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Old 05-30-2023, 06:41 PM   #321
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Default Re: New Fantasy Setting Seeds.

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Originally Posted by Astromancer View Post

Places with especially rich supplies of cultural artifacts tend to also have rich supplies of powerful supernaturals as well.
Worse, the sort of really cultural significant items that would be a priority are just the sort of thing that's likely to get collected by longer lived entities for the long-term wealth value. Imagine trying to get the Mona Lisa out of a very old vampire's personal stash...
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Old 05-30-2023, 08:21 PM   #322
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Default Re: New Fantasy Setting Seeds.

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Worse, the sort of really cultural significant items that would be a priority are just the sort of thing that's likely to get collected by longer lived entities for the long-term wealth value. Imagine trying to get the Mona Lisa out of a very old vampire's personal stash...
Imagine the Elder Vampire has about a dozen da Vinci paintings unknown to scholars. Exquisite works that will be lost to all humanity. Said Vampire wants his own Starship and a ghouled crew.
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Old 06-03-2023, 10:52 AM   #323
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Default Re: New Fantasy Setting Seeds.

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The Clock Restarted

This setting is a crossover of the GURPS treatment of the World of Darkness, space opera, and post-apocalyptic. Basically, all the endgames started happening at once. Mainly the Gehenna, the Wyrm's attempt to destroy the world, the return of the Formians, and the KotE Sixth Age (an East Asian apocalyptic scenario).
Different sections of the world present different problems and opportunities.

Europe: The whole continent, with the exceptions of Ireland, Finland, and Switzerland, has large numbers of ancient vampires. Ireland and Finland have been unattractive places for vampires and Switzerland is claimed as a friefdom by a Mummy that claims to be the Horus from Egyptian myth. Those other supernaturals living in Europe have to be both powerful and aggressive to survive.

The European supernatural community won't want to either lose control of their human populations or cultural artifacts. The Sidhe nobility of France will be especially aggressive in demanding power and control.

North Africa and Southwest Asia : The local populations are xenophobic. Not only will most of these populations resist evacuation, but local human political and religious authorities will also try to limit the minority that wants to escape from evacuating.

The most powerful local supernaturals, Setite Vampires, Banu Haqim Vampires, and Al-i-batini Mages, all engage in complex multilayered obfuscation tactics (and the Vampire discipline is only the beginning). They will all three want to take over starship and get to human worlds to destroy their societies, although for very different reasons.

Russia and Central Asia: Ancient Vampires have dominated the local government for generations. The local supernaturals are paranoid and believe in destroying what they can't control. Russia had been already going through a slow motion apocalypse since the 1970s. The place is a mess.

Sub-Saharan Africa: Both the people and supernaturals of this area are lacking in organization. Although this reduces the chances for supernatural interference, it also makes evacuating ordinary people much harder. The tribalism of the local culture makes staying out of local politics nearly impossible.

South Asia : The populations are vast and the local supernatural community stays hidden until they strike. The strong presence of both the Cult of Ecstasy and the Euthanatos will help a great deal.

Southeast Asia: The Cathayan Vampires are strong here but divided. Lack of transportation infrastructure will hurt here.

China : The Cathayan Vampires and the Beast Courts will react negatively to the evacuation. It will be seen as a barbarian incursion. The human authorities won't be much less hostile.

Taiwan, Korea, and Japan : Both the local people and the local supernaturals will accept the evacuation. North Korea will be the exception. The North Korean government will demand a planet for Koreans alone, high tribute payments, and the populations of ethnic Koreans living anywhere be handed over to them.

The local supernaturals will be a festival of passive aggressive tricks and bullying.

Australia and Oceania: Australia's supernaturals are relatively weak and unorganized. They won't give much resistance. The low populations in this region won't be interested in resistance until after they're evacuated.

South America: The supernatural populations are low and poorly organized. However they are bitterly hostile to outsiders. Secrecy and xenophobia will be constant issues here.

The Caribbean: The locals will evacuate with little resistance except from Haiti and Cuba.

North America: Relatively calm, but the local supernaturals are subtle and tough. The surviving Technocracy will be brutal. The local Garou and other Fera will start guerrilla resistances.
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Old 06-05-2023, 12:28 PM   #324
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The Clock Restarted

This setting is a crossover of the GURPS treatment of the World of Darkness, space opera, and post-apocalyptic. Basically, all the endgames started happening at once. Mainly the Gehenna, the Wyrm's attempt to destroy the world, the return of the Formians, and the KotE Sixth Age (an East Asian apocalyptic scenario).
Heremetics: They want three main things. First, mass evacuation of human and human adjacent beings. Earth is dying because of the Vampires of both the east and west. The Order of Hermes sees no reason for humanity to go extinct because of the squabbles of ancient monsters. Second, the Order wants to gather needed resources for humanity from works of Art and scholarship to plants and animals with useful genetic traits. Third, they want to teach the survivors of humanity the skills to live free. The Heremetic utopia is one where everyone is educated and has the magical skills to independently meet their own needs.

Ngoma: Much like the Heremetics, but with an emphasis on community and social harmony.

Wu-lung: Broadly similar to the Heremetics, the key differences are that first the Wu-lung don't believe everyone should be educated, second the Wu-lung believe that social propriety is key to survival, and strict hierarchy is key to social propriety.

The Lodge of Vision: This blend of the Dreamspeakers with the Verbena is about survival and politics. If the union isn't happy, it is functional. The Lodge has clear goals. First, bring more tribal and rural people into deep space. The Lodge lacks numbers and the chance to initiate new members. Although both the Dreamspeakers and the Verbena dislike the Heremetics, they are grateful for the young mages that the Heremetics send their way. Still they want to bring more of their kinds of people to places of safety. Second, they want to go back to being the Dreamspeakers and the Verbena as separate groups and bring in groups they see as favorable to their values. The Verbena have decided that, although they would love to regain the Seat of Life, a directional seat will do. The Lodge want the Bata'a and the Kopa Loei to join the Council. The Batini are seen as domineering and the Hollow Ones aren't trusted.

The Children of Knowledge: These alchemists want to bring people from Earth to colony worlds. They prefer Urban populations from the West as most open to their insights. But rescuing people is a priority. They also want to recover mystic, scientific and technical knowledge relevant to their concerns.

Virtual Adepts: The Adepts are mainly focused on building up the colony worlds. When the refugees from Earth are brought to the colony worlds, the Adepts want them to be able to adapt and thrive. To this end the Adepts are using A.I. to make the cities able to adapt themselves to the refugees. The slogans of the Adepts is "The Cybernetic Environment!" and "The City as Personal Ally!"

The Etherites: SCIENCE! WILL PREVAIL! The Etherites tend to turn into pulp heroes under certain kind of stress. They are ready and determined to rescue humanity. Although that is the overwhelming focus, keeping the Council stable and functional is seen as vital to rescuing humanity. The Mad Scientists are willing to kick @$$ to preserve the peace. The most visible aspect of this priority is their determination to get everyone a fair hearing.

Aescepalians: Like the Virtual Adepts, the Aescepalians are more focused on preparing places to bring the refugees from Earth. They've been working with the Artificers (Iteration X) to create systems of farming, food processing, and delivery. Remember, the Aescepalians are biologically and chemically focused mages.

Along with helping the Artificers with automated agriculture the Aescepalians are producing Victors (genetically enhanced humans) and Cyborgs to assist in the evacuation. They are also medics in the evacuation.

Artificers: Like the Aescepalians the Artificers are playing a support role. They team up with the Virtual Adepts to build and design cities and towns for the refugees. They team up with the Void Engineers to build ship for the evacuation of the refugees. They team up with the Aescepalians to create automated farms and vertical farms to feed the refugees. They are aware they aren't people persons, so they choose to be Scottys and O'Brians rather than Kirks and Picards.

Void Engineers: The space jockeys are fully committed to the evacuation. It's their ships that will ferry the refugees first to the moon and then to their new interstellar homes. A part of the Engineers, the Space Marines (backed up by Victors, Cyborgs, and other mages) are taking the fight to powerful supernaturals to force the release of captives and allow the evacuation in the first place.

Akashayama: The Akashayama always has two faces and one heart. The more mental spiritual side of the Akashayama are preparing places of rest and healing for the refugees. The Physical members of the group are teaching martial arts to those involved in the evacuation and preparing to pound recalcitrant bullies you want to enslave or devour the Earth's population.

Celestial Chorus: The Chorus has a slogan for the evacuation, "Comfort the afflicted, Afflict the Oppressors! Rescuing people is the priority. However, if time allows, they will salvage holy relics, but it is low on the list. Still it is on the list.

Chakravanti: The Chakravanti (Euthanotos) see an end to Earth's present cycle and a cycle of human expansion to the stars. However, various forces are trying to stop the wheel of fate by enslavement of humanity and any and all souls. For life to have a future these monsters must receive the Good Death. Also, certain humans who don't merit death must still be prevented from escaping to the stars. These are mainly people that would prevent the renewal of the cycle of humanity by prolonging old oppression and injustices.

Sahajiya: People tend to see the Estactics as stoners and leftover hippies. Well, many of them are, but they are seriously capable stoners and leftover hippies. Remember, the Cultists can simply tune in to any 1st level Sphere they have and leave it on. Little wonder the Sahajiya seem to be seeing another world, that's exactly what they are doing. That's why most of the Sahajiya are in the front lines of the evacuation effort. Grizzled hardened Space Marines know to listen to the spacy hippie chick, if they intend to live.

Meanwhile, back in the stars, the Sahajiya is busy in the Entertainment industry. Having frightened, emotionally wounded, refugees bored out of their gourds is asking for trouble. The Sahajiya are busily working to ease troubled minds and brighten their days.



More later....
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Old 06-05-2023, 03:30 PM   #325
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Default Re: New Fantasy Setting Seeds.

It seems like, the Fera might be a wild card - some of them (especially among the werewolves) think it would be a good thing if there were no or at least far fewer humans on Earth, so they might be in favour of evacuating the humans, and in theory they themselves are the defenders of Gaia so they ought to stay behind and fight - but staying behind to almost certain death might be another thing in practice - and the Fera usually fight like cats in a sack over everything anyway so it's anyone's guess which way a particular Fera will jump.

(Apparently, they don't need humans to reproduce, they can reproduce with animals - the weresharks do this exclusively, except in Asia, and there's at least one werewolf clan that's in favour of just wiping out humans if they can manage it, so that might not be an obstacle. Apparently, they vary a lot between different types, though, so there might be some species of Fera I've forgotten that does need humans to reproduce - in which case, if the PCs run into them, they might have things to say about the PCs trying to jet off into space with their breeding stock).
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Old 06-05-2023, 05:26 PM   #326
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It seems like, the Fera might be a wild card - some of them (especially among the werewolves) think it would be a good thing if there were no or at least far fewer humans on Earth, so they might be in favour of evacuating the humans, and in theory they themselves are the defenders of Gaia so they ought to stay behind and fight - but staying behind to almost certain death might be another thing in practice - and the Fera usually fight like cats in a sack over everything anyway so it's anyone's guess which way a particular Fera will jump.

(Apparently, they don't need humans to reproduce, they can reproduce with animals - the weresharks do this exclusively, except in Asia, and there's at least one werewolf clan that's in favour of just wiping out humans if they can manage it, so that might not be an obstacle. Apparently, they vary a lot between different types, though, so there might be some species of Fera I've forgotten that does need humans to reproduce - in which case, if the PCs run into them, they might have things to say about the PCs trying to jet off into space with their breeding stock).
You're pretty solid here. Some tribes have a strong cultural focus. The Fianna are very committed to the Celtic peoples especially the Irish. They might go. Both the Glasswalkers and the Bone Gnawlers are city wolves (there are exceptions among the Bone Gnawlers) they might go as well.

The Asian Beast Courts (with multiple types of Fera) might choose to split and send some to protect their people and Gaia.

The Wererats believe they have the duty of limiting and controlling humans. They see the wolves as usurpers. They champion chaos in service to the Wyld. They would want to follow humanity to the stars in order to destroy any attempt to rebuild civilization.

So yes, the Fera are many types of Wild Card.
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Old 06-06-2023, 04:40 PM   #327
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The Clock Restarted

This setting is a crossover of the GURPS treatment of the World of Darkness, space opera, and post-apocalyptic. Basically, all the endgames started happening at once. Mainly the Gehenna, the Wyrm's attempt to destroy the world, the return of the Formians, and the KotE Sixth Age (an East Asian apocalyptic scenario).


More later...
Victors and Cyborgs

These two types of Consors (allies of Mages from a Latin term for Friend) require further details. Victors are genetically modified Humans. Cyborgs are just what they are in Sci Fi and comic books.

Victors: These are like Transhuman Space parahumans. However they have a more unified "look." Basically, if GURPS:BioTech says it's Tech Level Eleven bio-modification or less, and the DM allows it, a Victor can have it.

Most Victors look fully human and the advantages of Very Beautiful/Handsome and Voice are commonplace. It's typical for a male Victor to be big brawny well formed man. Think about Chis Evans as Captain America or Burt Lancaster at his most fit. Smaller male Victors are known as well, think Gene Kelly or Bruce Lee. Female Victors look like Prima Ballerinas, Female Martial arts actresses, and female athletes. Think about women like Scarlett Johansson, Maureen O'Hara, Katherine Hepburn, or Marlene Dietrich. Some female Victors are very brawny, think Serena Williams or Tina Turner. Tall strong warrior woman types are also common, think Julie Newmar or Gal Gadote.

Victors have high stats, they are intended to be Homo Superior types. Male Victors average ST 17 and female Victors average ST 14. Higher strengths are not rare. Other stats are in the 13 to 15 range on average.

Cyborgs: As with the Victors, Cyborgs in this setting have more free will and individuality. Thus are available as player characters. If you have GURPS:Cyberpunk any cyber modification is available. As with the Victors, high stats are part of the point.

Magically empowered cyber gear is not rare in this background. Cyborg equipment can be functionally Tech Level Twelve. But Cyber gear above Tech Level Ten risks paradox.

Psions and Sorcerers

Psions: Psionic powers are part of the setting. If someone dislikes the idea of playing a Mage, Psions are available. In this setting both Victors and Cyborgs can have Psi Powers. If the power is in the game, allow it.

Sorcerers: Sorcerers are their own thing in this setting. If someone has the Sorcerer rules for Mage: the Ascension , and the DM wants to adapt those to GURPS, allow it. In this setting both Victors and Cyborgs can be Sorcerers.

Enhanced Mages

In regular M:tA, Mages can become Cyborgs. It could violate their paradigm though. Allow players to be Cyborg Mages for a ten point Unusual Background . In this setting only a few Victors have become Mages, but it is becoming more common. Allow Victor Mages for a Twenty point Unusual Background .

More later.
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Old 06-08-2023, 01:55 PM   #328
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Default Re: New Fantasy Setting Seeds.

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The Clock Restarted

This setting is a crossover of the GURPS treatment of the World of Darkness, space opera, and post-apocalyptic. Basically, all the endgames started happening at once. Mainly the Gehenna, the Wyrm's attempt to destroy the world, the return of the Formians, and the KotE Sixth Age (an East Asian apocalyptic scenario).



Three new Spheres exist in this setting. The Sphere of Society, The Sphere of Information, and The Sphere of Metamorphosis, which I will explain elsewhere.


The Sphere of Society: This Sphere governs social connection, social customs, and social structure. It is to populations as the Mind Sphere is to individuals.

Level One of Society allows you to know the actual social connections and relationships between people. Conductive effects with the mind sphere would let you understand the whys of the connections, the Sphere of Society is about what the connections are.

Level Two of Society allows you to strengthen or weaken social bonds and connections. A group's sense of purpose could be weaken or strengthened. The priority given a social connection or social custom could be lowered or raised.

Level Three of Society allows you to alter the social dynamics of small groups. This allows your Mage to rearrange the relationships between people. This isn't mind control but it is powerful. With a conjunctive effect with Prime these changes can be lasting or permanent.

Level Four of Society allows the creation of new Social connections between people. A random group of strangers can be turned into a community or other social group. Any duration for these new connections requires a conjunctive effect with Prime.

Level Five of Society allows the creation of new societies. With conjunctive effects with Correspondence very large numbers of people can be effected. With conjunctive effects of Correspondence all the previous abilities can effect large numbers of people. With conjunctive effects of Prime these changes can be long lasting or permanent. If societies formed by this method aren't put under to much stress, they can last as long as any human culture. In an isolated low stress environment, some very bazaar societies can last a long time.

Sphere of Information: This Sphere governs data, information, knowledge, and learning. Conjunctive effects with the Mind Sphere allows quick development of skills and knowledges. However, such knowledge fades quickly without a conjunctive Prime element. Pattern bleeding is as possible here as in uses of the Life or Mind Sphere to enhance the Mage. Using experience points (which represents actual learning and development) can both cure and prevent Pattern Bleed.

Level One of Information allows recognition of information. If a code or secret message is near the Mage they can see that there is a message. It would take either a Conjunctive effect of the Mind Sphere or appropriate cryptography or culture roles to decode the message. In Conjunction with multiple different Spheres, Information can radically increase the detail and precision of what information is gleaned. Level One Life allows you to see if someone is ill and the general nature of the problem. A Conjunctive effect of Life and Information would allow you to see the specific illness to the limit of your medical or anatomical knowledge.

Level Two of The Sphere of Information allows manipulation of the information around them. Hidden information can be made apparent and obviously there and even the most obvious information can be hidden. Encrypted information can be revealed, although the degree of success will limit the clarity of the translation. Clear information can be encoded. With the right conjunctive Spheres information can be hidden for some and revealed for selected others.

Level Three of The Sphere of Information allows Information to be inserted or removed from the environment. A Mage using a conjunctive effect of Information and Correspondence could remove all records of an individual from public sources or add records of a new fictious individual into the public records. Obscure information could be made commonplace (overmorrow is an archiac word for the day after tomorrow) or commonly know facts could be made obscure (Walt Disney's Snow White could be made a forgotten film).

Level Four of Information allows changes in language and other systems of information. Words could be inserted or removed from a language (although this always risks paradox, and the better known or more commonly used the given word is, the bigger the paradox backlash). Structures like grammar and the alphabet can be changed (but again paradox is a threat). Obscure languages are easier to change. Adding a few obscure words to a dead language risks little paradox. The connotations of words can also be changed at this level and risks far less paradox. Given how often people react to the connotation of a word and don't care about the actual denotation or meaning this is generally the preferred strategy. Level Four of Information allows the mage to know the recorded facts on anything (but not the accuracy of those facts).


Sphere of Metamorphosis: Metamorphosis covers the processes of change. Entropy is about Order and Chaos and thus patterns and their decay. Metamorphosis covers all forms of change and transformation, decay and growth, death and birth, shriveling and growth. The transformation of the bud into fruit or the rotting of the fruit, or the seed of the fruit growing into a tree. Nonliving Transformations are covered too. Mud into slate, coal into diamonds, young blue stars into white dwarf stars.
More later.

Level One of Metamorphosis allows you to see what natural changes a given item might go through, and what changes the item has been through. Unlike the Time Sphere you only see the possible changes in the item. If you're looking at a seedling in a meadow, you can see all the possible transformations of that seedling, but not the scheduled paving over of the meadow for a parking lot. Many mage gardeners use a level One Metamorphosis rote to pick out which plants to weed out and which to keep.

Level Two of Metamorphosis allows for speeding up or slowing down natural changes. A rock might erode in hours, a tree might go from seed to maturity in a day, or a rare bloom that normally lasts only an hour might persist for weeks. Only natural changes can be effected. Bread dough can be made to raise in a minute this way, but baking isn't speeded up.
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Old 06-10-2023, 01:14 PM   #329
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Default Re: New Fantasy Setting Seeds.

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The Clock Restarted

This setting is a crossover of the GURPS treatment of the World of Darkness, space opera, and post-apocalyptic. Basically, all the endgames started happening at once. Mainly the Gehenna, the Wyrm's attempt to destroy the world, the return of the Formians, and the KotE Sixth Age (an East Asian apocalyptic scenario).

There are other groups in Outer Space and on the Earth that affect the campaign. PCs might need to fight, negotiate with, bribe, or simply avoid these power players.


The Technocratic Union

The Technocracy still exists. It is in two halves, deep space and Earthside.

The deep space side is largely an unpleasant minor issue. Since losing the substancial majority of the Void Engineers, the Progenitors, and Iteration X, as well as substantial groups of both the New World Order and the Syndicate, the remaining Technocratic mages have been weak and lacking in adaptivity. The New World Order has overwhelming dominance on their worlds (given the small and underdeveloped economies of the few Technocratic Union worlds, the Syndicate has little to work with) society is tightly controlled and strictly ordered. As stated above, these worlds are comfortable prisons. Any one who has seen the old Twilight Zone episode Number 12 Looks Just Like You will have an idea of the shallowness and conformity of these societies. The rarity of new Mages should be no surprise. Further, the local technology is LESS advanced than on the Council of Traditions worlds.

Meanwhile, the remnants of the Technocratic Union left on the Earth are at a fever pitch of paranoia between the supernatural chaos and the realization that they've jumped forward in time (the Technocratic Union understood the implications of the shifted star patterns nearly instantly). These groups will have heavy firepower and no reason to restrain themselves.

The Disperates

The Disperates always lacked the cohesion to back their ambitions. Several members have left and three have joined the Council of the Traditions. The Disperates have no worlds of their own besides old Horizon Realms, they mainly live on worlds settled by the Council of the Traditions. The Council has made it clear that the Sleepers govern themselves.

The Ahl-i-Batin: The strengths they had on Earth are mainly weaknesses here. The subtle manipulation and shaping of society that made them powerful on Earth makes them futile and petty in space. The Batini colonies have largely failed and the Batini are mainly seen as pointless nuisances.

The Earthside Ahl-i-batini are still very effective at maintaining their hidden power over North African and Southwest Asian societies. They will simply jam any attempt to rescue the masses of their societies simply because they can't allow adaption.

The Bata'a: Those that fled to the stars have largely adapted to their new position. They are interested in joining the Council of the Traditions. Lingering suspicions about the former Technocratic Union members still inhibits them. They are finding it hard to recruit new members. The conditions that formed the communities they functioned in are gone. The Lodge of Vision covers highly similar spiritual and ritual areas. The Ngoma are a proudly African tradition. The Bata'a have largely lost their reasons to exist.

Earthside, the Bata'a are going to be among those most resistant to the evacuation. They're street Mages not pioneers.

The Children of Knowledge: Have totally left and joined the Council.

Earthside Children of Knowledge will join in the evacuation freely. They won't fight for a lost cause.

The HollowOnes: Like the Bata'a and the Al-i-Batin, the Hollow Ones really aren't in tune with the worlds they live in. Sure, there are spaces for Romantic Rebels. But the scene is too small and underdeveloped. The main art scene doesn't really go for bleak hopelessness. The Hollow Ones are mainly out of fashion.

The Earthside Hollow Ones would look at the Council worlds as being made to live in a perky Star Trek knockoff. They will demand change. The Council will offer the Hollow Ones their own worlds to settle. Which everyone will see as calling their bluff.

The KopaLoei: They have accepted the offer of isolated archipelagoes on several Council worlds. They live a modified version of their traditional lifestyles. The fish and farm and run efficient food processing plants. They trade their products for what their Islands can't produce. They are largely content and are mainly concerned with rescuing their fellows from Earth.

The Earthside Kopa Loei will gladly flee to the stars.

The Ngoma: They are members of the Council and closely allied with the Order of Hermes.

The Earthside Ngoma will be easy to persuade to evacuate once the chaos gets near their communities.

The Sisters of Hippolyta:The Hippolytoi are determined to fight the power. They rarely concern themselves with the question of whether or not that helps. The Sisters denounce toxic masculinity and never thinking about their own toxic femininity. They've been allowed to set up their communities in isolated areas on Council worlds. They're largely left in peace. But they are seriously unhappy though.

The young men of the Hippolytoi are unhappy in the communities of their birth. In the past, the Sisters raised their male children in the communities near their communes. However, since the Council worlds are underpopulated, the Sisters have to raise their sons in their communes. The boys and young men see their sisters taught sorcery and magery, but know they are excluded from learning. Also, anything that is valued in the community they are excluded from it. So most of the young men leave to have lives. Many of the young women end up following the men. This leaves the Hippolytoi with rapid population loss. They aren't happy about it.

The Earthside Hippolytoi will flee to the stars and their sisters will welcome them. But the problem will stay the same.

The Taftani: The Weavers live in the skies as they do on the Earth. The vast empty spaces suit them. Their main complaint is the lack of available apprentices.

The Earthside Taftani will leave the Earth. They might stand their ground as well.

The Templer Knights: The Templers have mainly stayed on Earth. The Templers will probably make a last stand on Earth.

The Wu-lung: Have joined the Council, for now. The Wu-lung realize they need allies, they haven't learned to be allies.

The Earthside Wu-lung won't be interested in dying with the Earth. They will also demand that China be evacuated first!
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Old 06-13-2023, 03:59 PM   #330
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The Clock Restarted

This setting is a crossover of the GURPS treatment of the World of Darkness, space opera, and post-apocalyptic. Basically, all the endgames started happening at once. Mainly the Gehenna, the Wyrm's attempt to destroy the world, the return of the Formians, and the KotE Sixth Age (an East Asian apocalyptic scenario).
Vampires

The Camarilla: The very name "Camarilla" (small room for private conversation, associated with backroom deals and conspiracy) implies careful plotting and subtle maneuvers. Given the planet is falling apart with shocking speed and the supernatural is out in the open subtle manipulation might be passe. But although most of the Camarilla is slow to adapt, many Princes and other powerbrokers can adapt.

The problem for Vampires is that they have no special powers to get into space. They realize that the mass slaughter of humanity means they'll starve. Most Princes are already planning to get rid of any Vampires that don't pull their own weight in the Prince's eyes. The Camarilla is in no way interested in the wellbeing of its members, only the advantages of the leadership. Said leadership now know they must find away to escape being eaten by either Sabbat packs or Antedeluvians. Many Princes are trying to rules the cities they dwell in as absolute monarchs. Others have heard that the Mages have fled to space. Some want to have kingdoms in the sky.

Either way, the Princes of the Camarilla see humans as the food supply. If the cattle all escape to the stars the Vampires starve. Or the Antedeluvians eat the Princes first.

The Sabbat: The Sabbat has been planning for this since they were founded. And none of that was of any use (of course the True Black Hand which infiltrated the Sabbat to run it for the benefit of the Antedeluvians made sure of that). The Sabbat has fewer advantages for fighting this battle than the Camarilla, but on the upside, the Sabbat lacks most of the Camarilla's self-destructive panic.

The Sabbat are aware of the possibility of escaping to space. They also lack any chance of getting there on a Council of The Traditions spacecraft. However, the Sabbat is friendly with the Nephandi. If any Vampires could sneak into deep space it's the Sabbat.


The Banu Haqim: The Banu Haqim predate civilization and on the whole they couldn't care less about its going away. In fact, they see humanity as easier to control without civilization. Humans are only tools to use in their eyes.

Humans fleeing to the stars is something that they'd passionately want to stop. Groups of humans the Banu Haqim can't spy on gaining unforeseeable powers is utterly disgusting to them.

The Children of Set: The Setties love corruption and vice. They'll want to get onto spaceships and ruin anything humanity creates.

The Giovanni: Augustus Giovanni has always wanted to diaberize God. The Giovanni clan exists to make Augustus a God. The whole clan and their enslaved Wraiths are focused on gaining power for the Giovanni clan and Augustus. They will do what it takes to enslave Mages and get to a safe place in Outer Space.


The Ravnos: This clan was shattered recently. The scattered survivors will be desperate to escape the Earth. Given their powers of illusion and decite, they are a threat.

The Bloodlines: The minor Bloodlines vary greatly. Some, like the Samedi, will simply focus on escape. Others like the Daughters of Cocaphony, will try to complete rituals that might make everything vastly worse.
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Last edited by Astromancer; 06-15-2023 at 04:33 PM.
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