Saturday, April 30, 2022

Simplified 5e XP System

 


After looking for a better way to award XP for my current 5e campaign, I find myself circling back to a little hack I wrote a few years ago. Presently, I've been using the milestone method, but the players seem hungry for a system with a little more substance. Likewise, I want the player's creativity and success to have an actual metric of value. I like the idea of awarding XP, but I find the system as written too granular, too many inflated numbers, and too fixated on monster death. This proposed new system allows for easy, intuitive XP calculation and accounts for actions like problem solving, roleplaying, as well as old fashioned goblin murder.
 
 


XP COSTS REQUIRED TO LEVEL

  • To reach levels 2-5, spend 10 XP to level up.
  • To reach levels 6-10, spend 20 XP to level up
  • To reach levels 11-15, spend 25 XP to level up
  • To reach levels 16-20, spend 30 XP to level up. 

A more familiar looking progression chart:


ACTIVITY NECESSARY FOR LEVELING

  • A character may not always automatically gain a level when the requisite XP is earned.
  •  At the GM's prerogative and according to the needs of the adventure, an appropriate quest, task, period of training, or downtime may be necessary.

  EARN XP FOR

  • 1 XP- Overcoming an encounter that is designed to challenge the party (moderate threat).
  • 2 XP- Overcoming an encounter that is particularly dangerous and life-threatening (deadly threat).
  • 3 XP- Overcoming a climatic encounter designed to end a story arc.
  • 1 XP- Exceptional problem solving, uncovering secrets, story progression, puzzles, circumventing encounters, etc.
  • 1 XP (once per session)- Exceptional scene of creative, extraneous and out of the box awesome character action.
  • 1 XP (once per session)- Exceptional scene of roleplaying a character's Alignment, Ideal, Bond, or Flaw. 

An observation--with this system an average player is likely to net 4-5 XP per session, and assumes a fairly brisk pace of advancement (through lower levels at least). A DM may want to dial this amount by a few points in either direction depending on how quickly they want their players to advance. As it stands with a net average of 5 xp per session, a player can expect to reach reach level 10 after 28 session and level 20 after 83 sessions. 

Friday, April 1, 2022

8 OCCULT ASSETS

At the heart of the Shadow War, the Megacorps struggle to control eldritch artifacts and hypertech devices known as Occult Assets. Billions of credits and thousands of lives have been spent in pursuit of this power. Any Megacorp that unlocks these secrets, and spins them into a global commodity, will dominate their rivals.

Occult Assets are extraordinarily powerful, inestimably valuable, and highly contested. The Megacorps fight their Shadow War over them, and will spare no expense in their recovery. Major events within the game world revolve around them. They do not fall casually into the hands of PCs. If and when the do, the Sprawl is always shaken up by this change in power dynamic.
 
The following is a descriptive list of 8 Occult Assets for Chromatic Shadows (but suitable for other cyberpunk/ urban fantasy games). The fallout from a single one of these artifacts can propel an adventure or mini campaign over multiple sessions of play.

1. DEVOURING HAND

 

DESCRIPTION

A cyberarm built from offworld metals possesses uncanny properties: holographic intelligence & self arrangement. The ability to “repair” itself. This prosthesis creates many possibilities for military tech as well as armor & protective shielding.

EFFECT

Nanite modules allow for the cyberware to “repair itself”. If the user's meatbody suffers garm, the cyberware begins to repair damaged organic injury too. Injured tissue is replaced with threads and modules of machinic components.The only way a cyborg can be killed is to utterly destroy it with an explosion, melt it, decapitate it, or target its heart.  If the cyborg is ever reduced to 0 Unity/ 12 Strain it becomes totally inhuman. If its a PC, the character is no longer playable.

ACTIVATION KEY

None, other than the standard Unity loss/ Strain value (with a bonus to reduce). The cyberlimb simply needs to be installed in a user in order to work. However, as the users body is replaced with living machinery, it requires the user to “feed” on an energy source in order to remain active (see below).

COMPLICATION

As the cyborg’s body becomes artificial, it gradually becomes reliant on external energy sources to function. They must “eat” electricity [a number of times a day equal to ½ its strain value] in order to power their cybernetics. And are therefore forced to seek out ever more potent sources of electricity lest their systems power down over the course of the next 6 hours [lose a die of willpower per hour, at 0, the cyborg is dormant].

HOOK

A cyborg is rampaging through the sprawl, devouring energy sources. Cars batteries are being stolen, and transfer stations broken into. This activity draws the attention of the Proxy’s who hire a runner team to investigate.


2. HEAD OF GOD

 

DESCRIPTION

Desiccated head on top of a box of tech. If hooked up with a living subject via a DNI link, the head sings a rapturous alien song, or utters strange glossolalia. Anyone who hears it is mesmerized and stricken with awe.

EFFECT

Each time it sings or speaks those that hear it are swept into religious rapture. Out of body experiences, psychedelic bliss, hallucinations, etc. The head inevitably gathers a herd of cultish followers obsessed with re-experiencing its intoxicating effects, likening it to religious rapture.

ACTIVATION KEY

The head's abilities are powered by the “life force” of victims. DNI trodes are plugged into the box and then attached to a victim's temple, where there vitality is drained away. They aren’t killed however, as the head is powered by a subjects mental energy. Victim's minds and memories are being erased as a result.

COMPLICATION

As the head's cult becomes more fanatical, they are increasingly compelled to abduct and sacrifice victims. Typically these victims are drawn from the lowest strata of society, and are seldom missed. Occasionally a notable citizen falls to the depredations of the cult, and draws the attention of law enforcement or the megacorps.

HOOK

A strange mental illness is sweeping the Barrens. Its victims are only capable of mumbling gibberish and singing an alien melody--all victims of the Head of God. A dangerous neotribal cult is responsible. Their members believe the Head prophesied an impending apocalypse and the cult “priests” are appointed to interpret its utterances. In order to escape the impending doom, more “holy victims” must be sacrificed.


3. GHOST TREE

 

DESCRIPTION

A pale white tree grows in darkness, and its threads corrupt a subterranean area. Tendrils of dark influence creep above ground into the sprawl. Animal life in local parks, or vacant lots have begun to exhibit strange effects. Neighborhoods are falling into corruption.

EFFECT

From its underground position, the “tree” spreads like a mycelium colony. Webs of ghostly fiber penetrate the ground and thread upward into the world above. Ultimately these filaments rapidly bloom above ground into strange waxy vines that produce a red fleshy berry. These berries smell strongly of rotting meat, and as such attract the attention of hungry animal life. Any being that consumes this fruit, (or consumes an animal that has fed upon the fruit), begins to share in a “hive intelligence”. Each being shares a psychic link with each other being in the network. They become passively aware of any threats that any one of the beings might experience, and experience their thoughts as a whisper in their minds. As an action any being can look out of the eyes and experience the senses of another being in the network for as long as they concentrate.

ACTIVATION KEY

A berry must be consumed or an animal that has eaten the berry. Within a few hours, the creature becomes psychically aware of the others in the network.

COMPLICATION

As beings fall under the influence of the tree, they become increasingly aggressive. They will never willingly leave the corrupted zone, and become consumed with a single minded desire to defend the tree from threats. The tree can "call" out to its thralls in the network, and command them to its defense. Any creature under its influence obeys immediately.

HOOK

The tree came about as an experiment of the effects of alien energy sources upon plant and fungal organisms. A botched experiment caused an explosive growth of alien foliage that rapidly began corrupting the research team. Those that survived, abandoned their secret facility, fleeing for their lives. The underground lab is overrun now, and the Ghost Tree stands at its center. The infestation is expanding further outward, with a little more growth every day.  Animals have begun to act strangely aggressive. People have gone missing. The megacorps have taken notice. Its just a matter of time before a runner crew is sent in to investigate.


4. REALITY KNIFE

 

DESCRIPTION

A blade made from extra dimensional crystal that flows and ripples like liquid. It radiates colors from within, and seems to flicker in and out of phase.

EFFECT

The blade stabs through a fold in space-time in order to slay a remote target. To the Reality Knife distance and objects are no obstacle.

ACTIVATION KEY

User spends a full round “attuning” the knife to a physical specimen of the target (something containing the target's DNI, less than 48 hours old). A ghostly image of the target soon appears in the user's minds eye. Grasping the knife, the user strikes at its target.

COMPLICATION

When the reality knife is used to attack a remote target, it also kills a portion of  local reality. The “hole” in reality that the knife slips through becomes tainted. A permanent “dead zone” [radius in yards equal to Damage] manifests where the knife is used. Plant life withers and dies. Paint begins to peel. Wood rots. Metal rusts. Any non living substances that remain in the dead zone rapidly decay under the effects of accelerated entropy. The knife takes a toll on the user too. Every time it is used a Willpower   check must be made (Threshold 4). Failure means a point of Unity is lost. As the users unity slips away, their identity becomes more occulted, until no one remembers them or who they ever were. Eventually the user becomes ‘out of phase’ and slips out of reality altogether.

HOOK

An assassin kills a high ranking corporate target with a knife to the heart, but there is no evidence of the crime. The victim remains behind locked doors, cameras are blank. The victim simply doubles over and dies from the slash of a blade that isn’t there. A team of runners are allied in to investigate.


5. CLONING PODS

 

DESCRIPTION

Two pod like chambers large enough to accommodate a single human, each situated at a different, remote location in the sprawl.

EFFECT

A creature enters into the origin pod and its form and essence is fully recreated in the secondary pod. The result is a nearly perfect simulacra of the test subject, complete with all previous memories, and full consciousness. The clone’s personality is nearly identical to its originator, but there are subtle, disturbing, differences that begin to manifest as time goes on.

ACTIVATION KEY

The user simply enters the origin pod, the door seals shut. An encrypted activation sequence is engaged from a local computer terminal. The whole process takes nearly 10 minutes to power up, activate, and cycle down. If the process is interrupted in any way, the result is a failure, or perhaps something worse results.

COMPLICATION

Subjects have secretly volunteered to test a highly experimental “telepod” with the ability to teleport a user from one place to another instantaneously. But this is a misleading lie. The pod is not a transporter at all. The person in the origin pod is led to believe the device “doesn’t work”, and is released from the experiment. However, they have in fact been cloned, and their double on the other end is being detained and studied in an underground lab. These doubles believe themselves to be the “original” and have no knowledge of the other. The doubles begin to manifest strange physical and social traits. They are stronger, smarter, colder, lack empathy, are prone to bouts of cruelty and violence. If a double were to ever see its original self, they are immediately compelled to attack and destroy them.

HOOK

One of the doubles escapes from confinement and returns to his family. Meanwhile the original finds out there is someone who looks just like him living with his wife and children. Terrified, he goes into hiding. A rival corp discovers this, and hires a team of runners to investigate.

6. DEMON SOCIAL MEDIA APP

 

DESCRIPTION

An experimental social media platform is conducting its beta launch with a network of select users. Using standard iPilot trode interface, the app allows for the capture and sharing of short bursts of “stim-sense” over a network without the need for an elaborate stim-sense rig. “Stim-Toks” provide 6 second blasts of high intensity emotional and sensory data to a user. Users can experience the same loop over and over, or “swipe left” to stim numerous loops in rapid succession.

EFFECT

High intensity stim-tock binging creates a rush of euphoria that chases peak after emotional peak. Rapid fire clips of the most intense, disassociated, and unfiltered emotional and sensory experiences creates a rush that overwhelms the user until they are mentally and emotionally exhausted. A few minutes later, they’re ready to do it all over again.

ACTIVATION KEY

The user’s access to stims are gated behind how many clips they themselves upload and how many “likes & shares” they garner. Every stim-binge session, requires the user to upload their own clip first--and that clip must receive a certain amount of “likes” in order to unlock the highest tier stims. Recognized status within the app allows for the highest tier access. The interface forces the addict to upload as many clips as they can, so that they themselves can freely experience the clips that they desperately crave.

COMPLICATION

Users become utterly addicted to the euphoria of the new tech, going into violent withdrawal if they can't get it every few minutes. An Eldritch Entity is imprisoned within the server farm with weird tech & runes and its corrupting energy is being amplified and broadcast through the app.

HOOK

A rash of bizarre crimes have broken out across the sprawl as the app forces the users to escalate more and more reckless activities. Kids in particular are getting hurt, while putting themselves in increasingly harmful situations in order to achieve the most intense and highly rated 6 second emotional peak. As the user base of the app grows, so does the Entity’s power grow, straining its bonds. More powerful restraining runes and tech are required to contain it, and even these are becoming less secure.
 

7. SCANNER CHIP

 

DESCRIPTION

An experimental neuro-chip is implanted in a user’s brain producing telepathic powers. The chip patches directly into a user’s neuromesh, requiring precise and potentially dangerous cyber-surgical implantation. Once the chip is installed, it is very difficult to remove without harming the subject. Megacorps are secretly developing this technology to create a class of to psychic spies.

EFFECT

With a moment’s concentration, the user can pry the thoughts from a target’s mind. Surface thoughts are easily revealed, and deeper secrets can be uncovered with more time and effort spent.

ACTIVATION KEY

The user simply looks at the target and concentrates briefly in order to establish mental contact. Additionally the user needs to be within 100 feet of the target or else contact is broken. Intervening objects typically don’t interfere with the scanning ability, although scanning through lead is nearly impossible.

COMPLICATION

The more the implant is used, the more it causes distress in the user. Users begin to suffer a low mutter of mental voices, that escalate into a cacophony. As time passes, user loses the ability to filter out individual minds. The clashing thoughts from every passing person becomes unbearable. In order to make these voices stop, some scanners have lost control,  psychically lashing out at innocent people.

HOOK

A test group suffered a psychotic break and escaped into the sprawl, isolating themselves away from the “voices”. But they have left harm in their wake. In their efforts to escape their captors, they have left several corporate agents, and more than a few civilians catatonic or dead. They are deep in hiding now, hoping to isolate themselves until they can figure out how to remove the implants & stop the psychic trauma.


8. DIMENSIONAL NEEDLE

 

DESCRIPTION

A large blocky cannon extends from a cube of esoteric machinery. The device shoots a beam of dark energy that pierces through the skin of reality, opening a portal to the Outside Realms. Within these realms, research teams launch missions to recover alien artifacts and powerful objects, but risk drawing the attention of deadly xenothreats.

EFFECT

As long as the energy beam is active the door is held open, allowing for two way access to an interdimensional space. Beings can pass from our realms into the alien shadowy landscape of the Outside, and beings from the Outside can pass into our reality.

ACTIVATION KEY

The Needle draws on a tremendous amount of energy power to operate, requiring an external power source, often tapping into a local power grid. Widespread power outages, and shortages are common in the sprawl zone during the window of time that the needle operates.

COMPLICATION

The Outside Realms, is a hostile environment. Any explorer must contend with the treacherous landscape, the poisonous atmosphere, and the imminent danger of xenothreats. Humans are required to wear protective suits to filter toxins, protect from radiation, and provide breathable oxygen. Eldritch entities haunt the Outside, and are drawn to portals, and explorer teams. Each team has only a short window of time to explore before they are withdraw to safety

HOOK

Needle operators are using the portals to salvage for hypertech and alien objects. Sensors go off when a xenothreat gets close--explorers are immediately withdrawn, and the gate is rapidly shut. But sometimes, teams can’t get out fast enough. Recently a large team of explorers who were carrying a trove of valuable artifacts were lost. However, drones have detected their signal. It was discovered that the team is sealed within a strange geometrical hive-like structure. Their vital signs are active, all of them were alive & healthy, but they aren’t answering comms. The corps are prepared to make one last attempt at saving the team (and their valuable cache) by sending an experienced runner team into the breach.

Wednesday, December 29, 2021

Sprawl Site Generator- CorpSec

The perverse jewel of corporate opulence at the elite heart of Metroplex. The CorpSec is a locus of human power on earth; a hyperelite ecosystem for the super-rich. Glittering chrome spires stab to the heavens, rising from a grid of concrete barriers and guarded security checkpoints. Cavernous luxury apartment suites look down to the miniature world below. Every luxury and pleasure known to man is here for the taking, if you can afford it. Those who can't seldem make it past the razor wire barricades.


 

Roll or choose elements from the following list of random tables to quickly generate varied sites within the CorpSec. Designed for Chromatic Shadows but compatible with any other cyberpunk/urban fantasy game.

 

Corporate Sector Random Tables

  1. Security Zone- Chainlink and razor wire buffer zone of redundant security checkpoints lead in and out of corp sec. Milispec officers command rigorous ID scanner verification hubs. Drones monitor from above. Vehicles are subject to thorough search by scan & sniffer bots.
  2. Lux Villages- Ultramodern glass and steel atriums connect by tube line elevators and transport hubs to cavernous subterranean “villages” filled with luxury restaurants, boutique stores and niche entertainment venues. A hangout spot for hyper rich teenagers.
  3. Corp Spires- Piercing steel and glass towers where the execs conduct business like gods within their boardrooms.
  4. Atrium Moderna- Glass pyramids and concrete rotundas filled with interactive AR installation art, and ultramodern sculpture.
  5. Nordic Tower- Massive vertical downhill ski resort and winter sports complex. Artificial snow all year round.
  6. Safari Acres- Menagerie with genetically regenerated extinct animals in a recreated environment. Cuddle a behaviorally modified tiger, or hunt a synthetic rhino.
  7. Cloud Casino- Luxury hotels and gambling tower complex perched high in the clouds. Glass and chrome spires interconnected by high speed tube elevators and a fleet of private gyrocopter livery cabs.
  8. Aquarium - Underwater luxury hotel suites built beneath the lake. Glass bubbles look out to artificial coral reefs swept in laser lights.
  9. Executive Suites- Soaring high above the district. Contains hundreds of open plan apartments and condos. Slanted cavernous ceilings with floor to ceiling glass windows.
  10. The Caverns- Multi-lane underground highway threading below corpsec. Connects to every major public or commercial parking area.
  11. The Cathedral- Soaring gothic edifice, behind tall metal fence. Old blackened stones reinforced with steel scaffolding, starkly contrast the hypermodern structures all around. Building is old, and in disrepair. Mostly ignored, and used for under attended religious services, and ironic photo ops.
  12. The Gardens- Sprawling multi-tiered complex of glass and steel tracery. Walkways wind through carefully manicured hydroponic gardens and park areas. Birds flutter about. Environment is climate controlled, roaring air scrubbers filter for atmospheric toxins.
  13. Gyrocab Livery Docks- Elevated concrete platforms where gyrocabs and gyrolimos launch and dock. Nearby garages where vehicles are parked between routes.
  14. The Arena- Massive stadium enclosed with faceted geodesic roof. 200 foot holoprojections above advertise the next corp sponsored concert or sports event.
  15. Micro Parking Unit- Retractable automated micro parking unit. Cars are pulled into small kiosk, where service unit rises from underground area. Robotic arms slide cars into storage slots, that are then lowered back into the ground.
  16. Hospital- Sprawling ultra modernist city block sized complex. Organic shaped buildings interconnected by numerous glass elevator tubes,bridges and automated walkways. Punctuated with large faceted domes and twisting lozenge shaped towers.
  17. Construction Site- City block cordoned off with fencing. Massive partially built skyscraper, draped with scaffolding. Cranes tower above. Crab drones scuttle up and down the height carrying construction material in their pincers.
  18. Police Barrack- City block sized brutalist structure. Composed of concrete slabs and wedges cut with slatted windows and skylights. Massive atrium of bulletproof glass emits a multistory holoprojection of the rotating “police shield” outward toward the public.
  19. The Canals- Artificial waterways carve through the hotel district. Numerous narrow bridges cross over them. Luxury gondola drones drift past schools of designer koi fish. At night the laser buoys are lit, filling the waters with pulsing neon light.
  20. Waterfront Village- Dome enclosed park-habitat, restaurants, and ultra modernist performing art center

Structural Qualities

  1. Brutalist concrete slab
  2. Steel web tracery
  3. Twisting geometric
  4. Multi tiered ziggurat
  5. Narrow piercing spire
  6. Suspension bridge
  7. Faceted glass/ crystal
  8. Mirrored chrome
  9. Pure marble
  10. Extruded concrete modules
  11. Geometric relief ornamentations
  12. Translucent tiles that modulate color

Details

  1. Contracting crew on robotic scaffolding
  2. Fashion shoot. Exotic models posing on a nearby architectural detail. Drone camera swarms hovering nearby.
  3. Convoy of black cars with tinted glass, heavily armed security detail scanning area
  4. Outdoor political rally or fundraiser. Gathered crowd around a pop up stage. AR/ holographic projections towering overhead.
  5. Parties dining in glass booths suspended above the street.
  6. Large pack of tethered dogs being led along sidewalk by several hovering scooper-drones
  7. Nannies pushing high tech baby pods (anti-grav, A/V augmented climate controlled acrylic bubble)
  8. Landing module/ package delivery kiosk for courier drones.
  9. Protesters crowded outside barricades, squaring off against riot cops
  10. Medical team responding to emergency
  11. Paramilitary police unit blocking area, checking ID signatures
  12. Pedestrians in personal inflatable bubbles

Cyberpunk Textures

  1. Projection screen mounted to the side of a multistory building advertising plastic surgery
  2. Atmospheric sheltering kiosk for emergency oxygen and air filtration
  3. Solar panels cover a city block/ roof of building
  4. Drone surveillance in slow synchronized formation
  5. Towering 3D hologram advertising projections
  6. 1000 foot telecom tower built upon nearby concrete pad/ roof of building. Lights blink through the smog above.
  7. Colossal modernist sculpture. Slowly gyrating/ kinetic elements
  8. Glass enclosed automatic sidewalks/ self-climbing stairs
  9. Retractable access doors leading to underground area
  10. High speed tube elevators along side of building
  11. Helocopter pad
  12. Light module, blasting a thick beam of colored laser into the night


Monday, December 13, 2021

Chromatic Shadows Faction: SENTINEL

A Lamp in the Dark 

The Sentinel network is small, and local, but its members are bound to a common cause: To find and protect people touched by the Weird, to keep watch for occult events and enemy factions, and to fight back. Many of its members are ex cyber-runners, who have defected from the life of exploitation and violence. Now they are hunted by their former employers. Sentinel has the infrastructure and resources to keep them safe.
 

  • There are safe houses throughout the sprawl. Medics, food banks, credit advances if needed. Places to lay low if the heat is on. Sentinel understands your obsession with the Weird, because they’ve gone through it too. They might not have the answers, but they’ve got  your back. They can help you talk to the right people and look in the right places. And when you’re ready, Sentinel is looking for street operators like you to push back against the darkness.
  • Sentinel’s agents are called upon to engage in covert acts of infiltration and retaliation against its occult enemies: namely the Megacorps, the Hand of Moloch & the Void Cult. Sentinel agents are scouts, spies, and sometimes soldiers. They must be prepared for activation and ready to run investigation and information gathering operations on a moment’s notice. 
  • This information is passed along to Sentinel leadership, and sometime that’s enough. But many times, heavy operators are called to upon to take direct, violent action. These agents delve straight into the heart of the occult machinery--to take out a black site, a secret lab, or a cult infestation. Mission by mission, Sentinel pushed back against the enemy, spreading light in the dark corners of the Sprawl swallowed by the shadow war.
  • Sentinel must take pans to conceal its activities and protect its agents if it wants to survive. Sentinel organization works through local Sprawl or district based cells called a “Watch”, Each Watch has little to no communication between each other. Any information sharing is mediated by Sentinel leadership, an anonymous group known only as ‘The Parliament’. This decentralized network is the first line of defense against their enemies. It limits who or what any individual agent knows and shields the whole organization from reprisal, should they be found out. 
  • Watches are usually no more than a dozen or so loosely affiliated street operators in any given district. A  lieutenant known as the Wickie dispenses missions and investigations to individual agents, and channels information and field reports directly to the Parliament. As a rule, Wickies only ever interact with the Parliament within the Grid. Missions and information sharing is only done within secure node-constructs, and never at the same address twice.
  • The Parliament themselves appear as and heavily encrypted personas, with deep access to a vast data network, and some mastery over Grid architecture. Some speculate Parliament members might be highly placed corporate officers, acting as double agents. Others believe they aren’t human at all, but rather a group of powerful, sympathetic AI entities. Stranger still is the persistent rumor that the Parliament are in fact.the mind-networks of the original Matrix drift teams. They have awakened from their stasis vats, and are now secretly plotting to undermine the work of their captors.

Friday, December 10, 2021

Chromatic Shadows Faction- THE VOID CULT

A Ravenous Darkness draws close, hovering in a spiraling iris. Eldritch energies hemorrhage through the wounds in reality made by man's hubris. The change has begun—prepare the crooked path. Those who usher its coming will be rewarded, and transformed. Every one else is a tool to be exploited or an obstacle to be destroyed.

A Corrupting Influence

Void Cult cells infect the sprawl like a malignant wound, their corruption spreads from the margins inward. The cult’s origin is shrouded in mystery--the member’s  identities and digital footprint are traceless. All attachments to the false world burned to cold cinders. With demonstrable power and dark prophetic authority, the Void Cult draws fanatical members into its ranks.

Claiming Nexus Points

Guided by hypnogogic omens, the Void Cult is spurned to seek out and claim Nexus Points—interstitial places in the sprawl where the skin of reality has worn thin. These sites are always tainted by some terrible trauma-- fallout from the Shadow War, a human tragedy, an environmental disaster. Here the cult performs rituals and hoards artifacts in order to commune with the Outside.

Artifact Hunters

The cult scours the sprawl for occult assets through their expanding secret networks. Artifact fragments and hypertech are relentlessly pursued, often in direct competition with the megacorps. The cult draws upon these artifacts to deepen their connection to the Outside, defend their territory and to destroy their enemies.

Eldritch Scars & Occult Gifts

Cult members are rewarded with Eldritch Scars—marks of favor from the Outside. The number of scars a cultist carries determines their rank within the hierarchy. Every initiated cultist carries a sign of corruption.  Black pits for eyes, boils that never heal, webbed hands, rubbery skin, shark-like teeth,  the pallor of the grave—these energies over time will overshadow a cultist, and subsume their humanity. A cultist gains a number of extra dice to all intimidation tests equal to their number of scars, and suffer an equal penalty to any tests involving empathy or appearance.

As cultist gains scars and rise within the hierarchy they also manifest “occult gifts”—terrifying powers fueled by the eldritch energies that permeate their being.

Dark Metamorphosis

Certain rare individuals are warped into something other than human. This “final gift” of the void,  is considered by the cult to be a true rebirth. A metamorphosis that brings them fully into the presence of the ravenous darkness.

Atavistic Saints

These “blessed ones” are atavistic cannibals, reduced to a state of perpetual hunger and alien malice. They never leave the nexus points. Blessed Ones are fanatically guarded by the flock, and continually gorged on the flesh of living victims. 

 

Cult Lairs

Void Cultists regard nexus points as sacred places to be defended at all cost. Nexus Points tend to be marginal spaces--buildings or underground spaces typically found in the Barrens or the Slags. As much as possible, the cult will live in these spaces. Acolytes sleep and eat in spartan, communal chambers, whereas the high priests claim private quarters.  The epicenter of outside energy is always reserved as the cult’s “inner sanctum”. These places become horrifying ritual chambers adorned with bleak, occult iconography. Here the gibbering “blessed ones” can be found skulking in the shadows near the bloodstained altars consecrated to blasphemous eldritch entities. The cult’s artifacts are held securely in these ritual chambers. Any given cult has between 1-3 minor or medium tier artifacts.

CULT HEIRARCHY

POSTULATES have no scars, and await full initiation. They don’t yet live at the Nexus Points, and their participation in the cult’s activities are limited until they have proven themselves. They still have identities and act as the necessary intermediary to the normal world that the cult has forsaken. (Postulates use any tier 3 or lower NPC stat block and have no Occult Gifts.)

ACOLYTES have 1-2 scars. They are the rank and file cult members, living in cenobitic community within the Nexus Points.They observe vows of silence and obedience, answering individually to the High Priest. Their lives follow a rigid pattern of ritual, work, &  meditation. Acolytes act as elite operatives of the cult when the need arises. Upon receiving their 3rd scar an acolyte is prepared for the priesthood, and the responsibility of founding their own cell. (Acolytes have 1 Occult gift.)
 
HIGH PRIESTS have 3-5 scars. They are the spiritual leaders of the cult, and the top of the hierarchy. They command the flock, lead the rituals, and have exclusive rights over any artifacts the cult may have acquired. (High Priests have 2-3 Occult gifts.)

BLESSED ONES have 6 or more scars, and have fully metamorphosed into bestial subhumans. They can not speak except in the tongue of the abyss, have little more than cunning animal intelligence, and suffer a perpetual cannibalistic hunger. They exist only to feast upon their victims, and worship at the black altar of their eldritch gods. (Blessed Ones have 4 occult gift.)



ELDRITCH SCARS

Roll or choose from the following table to determine the Eldritch Scars that warp the being of a Void Cult member. Use these scars as prompts to derive the final inhuman form that the cult’s Blessed Ones might take.

  1. Webbed hands
  2. Rubbery loose flesh
  3. Eyes like black pits
  4. Bestial double speech
  5. Needle like teeth
  6. Vestigial appendage
  7. Corpse-like pallor
  8. Balding in scabrous patches
  9. Tumorous growths/ postules
  10. Hands warped into talons or pincers
  11. Coarse black hair covers body
  12. Animalistic muzzle
  13. Long, ape-like arms
  14. Body slick with cold slime
  15. Patches of translucent skin
  16. Wriggling tubular growths
  17. Ridges and spines on  limbs and body
  18. Large tusks or fangs
  19. Lamprey mouth
  20. Extra fingers and toes




 

Tuesday, August 31, 2021

Chromatic Shadows Faction: Hand of Moloch

The Hand of Moloch are emerging power players in the Shadow War. This highly secretive cabal of wealthy hyper-elites, are obsessed with immortality, and the occult. They will take any obscene measures to extend their wicked lives and increase their reach of power. The megacorps, often dismiss them as "eccentric gentry", but increasingly, conflicts of interest run hot. In these cases a cyberrunner team might be called up to infiltrate a Hand compound, in order to perform espionage, wetworks, or relieve them of a contested asset.


     

  • Sect of elite, enormously wealthy, occult obsessed decadent hedons. Many come from “old money” families. They are bankers, investors, corporate board members, and wealthy philanthropists.
  • They believe their history, wealth and genetic lines place them above the mortal cruft as “superior beings”. They seek nothing less than the keys to immortality, and the prerogative to revel in the most decadent and debased pleasures imaginable. They want to control the world, because it is owed to them. They are gods on earth, unconstrained by laws, morals and material need. Soon death itself will be defeated.
  • The inner circle consists of impossibly rich ancients kept alive for two centuries through genetic engineering, organ replacement, cybernetic implantation, etc.
  • In secure facilities, they keep stockpiles of clones in suspended animation. Adult clones in the peak of their physical health are kept in suspension vats for the purposes of organ harvesting, and body replacement. Cloned children are raised in highly secretive boarding school until they reach adulthood when they will be put into the vats.
  • A branch of the Hand seeks the means to upload consciousness into a digital matrix. They have already come close to perfecting AI simulations of their personalities, but the actual “transference of consciousness” still eludes them. Shadow War artifacts are of particular interest in this regard. They believe that some alien “canister” like devices from the moon and elsewhere might hold the key.
  • They exist above the laws of men and corporations, but will use these institutions to further their own agendas.They siphon off occult assets from the corps, or through their own networks. They also employ sorcery, but possess a shallow and incomplete understanding. The Typhonists take pains to protect their knowledge. What the Hand does with their occult assets and minor sorcery they exert influence toward their own agendas, which are usually insular, personal, obscene, & criminally weird.
  • They have occult ritual pageants, elaborate masquerade balls, where they engage in sex/ drug orgies, and sometimes human sacrifice. Costumes, masks, and archetypal enactments of their mythology is a component of their rituals
  • Many of these parties center around the selling and trading of “dolls”. Human trafficking rings provide men and women who are mentally conditioned with implants and drugs for  obedience. Cybersurgeons perform hormone augmentation and surgery upon them to make them perfect physical specimens. These dolls are docile, compliant & willing servants. They can be reprogrammed for certain behavior profiles (using headchips) as desired.
  • The Hand's base of operations are mostly in the Fortress Estates, where large ancient complexes are built in seclusion behind electric fences,15’ foot hedges and state of the art security systems. Sometimes on large yachts out to sea.
  • These locations are Faraday cages, information cannot be broadcast from within them, without the express permission of the admin. No external AR or Grid connection. On site servers operate a private host/ AR node network, which would need to be tapped/ hacked from within for infiltration.

Monday, July 26, 2021

Crafting Items from Monster Parts

The following table is a list of 20 powerful items that can be crafted from monster body parts. It is written with my acid-fantasy 'City of Calyx' D&D setting in mind, but it's suitable for many other old school adventure game systems and settings.


In the wilderness beyond Calyx, beasts both both alien and terrible stalk the crimson steppe.  Merchants and loose lipped adventurers speak of creatures warped by aeons of arcane fallout, and of the magical bounty to be carved from their dead flesh. Monster bones and organs are sought after, and command a high ransom of gold at the Calyx Bazaar. In the hands of a skilled craftman, these regents can be carefully formed into items capable of strange and powerful effects.

 




Roll on the following table to determine what monster part can be harvested from a magical beast and crafted into a usable item.

  1. Bones, talons, teeth- crafted into arrow clubs, blades, arrow tips & spear heads. Grants additional to hit bonus, cause extra damage
  2. Pheromone glands- grants a bonus to ability to intimidate or persuade
  3. Strong hide- resistant certain types of damage (bludgeoning, piercing, slashing, etc)
  4. Stomach acid- highly corrosive to a certain substance it touches (metal, flesh, stone, wood, glass, etc.)
  5. Gut- craft into powerful bowstring for increased firing rate, stronger & more accurate shots.
  6. Venom sac- poison causes deleterious effect when ingested or injected (paralytic, sleep, confusion, death)
  7. Parasites- carnivorous worms burrow into any exposed flesh. Can be applied against a new target host, causing rapid injury and disease.
  8. Organ sac- thin membrane can be stretched over body. Increases swim speed, resilience to the elements (fire, cold, electricity, acid, etc).
  9. Sticky secretions- applied to hands and knees, adds a significant bonus to climbing tests. Use it as a glue to anchor something in place.
  10. Pineal gland secretion- psychedelic compound causes dreamlike visions, transient psychic powers and auguries of the future.
  11. Alarm pheromone- apply the hormone to one’s body to summon like creatures which will defend you against a threat.
  12. Eggs- ravenously delicious--other creatures will drop everything to greedly consume them. If left to rot, they become stink bombs.
  13. Fur/ feathers- incomparably comfortable. Can be turned into a blanket or stuffed into pillows/ bedrolls. Causes extra hp recovery when sleeping on them for a full night.
  14. Musk gland- apply to self, creatures assume you are not humanoid and will ignore your presence.
  15. Horn/ tusks/ ivory- ground into powder and added to spell components to enhance magical effects.
  16. Heart- when consumed adds temporary hp (1d3 doses)
  17. Bile- cures poison, disease & purifies water.
  18. Tear glands- salt from tears wards away spirits, ghosts & demons
  19. Oil/ fat/ blubber- burns twice as hot (x2 damage) and twice as bright (x2 light radius) as lamp fuel
  20. Reproductive organs- cures exhaustion, fatigue, & generates a temporary strength increase.

Tuesday, June 29, 2021

Sprawl Site Generator- The Barrens

The Barrens are a zone of crushing poverty and urban decay. Between gang territory disputes and the slow rot of industrial buildings, the megacorps find the perfect place to sequester shadow operations. Consequentially, the Barrens are a veritable hive of cyber-runner activity.

 

Roll or choose elements from the following list of random tables to quickly generate varied sites within the Barrens. Designed for Chromatic Shadows but compatible with any other cyberpunk/urban fantasy game.

 

Structure

  1.  Apartment block/ row house.
  2.  Public Facility
        1. School
        2. Government office
        3. Police barracks
        4. Fire station
        5. Park
        6. Community center/ YMCA
  3.  Store
        1.  Market/ convenient store
        2. Liquor store
        3.  Pawn shop
        4. Guns n ammo/ army surplus
        5.  Restaurant/ Bar
        6. Electronics/ computer shop
  4. Office building
  5.  Medical clinic/ cybernetics chop shop
  6. Homeless camp
  7. Repair garage
  8. Warehouse/ factory
  9.  Laundromat
  10. Arcade 
  11. Junkyard/ scrap yard
  12.  Storage cubicles
  13. Subway station/ trestle
  14. Overpass
  15. Parking garage
  16. Coffin hotels
  17. Church/ orphanage
  18. Data spire
  19. Prison
  20. Kennel
     

Structural Quality

  1. Brutalist slab construction/ bunker
  2. Tumbling multi story block
  3. Grouping of conjoined geodesic domes
  4. Crowded stacks of trailers
  5. Composite of disparate architectural styles & materials
  6. Classic architecture- brownstone, townhouse, Victorian  mansion
  7. Raw, industrial building- exposed steel girders & concrete
  8. Shoddy- plywood & chipboard construction
  9. Temporary structure- vinyl tents,lean-to, pavilion
  10. Below ground- built within renovated subway stop, or tunnel
  11. Framed up with rebar scaffolding
  12. Prefab- Corrugated aluminum/ Precast concrete/ 3D printed

Details

  1. Covered in graffiti
  2. Under construction/ being painted/ renovated
  3. Caged doors & windows
  4. Heavily damaged/ collapsing
  5. Abandoned/ occupied by squatters
  6. Recently looted & burned
  7. Chain link and razor wire fence
  8. Numerous stripped bicycles chained to nearby posts
  9. Overrun with pigeons/ cages of pigeons
  10. Piles of industrial debris, crates, palettes
  11. Painted garish neon colors
  12. Thick with flakes of chipped paint/ scabs of rust

Cyberpunk Textures

  1. Antenna and satellite dishes cover roof
  2. Large glitching AR signage
  3. Covered in thick webs of telecom cable
  4. Exterior and windows traced in buzzing neon
  5. Crawling with numerous drones
  6. Large flickering 3D billboard
  7. Covered in solar panels
  8. Too many security cameras
  9. Stacks of video monitors playing television shows
  10. Draped in strands of LED lights
  11. Lit by numerous swaying fluorescent tube lights
  12. Stacks of shuddering generators/ machines

Tuesday, June 22, 2021

12 WEIRD CYBERPUNK CLUBS

(Designed for use with Chromatic Shadows, but easy to slot into any existing cyberpunk or urban fantasy setting)

Clubs of the near future spare no expense in being unique. Singular and exotic themes sets one apart from the next. Roll randomly or choose one of the below, the next time your thirsty operators need a weird watering hole, or a safe place to settle a contract.


  1. 'Chew'-- Bubble gum bar. Interior plastered with vintage gum ads, multicolored nubs and soft pink cushions. Full menu of intoxicating & euphoric gum choices.
  2. ‘Gastronomicon’-- Exotic dancers wear devices that scope inside their bodies and project their internal organs as massive 3D AR objects in space above the crowd.
  3. ‘Club Splice’-- Science themed club. The servers wear lab coats and serve frothing fluids from vials and beakers. A cyber-surgery kiosk is in center of the dance floor, where you can get amputations and implants in front of a live audience.
  4. ‘Sanctuary’--Indoor natural habitat. Floor is soft grass and ferns. Exotic birds roost in the rafters, and nest among the indoor trees. 3D projection screens on the walls display creeks winding away into a deep forest. AR wildlife wander throughout the space.
  5. ‘Club Shhhh’--Felted walls, and thick carpeted floors. No speaking above a whisper. Everyone listens to their private music, dancing in complete silence.
  6. ‘Club Heat’-- Pitch black. No lights at all anywhere inside. Get your pair of infrared goggles at the door. Share a warm time in the dark with a stranger
  7. ‘Red October’-- Club is within a decommissioned submarine permanently docked at the river's edge. The interior is painted and upholstered in deep scarlet, and lit by neon. Staff wear suggestive soviet military uniforms, serve bitter tea and the strongest vodka in the Sprawl. Notorious hangout of anarchists, street activists, and punks.
  8. ‘Bubble Club’-- Dance club where every member of the crowd dances within their own human sized vinyl bubble.
  9. 'Bacchus'-- Greco-Roman themed masquerade/ sex club. Club goers partake in elaborate costumes, high pageantry & drunken revelry. Back rooms for the VIPs to partake in ecstatic sexual experimentation.
  10. 'The Cauldron'-- Occult themed club. Decor draws heavily on Victorian occultism, Hermetic tradition, witchcraft and the tarot. Tables are Ouija boards, waitstaff wears black hooded robes, and the drinks served in large golden goblets.
  11. 'Heaven'-- Club interior simulates floating high above the sky. Dance floor is 3D projection screen of a view 5 miles above the ground looking down. Fans blow thick fog throughout, while AR clouds drift through the space.
  12. 'The Cage'-- Accessible from an abandoned high rise. The Cage is situated between two close skyscrapers, built from a network of steel scaffolding. Swaying and howling in the high winds, the Cage is not for the faint of heart or for those who fear heights

Friday, April 30, 2021

ICE GENERATOR

Dangerous digital sentinals guard megacorporate data vaults deep within the Matrix. Here is a generator to quickly determine what fearful form these Intrusion Countermeasures take. For use with Chromatic Shadows and other cyberpunk games.

Form

  1. Wolf/ hyena/ panther
  2. Swarm of bees/ hornets/ locusts
  3. Bladed orb
  4. Armored knight
  5. Shifting geometric shapes
  6. Snake
  7. Spiders/ scorpion/ crab
  8. Shark/ piranha
  9. Cloud of blades
  10. Ball of energy
  11. Skeletal warriors
  12. Flying skulls
  13. Predatory birds
  14. Squid/ octopus
  15. Harpy
  16. Wyvern
  17. Spectral apparition
  18. Angel
  19. Demon/ imp
  20. Virus/ spore

Substance

  1. Crackling/ pulsing energy
  2. Icy cold
  3. Wreathed in/ made of flame
  4. Void blackness
  5. Faceted mirror
  6. Prismatic/ rainbow
  7. Erupting spikes/ thorns
  8. mass of nanites/ nodules/ sparkling dust
  9. Liquid quicksilver/ chrome
  10. Dense black smoke
  11. Riveted iron
  12. Veined stone
  13. Blazing/ blinding light
  14. Pulsing circuitry
  15. Fractal shapes/ angles
  16. Gold
  17. Diamond/ crystal
  18. Mechanical/ robotic/ clockwork

Thursday, April 29, 2021

OCCULT ASSET GENERATOR

At the heart of the Shadow War, the megacorps struggle to control eldritch artifacts and hypertech devices known as Occult Assets. Billions of credits and thousands of lives have been lost in pursuit of this power. Any megacorp that unlocks these secrets, and spins them into a global commodity, will dominate their rivals. Here are several random tables and prompts to create Occult Assets for Chromatic Shadows, my in-progress weird cyberpunk RPG.

 

Origin

  1. Salvaged from original Lunar mining expedition
  2. Recovered/ reverse engineered from crashed alien craft
  3. Plundered from Antarctic/ Lemurian/ Atlantean ruins
  4. Obtained within crashed meteorite
  5. Claimed from interdimensional portal
  6. Created by another esoteric device

Shape

  1. Cylinder/ rod
  2. Sphere/ prolate spheroid
  3. Prism/ crystal/ platonic solid
  4. Cube/ box/ tablet
  5. Pyramid/ Cone
  6. seed/ spore/ egg
  7. Disk/ lozenge
  8. Shell (1.nautilus, 2. snail, 3. clam, 4. conch, 5. oyster, 6. scallop)
  9. Vessel (bowl/ chalice/ vase/ pyx)
  10. U-shaped/ torus/ tesseract
  11. Body part (1.head/skull, 2.fist/ hand, 3. arm, 4.brain, 5. heart/ kidney, 6.spine 7. Large tooth 8.phallus 9.breast 10.oriface [mouth/anus/vagina])
  12. Combination of 1d3 above elements

Substance

  1. Meteoric metal/ mineral/ graphite/ carbon
  2. Living thing: animal/ plant/ fungi/ hybrid
  3. crystalline/ glass/ diamond
  4. amber/ resin/ plastic
  5. Quivering flesh/ Teratomic mass of eyes, hair and teeth
  6. Thick foam, can be twisted and deformed, but returns to original shape
  7. Ice that never melts
  8. Carved bone/ ivory/ wood/ coral/ chitin/ cartilage
  9. Ceramic/ porcelain/ marble
  10. Granules/ particles/ nanites/ tiny organisms
  11. Covered in/ composed of oily tar/ slime
  12. Simulation/ hologram/ VR construct

Arrangement

  1. Non-solid/ energy/ holographic projection/ kinetic state/ void substance
  2. web/ net/ mesh/ lace
  3. Highly complex interwoven circuitry that lights & flashes along pathways
  4. Pulsing crude machine, made of disparate/ old/ patchwork components
  5. Golden gears/ wheels/ clockwork
  6. Encrusted in jewels/ gems/ pear/ mirrored facets
  7. Bundle or pattern of component shapes/ nodules/ elements
  8. Lattice/ bundle of fibers/ rods
  9. husk/ exoshell/ carapace
  10. Nano-thin surface composition

Characteristic

  1. Pulsing with inner light
  2. Conforms/ covers/ flows over any objects that it touches
  3. Contains portal/ peepholes to alien/ cosmic vistas
  4. Filled with liquid/ gas flowing in a coriolis system
  5. Surface reflects the viewer/ surroundings at different age/ gender/ past or future state/ dead or decaying
  6. Rapidly moving through cycle of creation & decay
  7. Covered in soft pink cilia that reacts when touched
  8. Vanta black type surface, absorbs all light. Comes off on fingers, but fades in 1d6 rounds
  9. Mechanisms moving & rearranging component shapes
  10. Perpetually slick/ sticky with slime/ oil/ tar
  11. Emits a soft resonant pitch/ hum
  12. Sound of low muttering voices comes from it
  13. Temperature fluctuates from warm to icy cold
  14. Crackles and arcs with blue energy
  15. Quivvers/ pliant/ sensually reactive when touched
  16. Glowing soupy fluid-- murky images coalesce below surface
  17. Radiates unapproachable light/ requires black out goggles to a view
  18. Sprouts hair/ scales/ feathers
  19. Sweating/ excreting/ discharging substance
  20. Budding/ blooming fungi/ flower/ simple organisms

Warps Reality via...

  1. Forces (fire, electricity, nuclear, temperature, gravity, magnetism, time)
  2. Space (connections between places/ locations, inside vs outside space)
  3. Consciousness (senses, dreams, mind, visions, hallucinations, compulsions, emotion)
  4. Psychic phenomenon (ESP, telepathy, telekinesis, remote viewing, clairvoyance, prophecy, precognition)
  5. Manipulation of the digital realm (AI Daemon, AR/ Matrix/ Cloud architecture)
  6. Occult powers/ magic/ sorcery
  7. Spirits/ hauntings/ ghosts/ poltergeists
  8. Physical matter (natural and artificial substance)
  9. Life (human biology, animals & plant life)
  10. Void (interdimensional portals, eldritch beings/ outsiders/ alien beings)

How is it being exploited/ accelerated?

  1. Installed within a machine/ device/ process to amplify effect
  2. In a neurodrift network with a group of human/ animal subjects
  3. External energy source interacting with it
  4. Used/ amplified within occult ritual
  5. Being fused with subject via Direct Neural Interface pathways
  6. Gestating inside an artificial womb/ vat/ or within a human/ animal/ plant matrix
  7. Host subject infused with device’s energy/ physicality. Subject’s biological/ psychological/ genetic structures being rewritten/ altered.
  8. Used as antennae/ energy source/ amplifier/ interface for external hypertech
  9. Interacting/ influencing subjects in a VR construct/ simulation
  10. Interfaced with outside entity/ AI Daemon/ eldritch being/ spirit

Asset Power Level

  1. Individual person. Self or another.
  2. Group of people/ building
  3. community/ city block
  4. Neighborhood
  5. Sprawl zone/ district
  6. Large swath of sprawl encompassing several zones

Asset Design Considerations/ Systems

  • Occult Assets are extraordinarily powerful, valuable, and highly contested. The megacorps fight their Shadow War over them, and will spare no expense in their recovery. Major events within the game world revolve around them. They do not fall casually into the hands of PCs. If and when the do, the game world is always shaken up by this change in power dynamic.
  • Occult Assets embody the Weird. Not only do they possess raw power, but they disrupt established reality and the status quo. The corps can barely hold them in check. These devices as a rule, cannot be predicted with total accuracy, cannot be mastered, and resist total comprehension. They are often at once obscenely powerful and totally absurd. A device’s true origins and purpose defy any easy answer.
  • They typically have a single primary effect, and several secondary effects, that may contradict, or complicate its use. Using an occult asset is never straightforward, and often comes at the price of a difficult tradeoff, or side effect.
  • Using an occult asset in any way  has an ambient and cumulative effect on it's environment. The 'weird' rubs off on local reality. It affects existence (especially people, animals & plants) in subtle, but unmistakable ways. Its not uncommon for individuals who are unaffected by an asset's direct or indirect effects to still have strange dreams, or to manifest subtle psychic abilities, or compulsions. Animals might be disturbed, or manifest uncanny intelligence. Plants might grow abundantly exhibit strange mutations or not grow at all.
  • An Occult Asset may require specific ‘in-game’ routines to activate. There may be necessary words, gesture, rituals, codes, programs, energy sources, substances, configurations, arrangements, physical locations, sounds, etc. that must be satisfied in order to ‘unlock’ a device’s power. These routines may or may not be obvious to a would be user, and their discovery might be its own separate mission.




Chromatic Shadows Core Rule goes LIVE on Kickstarter October 1st, 2026

  Friends! Very big news! CHROMATIC SHADOWS CORE RULES is coming to Kickstarter! And we are sliding straight into CAMPAIGN LAUNCH.  The Kick...