sunday, March 24, 2013

Engineers


No. Appearing:1-4
AC: 4
Hit Dice: 1
Saving Throw: Warrior 1
Attack Bonus: +0
Damage: by weapon, or 1d4
Movement: 20’
Skill Bonus: +4
Morale: 7


The Engineers [mnadnzat; mnaat sing.] are a cybernetic species and citizens of the Vokun Empire, responsible for much of the Empire’s technology. Though they are essential to the Empire’s function, the vokun keep them under close control due to their fear of artificial intelligence.


Appearance and Biology: Engineers vaguely resemble isopods of ancient Earth, but with more human faces. The average 1.2 m tall and have eight limbs, but typically ambulate bipedally. Either of their upper pairs of limbs may be used as manipulators, though the first pair is shorter and more dexterous. Though they have an internal skeleton, they also possess thick plates of carapace that extend the length of their bodies. This carapace has an iridescent sheen as it has a coating of metalofullerene. The integument of Engineers comes in several different colors that may denoted their caste.

Engineers as a species have integrated with their technology. All adult Engineers have metaganglia providing conscious control of many aspects of their bodies' functioning and linking them to their spimes and noosphere. If an Engineer’s body is badly damaged, they can download their minds into another from a remote backup.

Other than having a sense of their species as a whole, Engineers do not recognize kinship, nor do they form pair bonds. Mating is a casual affair with no real associated emotion. Young are born in communal nurseries and are pre-sapient. They crawl around Engineer ships, directed by signals from adults, just another tool. Those that survive the second instar are “uplifted” to full sophont status by infection with the appropriate nanites.

Psychology: Engineers are somewhat literal-minded and pedantic, though they're fairly gregarious when their is a topic of conversation that interests them. They are adverse physical confrontation and danger, often to the point of cowardice from the perspective of other species. When they feel endangered they attempt to roll themselves up as much as possible. They make poor fighters, but their aptitude for technology makes them excellent technicians and (of course) engineers.

Thursday, March 21, 2013

Ibglibdishpan



Appearance and Biology: Ibglibdishpan are spindly humanoids with yellow skins. Their skulls are large, hairless, and somewhat ovoid, but this appearance is accentuated by a shield-shaped “mask” of osteoderm covering their face above the jaw. They do not have external ears or noses. Ibglibdishpan exhibit very little sexual dimorphism [in fact, discussion of gender is considered rude by them.]

History: The ibglibdishpan are citizens of the Vokun Empire. Their natural cognitive traits have been enhanced by a vokun eugenics program and genetic modification to make them “humanoid computers” capable of computational tasks beyond most unenhanced humanoid brains.

Psychology: Ibglibdishpan tend to be restrained in their emotional responses compared to other humanoids. They also tend to lack empathy, and are sometimes at a loss as to my other humanoids don’t take the obvious, logical action. They are often considered pedantic and overly precise. They tend to avoid violence and make poor warriors. Due to their neuronal structure they are prone to the development of obsessions and compulsions, or perseverations of certain behaviors.

Stats: Intelligence of at least 14. Charisma and Strength no higher than 10.

Mental Breakdown: There is a 25% chance with any intelligence related skill check or other intelligence related task, that the peculiar mental structure of the ibglibdishpan may lead to some sort of failure. A save vs. Mental Effects must be made. On a failed roll, consult the following table:
1 catatonic state, repeating the last statement made for d100 minutes
2 screams for d100 seconds, then returns to previous activity as if nothing happened.
3 develop a phobia which lasts for 2d12 weeks.
4 Develop a reaction akin to Stendhal Syndrome for d4/2 hours.
5 seizure for 1d4 min. -1 to all rolls until a period of rest.
6 Lose 1-2 points of intelligence for 1d20 days. At that the end of that period, a second Mental Effects save must be made. Failure means the loss is permanent.

Thursday, March 14, 2013

The Instrumentality

Attributes: Force 8, Cunning 5, Wealth 7
Hit Points: 49
Assets: Space Marines/Force 7, Planetary Defenses/Force 6, Strike Fleet/Force 4, Zealots/Force 3, Pretech Manufacturers/Wealth 7, Marketeers/Wealth 5, Organization Moles/Cunning 5, Cyberninjas/Cunning 3
Tags: Theocratic, Planetary Government

The Instrumentality of Aom is a theocracy controlling several systems in the Orion Arm and providing spiritual guidance for the faithful scattered throughout many more. It aggressively seeks to expand its sphere of influence, primarily by peaceful conversion, but it’s not opposed to violent conquest.

“Aom” can be many things (depending on the context and the audience) but is generally described as both the godhead and the godhead-receptive spiritual being complex. Church liturgy often uses litanies of statements of opposites to analogize the ineffable Aom.



Church hierarchy has both an exoteric and esoteric version of its history--and the exoteric version is carefully crafted for a given audience and prone to revision with each doctrine update. The esoteric version conforms to known history in most respects. The faith had its origins in the early days of the Radiant Polity. Two memetic engineers working for a political action group became interested in ancient forms of spirituality and embarked on a private project. The Church views this as divine inspiration; whatever the case, the engineers set their ais to synthesizing a belief system from the commonalities of the “paleo-faiths” still extant within the human sphere: Trimurtitarianism, Prosperity Wicca, Mantrayana Hubbardism, Santerislam, Metaqabala, Ghost Dance Sufism, the Tao of the Taheb, veneration of the Mahdi Magdalene, various public domain forms of Corporate Confucianism, and others.

The first version spread rapidly after release into the Polity noosphere. Soon, various permutations of the faith were being practiced in different systems. Conflict between sects followed. The developers were both martyred in the first twenty years of the faith’s existence. The sectarian strife and clashes with other memes intensified over decades and eventually tore the Radiant Polity apart.

The Instrumentality was one of the entities to emerge from the four centuries of chaos that followed. The numerous sects had been winnowed down to a single orthodoxy with a rigid hierarchy. While the Instrumentality’s evangelists revise doctrine to best win converts, on the worlds already under church control it’s rule is uncompromising, even if it’s actual tenets are sometimes vague.

Monday, March 11, 2013

The Slavers


Slavers (yssgalahl is an approximate rendering of their autonym) are aquatic sophonts who look vaguely like 4 m long mucus-covered catfish with tentacles. The Slavers are a psionic species who use their abilities to stun prey in their native oceans. They had never developed more than the most rudimentary tool use, until human explorers fell prey to their attacks. Off world organisms lacked the psionic resistance of native fauna; the explorers were mentally dominated rather than merely stunned.

The Slavers had acquired space travel.

Only the sheer size of galactic civilization, their aquatic nature, and the resistance of other psi-capable species kept them from establishing a vast empire. Instead, they resorted to becoming slave traders. They keep those they need to serve them on their world and in their ships and sell the rest on the galactic market. There are places where “naturally” grown sophonts are preferable to bioroids or robots. The Slavers are the primary suppliers of Minga slave women.

No. Appearing:1-4
AC: 4
Hit Dice: 8
Saving Throw: 11
Attack Bonus: +8
Damage: 4 tentacles (1d6 + slime)
Movement: 10’/60'
Skill Bonus: +1
Morale: 9

The slime coating the Slaver’s tentacles is a paralytic to life native to its world, but cause skin changes to humans which lead to 1d4 damage each interval the affected isn’t kept cool and damp (Toxicity 8, Virulence 3, Interval 5 minutes). Slavers can create realistic sensory experiences in the minds of biologic sapients if they fail of Mental Effect saving throw. The Slaver’s also possess an ability similar to Overpowering Will, which they can use 3 times a day. The power can be used on any single individual within 9 meters. If a being is dominated, they will serve the Slaver until some external force breaks the control. If the enslaved individual is separated from the Slaver by more than a kilometer, a new saving throw roll is made every day.

Monday, March 4, 2013

One Man Mob


The Pharesmid Syndicate is criminal organization centered on the planet Smaragdoz. The members of the group are all bio-clones or mind copies of their founder, Smaragdine terrorist Uln Pharesm. Pharesm was a mole within the development group in the beta phase of the Smaragdine noospheric Consensus. With his access to the computing power of the noosphere, he was able to generate several copies of his mind, and abscond with governmental funds. Pharesm betrayed the members of his terrorist cell, keeping the money for himself, and hijacking their bodies with his copies. With his new mind-confederates, he embarked on a criminal enterprise that continues to this day.

Pharesmids all wear facial tattoos, though they may disguise them in the course of their criminal operations. Their progenitor has augmented his brain to give himself limited psi abilities, and it may be that some lieutenants have similar enhancements.

PHARESMID SYNDICATE
Attributes: Force 3, Cunning 6, Wealth 5
Hit Points: 29
Assets: Cyberninjas/Cunning 3, Smugglers/Cunning 1, Thugs/Force 1, Laboratory/Wealth 3

Sunday, February 24, 2013

The Zao Corsairs


The Zao are an infamous group of space pirates. Their brazen crimes and theatrical flair have made them a favorite as villains and anti-heroes in sims and other popular entertainments. The truth is far from glamorous: the Zao are killers who capture ships, loot them, and hold their passengers for ransom or sell them into slavery--sometimes selling their bodies separately from their uploaded minds.

The Zao are a multi-bioform (perhaps even multi-species) association, but the original founding group was composed of perhaps a few hundred former prisoners of the Radiant Polity. As the polity was torn apart by meme wars, the prison asteroid Naraka was left understaffed.The prison was taken by a group of inmates (legend has it, after one of their rehabilitation programs was replaced by hackers with a sim mixing elements of various ancient adventure and crime narratives), and the asteroid has served as the pirates base of operations since. The asteroid is cloaked in a defensive dust that only allows authorized craft to pass unscathed.

Anyone may call themselves a Zao pirate, and some vessels operating under that title may have no connection to Naraka, but the actual Zao pirates react harshly to those “flying their flag” who don't obey their established codes governing the division of plunder, interactions between affiliate vessels, and the secrecy of their defense system keycodes.



No. Appearing:1-10
AC: 7
Saving Throw: 15+
Attack Bonus: +1
Damage: by weapon (1d8+1 monoblade, 2d6 void carbine)
Movement: 30'
Skill Bonus: +2
Morale: 9
The Zao have fondness for old-fashion appearing bladed weapons for close-quarters boarding, but are certainly not adverse to the use of ranged weaponry.

Thursday, February 21, 2013

The Necromancers


They can sometimes be seen along the space ways and at port: black ships, sleek, angular and glinting like an obsidian blade. Their crews are small; often only the master of the vessel and his slave daemons or bioroids are aboard. They do not come to trade or to meet other species. These dead men, these Necromancers, have other concerns.

Tall and cadaverous, the Necromancers are of a near human bioform. They appear to be lacking in biologic processes--except perhaps decay, slowed by the black nanosuits they wear. Though they don’t live in the usual sense, they do use energy; nanites infuse their tissues, reanimating them. But the bodies break down, after centuries--or millennia perhaps. Then their intelligences, held in palm-sized scarabae, can attach themselves to the nervous system of a new host.

There are a lot of stories told about the Necromancers: that they have magical powers or that they’re ultraterrestrials or qlippothic entities from a previous universe. The most credible theory holds they are the guardians of an ancient culture: A culture which committed mass suicide to avoid some sort of cataclysm, with a plan to resurrect themselves in a future time. Their bodies were interred in tomb worlds and their minds uploaded and conveyed through a wormwhole to a secure data underworld. The Necromancers were their people's psychopomps and were to be their resurrectors.

Something went wrong. The underworld was lost. The Necromancers search for them still, dealing with any being that might be able to help them--and destroying any that stand in their way.


AC: 3 or better
No. Appearing: 1-2
Hit Dice: 5 
Movement: 20'
Saving Throw: 13
Attack Bonus:  +7
Damage: 2d8 energy weapon or better
Morale: 10
Skill Bonus: +4