Backer Preview: Eldothic Weapons

I’m not dead, I’m just very busy.

Sorcery is always such an extensive endeavor, as you have to build the domain along with the spells, and for this set of the Deep Engine, I’m busy with all Eldothic Technology. This is one of the reasons I stopped everything to work on the Deep Engine, because there’s no way to really talk about parts of the Galactic Core and the whole of the Arkhaian without talking about the Eldoth (For the same reason you can’t talk about the Umbral Rim without the Ranathim), so I’ve been busy.

Normally what I should do in cases like this is blog out what I’m doing, but how can I do that when all my current work is hidden (for now) behind a paywall? So I think for awhile, I’ll be posting previews, discussions and thoughts on Deep Engine tech as backer posts. I’ve reached a point where I’m comfortable sharing some of the tech, and the first such post is out, this time starting with Cenotaphic weaponry, the military arms of the Eldoth and their client races, such as the Arkhaians and the Karkadann. This post is available to all $3+ backers.

Reintroducing the Deep Engine: A Backer Post

We need to talk about the Eldoth. Outside of humanity, has three “foundational races” that represent certain core elements of the setting: The Keleni and their faith in Communion, the Ranathim, their sorcery and the Cult of the Mystical Tyrant and represent the selfishness of Dark Communion, and the Eldoth, who represent the eldritch weirdness of Broken Communion. With humanity detailed, we can discuss the Glorian Rim and the Galactic Core. The Keleni and Ranathim give us the Umbral Rim. We cannot discuss the Arkhaian spiral without talking about that region’s most influential race: the Eldoth.

Specifically, we must discuss the Deep Engine. This is the “sufficiently advanced” technology that the Eldoth wove into the fabric of space-time via the horrors of genocide and the haunting energy of mass graves. They channeled the spooky power of these horrors to allow them to travel across the galaxy, power their civilization and win their wars until the Galaxy, appalled by the nature of their civilization, turned on them and destroyed them in the Monolith War.

The death of Eldothic civilization did not end the Deep Engine. The strange necropoli of cenotaphic monoliths continue to pinion the power of the Deep Engine, allowing anyone who has the correct access (legitimately or, more often, stolen via trickery, deception and physical intrusion into the Deep Engine itself) to generate specific technological effects. The Ranathim would call this Sorcery. The Eldoth would scoff at such superstitious and backwards perspectives, but we’re going to side with the Ranathim on this one and treat it as a unique form of Sorcery.

The Oldest Sorcery

The Deep Engine is an old element in Psi-Wars, dating back to the foundational Iteration 6. Back then, I attempted to cobble together a simple system using the Runes of Power system from GURPS Powers: Weird Powers, but it never really took off. I think people found it too complicated. The simpler “Daemon” system seems to have been more popular. I took one look at all of this and concluded that, obviously, the way to fix this was to make it even more complicated.

I am probably being too hard on myself, but the Deep Engine has a problem in that the concept it represents does not lend itself to a quick, casual treatment. It represents some sort of sufficiently advanced technology, but how does that technology work? It has a powerful “hacker” metaphor, where sorcerers are like “thieves in the night” who find a way to break into the Deep Engine. Well, how do they do that? And what happens when they fail? And how do people who have legitimate access differentiate from those who do not? How does the Deep Engine allow Eldoth, who cannot have psychic powers, to use Psychic Sorcery? And when I introduced the concept of Daemons, the represented avatars of autonomous processes within the Deep Engine: Occult AI, in essence. So how do they work? Can you fight them? And I talk about the Deep Engine “Breaking down,” but in practice, what does that do? I mean, certainly, I can represent in games the way I did in Undercity Noir with lots of ghosts and weird weather, but how can I codify it?

Answering all of the questions made it obvious that what I described was a Domain. What makes the Deep Engine complicated is not the system associated with it, but the weight of all of these ideas and how they interact with the world, and how to make them directly accessible to players. Could I take the inherent complexity of the Deep Engine and make it accessible?

Sorcery should, in principle, allow me to do that. If you can understand Chivare and the Deep Engine works the same way, then you can understand the Deep Engine. Simple anough.

So let’s add in some more complexity. To me, the coolest thing about Sorcery is free spells, ideally rewarded through research and study, or occult adventures or spirit quests. I can easily cobble together a a few different schools of sorcery and say “See? The Deep Engine.” But I wanted to offer “free spells” that sorcerers could explore. For this, I expanded the concept of the Deep Engine Locus and this idea of occult hacking that I called, in my system, “Induction” where characters can gain access to the inner workings of a specific deep engine locus and pillage its secrets at the risk of raising the ire of the local security Daemons. If I combine with this with a “glitch” system, I think I’ve completed the picture of what the Deep Engine should be.

That single paragraph makes it sound easy, but what we’re functionally doing is creating a second, layered world over the first that only Deep Engine sorcerers interact with. The Deep Engine was always going to be such a world, but making the whole thing is such an exhausting process. I’ve been working on it for well over a year now.

Recently, though, thanks to some help from Jose Fernandez, I was able to compile some of my thoughts into a straightforward manner and streamline everything into a single document which, I hope, is not too overwhelming. There’s still more to discuss, but it’s a beginning and enough that one could start playing a Deep Engine Sorcerer now.

Releasing the Deep Engine

Because the Deep Engine is such a big topic, I must break it up into pieces. There are four “primary” schools of Deep Engine Sorcery. This release will include the first of the four: Whisper Sorcery, the sorcery that manipulates the telepathic neurocomm communication system the Deep Engine uses, which enables the sorcerer to “hack” into the Deep Engine and act as a communication relay hub for his friends. This release also comes with two smaller “Protocol” schools, Polarity Protocols which manipulate electro-magnetic fields and sub-atomic charges, and Subliminal Override protocols, which manipulate the subconscious, instinctive “lizard brain” of most organic beings. With this release, I’ll see what my feedback is like if this is a disastrous approach, or what changes I can make to make it more straight forward.

The future releases will expand both the available spells and protocols and the domain of the Deep Engine. The current plan is:

  • Daemonic Sorcery and additional details on the Daemons of the Deep Engine, and at least two more protocol sets.
  • Cenotaphic Sorcery and more details on the physical Deep Engine components and eldothic technology and at least two more protocol sets.
  • Glitch Sorcery and more detail on whatever remains for the Deep Engine (Glitch Daemons will probably drop with Daemonic Sorcery), at least one sample “Deep Engine Pattern,” and ideally the remaining Protocol sets.

I suspect I can release once every two months, but we’ll see.

These will start as Backer Posts, but they are previews and will eventually be available to all readers. They’ll be available for all $3+ subscribers; I may make it available for $1 $3 (Patreon will not allow cheaper than that, sorry) as a single download on sites that allow that sort of thing. This drop includes: Deep Engine Sorcery, Deep Engine Loci, Whisper Sorcery, Polarity Protocols and Subliminal Override Protocols. The total content is a bit over 25k words.

Feedback

If you are a reader, I would very much appreciate any feedback I can get. In particular:

  • What did you think?
  • Can you understand it?
  • Do you think you could make a Deep Engine Sorcerer?
  • Is the Deep Engine induction roll simple enough that it doesn’t slow your game down?
  • Do you think the 6-protocol libraries of the Deep Engine Loci? Do you think they’re large enough? Should I add a set of “common” protocols to each?
  • How do you feel about the Daemonic Security Response system?
  • How do you feel about the Glitch system?
  • What are you missing in the system?

There are several components I’d like to add as we move forward, but I don’t want to sheer weight of it to slow it down, and then drop a 150k word bible on everyone and demand they read the whole thing to understand it. It should be at least tolerably playable now with these three schools of sorcery.

Sample Loci

One of the core elements of the Deep Engine is that it involves interaction between the sorcerers and loci of the Deep Engine. It would be helpful to have at least something to play with. Without a huge array of protocols, the scope must be necessarily narrow, but here’s three Deep Engine Loci located on Kronos that Deep Engine sorcerers might start with. The details for how these stats work can be found in the Deep Engine Locus document.

These loci are not final, and subject to change.

The Shield Spire

This central spire of Grand Nexus is the most prominent and powerful Deep Engine locus on Kronos. It is the one to which most Deep Engine sorcerers on Kronos are aligned.

Power: 15

Glitch: 6 or less (Critical Failure)

Glitch Theme: Corruption

Protocols:

  • Electron Beam (Polarity)
  • Anti-Polarity Field (Polarity)
  • Polarity Cycling (Polarity)
  • Subliminal Cloak (Subliminal Override)
  • Dominance Aspect (Subliminal Override)
  • Local Aversion (Subliminal Override)

Connected Loci: The Storm Spire (Kronos), the Dead Spire (Kronos)

The Storm Spire

A spire located at the heart of the “Eye of Kronos,” a perpetual hurricane that sometimes brings it torrential rains into Grand Nexus.

Power: 12

Glitch: 12 or less (15+)

Glitch Theme: Surge (Secondary: Noise)

Protocols:

  • Neural Network Investion (Polarity)
  • Pulsar Beam (Polarity)
  • Wrench Portal (Polarity)
  • Polarity Affinity (Polarity)
  • Polarity Overcharge (Polarity)
  • Polarity Storm (Polarity)

Connected Loci: The Shield Spire (Kronos), the Dead Spire (Kronos)

The Dead Spire

A spire located in the arctic region, it is widely considered lethally haunted, and restricted from common travel.

Power: 9

Glitch: 15 or less (14+)

Glitch Theme: Dead (Secondary: Ice)

Protocols:

  • Fear Blast (Subliminal Override)
  • Subliminal Pariah (Subliminal Override)
  • Sleeper’s mark (Subliminal Override)
  • (Three hypothetical Necrokinetic Protocols)

Connected Loci: The Storm Spire (Kronos), the Storm Spire (Kronos)

The Gaunt Tribal Update

A Gaunt Crowd, by Jose

Here we are again. My notes have this as “Gaunt 4.0.” The Gaunt play an important role in the setting, and they deserve more attention, they’re just such a complex, involved piece of the setting that they consume a lot of my time, and I often feel like people would rather more attention placed on other parts of the setting. Still, I love them, and so when I find the time, I fill in those details.

They have increased in priority lately as I move towards the Arkhaian. While I know they are native to the Umbral Rim, they have always been deeply tied to Grist. Grist is, after all, based on Coraabia which is home to the Unliving, on whom the Gaunt are based. A toxic junk world on the edge of the space ruled by their enemies is the perfect place for the Ranathim tyranny to dump a bunch of Gaunt, so as I pivot towards one of my favorite worlds, I wanted to expand the Gaunt. I’m also desperate to finish the Dead Art and start to outline the Necrotech of the Umbral Rim, which is slow going, but between this update, the Flesh Monstrosities, we’re making some big strides forward.

But this post is more than just an update on behind-the-scenes material, this is about the Gaunt Tribes. What are those? Mostly an attempt to tackle some issues I’ve had with the Gaunt for awhile. See, I love them, and he community, in general, understands and respects their place in the setting, but they don’t get used as much as they could. This is changing! In particular, Derrick’s work with his playtests makes heavy use of Flesh Monstrosities, likely because it’s the single most detailed “Bestiary” of the setting, but that has put more eyes on the Gaunt and what they are and how they work. But I still see some problems when the community attempts to interface with the Gaunt.

I’ve boiled these issues down to four bullet points:

  • Gaunt are fairly complicated and hard to understand for starting PCs.
  • Gaunt are too expensive for what they get you
  • Gaunt versatility and variety is poorly understood
  • Most players and GMs lack context on how to use Gaunt or how Gaunt societies might work.

This is, as always, a moving target. As noted above, this is the fourth iteration of the Gaunt, which is more revisions than any other race has had (though not by that much: all the “big races” get at least one overhaul, and a few, like the Asrathi, Ranathim and Keleni have had several). Still, I hope this has resolved, or at least chipped away, at these problems.

This will be an ongoing release with a lot of moving parts, and I’ll discuss it in some detail below, but if you want to skip to the results, you can click on the links below. If you’re backer, I have the Gaunt Tribal preview ready for you now, but be aware that it’s a preview, and all of these Gaunt Tribes will end up on the wiki in fairly short order. There will be a Gaunt Tribal Design document that will remain a backer special, and will be the fuel for the coming Gaunt Tribal poll.

Continue reading “The Gaunt Tribal Update”

Cybernetics Part 2 — Finale

There is more to come. There’s always more to come. In particular, I need to tackle the torso and the head and then, I think, we’ll be done… except, of course, for Traders, Karkadann, Mogwai, Wyrmwerks, Necrotech, Bio-Tech, etc and so on. I’ll be at this awhile.

Parallel to each “common-tier” Cybernetics set, I’ve also released “hero-tier” cybernetics as previews on SubscribeStar and Patreon. These will be released to the wiki at some point, so they’re just previews, but if you’re a backer, I wanted to show my appreciation with this “sneak peek.”

  • Syntech Cybernetics: “Premium” cybernetics with a focus on subtly and safety. Available to all backers. (SubscribeStar Link)
  • Redjack Cybernetics: Middling Cybernetics, unless you’re a crafty tinkerer who likes to push the boundaries of technology, in which case they offer considerable flexibility. (SubscribeStar Link)
  • Kain Cybernetics: the Best of the Best, Maradonian technology with the secret technologies of the Hammer of Caliban integrated into the most privileged of cybernetics. This one is reserved to Fellow Travellers and better. (SubscribeStar Link)

Thank you for your support, and I hope you enjoyed this week’s releases!

Action Vehicular Rules 1.1

Currently on my Patreon, if you’re a Patron, you get a one week preview of the Action Vehicular Rules, the Space Opera update for the Action Chase rules into a full dog-fighting and space combat system.

If you’re a patron, you can check it out here.  If you’re not, come back next week, and it’ll be available to you!  As always, I want to make a shout out to my patrons, and give them a big thank you.  I know it’s been a quiet few months.

Patreon Art Preview and Poll: The Eldoth

It took me a bit of time, but the art for the third major race, the Eldoth, is complete.  If you’re a Fellow Traveler ($3+) patron, you can check it out.  I want to give you guys a big thank you. You literally make this happen, as I use the proceeds of Patreon to pay for the artwork.

What comes next? Well, that’s up to you, dear Patron, to decide. If you’re a Companion ($5+) patron, you can vote! This will be a more complicated vote than usual, and I don’t want to post every time a poll comes up, so just keep your eye on the Patreon feed.

As always, thank you for your support!

Edit: Part II of the poll is up.
Edit: Part III of the poll is up

Patreon Preview: the Eldoth

Three major alien races have defined the history of Psi-Wars; thus far, I’ve referred to them via placeholder names, but slowly, each has received a preview as I’ve worked out their details and designs: the “Communion Aliens” became the Keleni, and the “Sexy Space Vampires” became the Ranathim.  Now, the last enormously influential race, the “Monolith” get their preview as the Eldoth.

They built the first galactic empire while waging war to some ancient, galactic menace.  They shattered the Keleni temple worlds and scattered the Keleni people in their first diaspora. The terror of their rule helped coalesce the Ranathim Empire, and the Ranathim stole thanatokinesis from the Eldoth to create the Gaunt race.  Though the Ranathim broke their empire and destroyed their race, they live on, slumbering in their regeneration sarcaophogi.  Their interstellar “Deep Engine” continues to hum in strange, monolithic ruins.  The last house of the Alliance, the Tan-Shai, draw their power from ancient Eldothic secrets, and the Templar Chapter, the Sentries of the Monolith, guard the Eldothic homeworld of Sepulcher to ensure the dread race never rises again.

This preview is available to $3+ (Companion) patrons.  If you’re a patron, check it out!  If not, as always, we love to have you.  Happy Patron week, and thanks for your support!

Patreon Post: More Transcendent Principles

At the culmination of the Cult of the Mystical Tyrant, I released three “transcendent principles,” visions that followers of the path of the Mystical Tyrant could attempt to enforce upon the world to grant themselves unique powers.  Since then, I’ve had discussions with Patrons and fans alike about additional possible Transcendent Principles, and I wanted to share a preview of two more: Acausality (which allows the manipulation of time) and Inhumanity (which allows the manipulation of the mystic himself).

This post is available to all $3+ patrons. If you’re a patron, check it out!  If not, as always, I’d love to have you!

Patreon Preview: Cult of the Mystic Tyrant

A space opera setting inspired by Star Wars wouldn’t be complete without a Jedi and Sith stand-in, and today, I’ve started the series on the first of those two: the Cult of the Mystic Tyrant, a philosophy dedicated to the transcendence exemplified by the Dark Communion path of the Mystic Tyrant and to ruling the Galaxy from the shadows.  The Emperor himself subscribes to this philosophy, perhaps explaining his lightning rise to dominant force in the Galaxy.

I’ve been wanting to work on this particular philosophy for ages (it was one of the first philosophies I had a rough draft for even before I started working on the Philosophy sub-iteration), so I’m pleased to present the Patreon preview of the Cult of the Mystic Tyrant, which is available here for all $3+ patrons.  This includes:
  • A look at the beliefs, history and symbolism of the Cult
  • A look at the core organization of the Cult of the Mystic Tyrant and it’s secret “face” organization
  • The Cult of the Mystic Tyrant as an Esoteric Skill
  • The Schisms of the Cult of the Mystic Tyrant, including 
    • The original Ranathim God-King, Anthara
    • The criminal philosopher, Satra Temos
    • The True Communion Traitor Knight, Revalis White

I still have yet to complete additional psionic styles, martial arts, alternate paths and, most critically, the transcendent principles.  These will be available later.  In the meantime, thank you, Patrons, for supporting me, and be sure to check it out! 

Patreon Post: Ranathim Preview

I have, today, the first of the new races.  We cannot discuss a Ranathim ideology without looking at the Ranathim themselves.  Today, I have a preview document for the Ranathim, and I want to emphasize preview. I lack a detailed look at their technology or their complete culture (though I would argue that between this document and the Divine Masks, they don’t need much more culture to be fairly distinct).  I am definitely open to feedback on this, as the final version won’t be released before the next iteration.

This post is available to all $3+ Patrons!  If you’re a patron, check it out.  If not, as always, I’d love to have you.

Support me on Patreon!