Dharkuul |
|
The Xenohorror
Reality |
Design: Jasyn
Jones
Commentary: Ks. Jim Ogle
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History
Dharkuul
Précis
A précis
is a concise summary of the essential information
about a reality, including Axioms and summaries of
World Laws.
Catchphrase: "What
ancient was, shall rise again."
Axioms:
Magic: 18, Social: 20, Spirit: 1, Tech: 23
World
Laws
The
Law of Eldritch Unreality: This cosm is divided
between Rationality and Unreality. Magic is the
force of Unreality, and so works differently here
than in other cosms.
The
Curse of Irrationality: Irrational events
harm the Rational mind and can cause delusions
or other ill effects.
The
Shield of Sanity: Sanity
offers protection from the Irrational World.
Action
Cant: 2
Genre: The
genre is a cross between Mythos-inspired horror and
near-future post-apocalyptic science fiction.
Setting: In
the closing years of the 20th century, a small cult
managed to breach the barriers between this world
and Irrational Space. An alien race, fleeing a nameless
horror, invaded Earth. Though defeated, their invasion
weakened the walls between Rational and Irrational
Space.
Now hideous
and insane monstrosities from beyond the bounds of
rationality have begun emerging in ever-greater numbers.
The only defense against these incursions lies in
deciphering and using the Xenotech artifacts left
behind by the aliens, though those who delve too
deeply risk their own sanity.
Archetypal
Characters: Reformed Cultist, Augmented
Marine, Cautious Xenopsychologist, Mythos Researcher,
Eldritch Sorcerer, Escaped Mental Patient, Xenotechnician,
XTIA Agency Operative, Xenoform Bughunter, Complacent
Politician, Tabloid Journalist.
Mission
Statement: We fight the secret wars against
the nameless horrors from beyond rational existence.
Source
Material: H.P Lovecraft or August Derleth
stories, "Aliens," "Species," "Virus," the "Delta
Green" role-playing game. |
|
What happened Between is irrelevant. There is only the world Before
and the world After. The ages of Man matter not at all.
There was a time before man left the African veldt, before civilization
rose in the river valleys of Asia, India, and Mesopotamia. There
was a time long before mankind, in which unknown beings walked
this Earth and they ruled and they reigned.
Ageless, the masters of existence were, and alien. Their minds
were birthed in dimensions far removed from those we know, dimensions
of strange physics and twisted causality. They had come to this
world 65 million years ago, fleeing some dark and unknowable menace.
Within a century, nearly all life on Earth had perished.
For millions of years they ruled, and the world was their plaything.
They raised mountains, opened up great canyons, and caused the
oceans to swallow whole continents. They pulled the moon from some
unknown arc of Unreality, and set it spinning in the sky. Where
they walked, rationality fled.
The world as we know it is orderly; it proceeds according to rules
that we can apprehend, understand, and utilize: we flip the switch,
the light comes on. This world is rational, but there are worlds
far beyond the one we know.
Rational space is but a small bubble of order, lodged in a universe
of chaos and unreason. Beyond the bounds of rationality, in Unreality,
the orderly progression of life as we know it breaks down. Cause
no longer follows effect, and the natural laws of the universe
cease to exist.
Irrational Space is the domain of beings known as the Eldritch
Lords. The Lords are all-powerful, or so near to it as to make
no difference. They walk between the dimensional walls of Unreal
Space at will, tearing through one level of existence after another.
Yet they cannot venture is beyond the bounds of Unreality; the
sphere of Rational space is closed to them.
Irrational Space is home to a great many races of intelligent
beings. The vast majority- the servitor races- serve the Eldritch
Lords as slaves or vassals. Most of the rest live in fear, hunted
and harried by the Lords and their minions.
The Dharkol were one such minor race. They originated in a small
and distant dimension, little more than a pocket, lost in the vastness
of Unreality. The remoteness and obscurity of their home dimension
allowed them to escape the notice of the Lords for a time, and
their civilization grew in power and achievement.
Like all species that originate in those dark arcs of Irrationality,
the Dharkols' minds and bodies were utterly inhuman- they simply
cannot be described in rational terms. Their forms were made for
Unnatural space, and unreality permeates their being. Their senses
and bodies exist in 7 dimensions, and cannot be directly apprehended
by those who exist in a 4-dimensional universe. Even glimpsing
a portion of their being invites madness. When confronted by a
Dharkol, the rational mind rebels.
Their bodies seemed ill made, the various portions not quite matching
up with one another, and shimmering, jagged panes of unreality
reflected through them. No limb appeared to be fastened securely-
they shifted along these planes of force, moving into and out of
conjunction with the rest of the body. Some even floated free for
a moment, before reattaching themselves.
The Dharkol lived in a curiously indeterminate state, in which
they might have 6 limbs one moment and none the next. Their bodies
changed from flesh to metal and back and their height varied according
to which peculiar spatial angle they were traveling through.
The natural form of a Dharkol is a 7-dimensional agglomeration
of biological and mechanical features. In Rational space, the totality
of a Dharkol's body cannot be seen, and different portions of it
are revealed one after the other, giving the impression of a form
that is constantly changing shape, size, and composition.
At one moment, a Dharkol may appear as a human-sized mass composed
of innumerable many-fingered boneless limbs, bound with weird bits
of enruned metal. Then the creature may suddenly grow, towering
over onlookers, waving a hundred fur-covered tentacles and walking
on spider legs. It may next shrink, becoming a shapeless mass of
plasm the size of a small child.
There is no predicting or understanding the relationship of each
momentary form to the totality of the Dharkol's existence. The
very appearance of a Dharkol reflects its Irrational nature. This
extends to their civilization and technology as well.
Their civilization was born in the pocket realm from which they
derived: a small shard of placid space, lost in the immense tortured
realms of Unreality. There, the Dharkol crawled forth from chaos
and began to thrive.
For ageless eons, they mastered the forces of Unreality, and built
a civilization around a bizarre and incomprehensible alien technology.
This technology operated according to principles unknown to the
minds of the sane. Its aesthetic followed curves and angles of
Irrational Space, and its logic lay beyond mere causality. With
it, the Dharkol mastered time and space, and could mold their world
to suit their needs. There was very little that was not within
their grasp.
The Dharkol civilization was very old when the Eldritch Lords
first breached their home dimension. It was, one imagines, a mere
accident, the tiniest wobble off their well-trod paths through
Unreality's arcs and layers. The intruding Eldritch Lord did not
even notice or recognize the destruction its immensity had wrought
on the Dharkol. The devastation, though, was nearly total.
In the paths of their master, the servitor races of this wayward
Eldritch Lord swarmed through the newly torn rift in existence.
The Dharkol suddenly found themselves embroiled in a bitter war
for survival.
The servitors were numberless, as numerous as the grains of sand
on all the beaches of all the planets of a whole galaxy. Though
they fought with tenacity and ingenuity, the Dharkol were simply
overwhelmed.
Their world was torn asunder, their cities thrown down, their
leaders slain. The smallest remnant of a remnant fled, traversing
the planes of Unreality in a frenzied flight, searching for some
kind of refuge. In their haste and panic, they pierced the barrier
of sanity, and found themselves on the surface of a giant sphere,
teeming with life and rationality.
Here they built monuments and cities, and grew in power and number,
and came to control the world. They even wrenched the moon from
Irrational Space, and among its torrid jungles built colonies.
The creatures of the natural world died, in their millions, and
the Dharkol bred replacements from their own Unnatural stock.
This world was their paradise, but it was already dying. Slowly,
over the course of their 65 million year reign, the forces of Rational
space eroded the small bubble of Unreality in which the Dharkol
dwelled. The Moon's jungles dried up, its atmosphere boiled away,
and the colonists died or fled to Earth. In time, the Dharkol found
Rationality to be as large a threat as the servitor races.
Given time, and ample warning of the impending collapse of their
bubble of Unreality, the Dharkol searched throughout Irrational
space for a sanctuary. Thereunto they fled, leaving behind mystic
relics, sunken cities, and a smattering of cults that worshipped
the Dharkol as gods.
Humanity, once the slaves of the Dharkol, came to inherit the
Earth. In a scant 12 millennia, humans rose from wandering savagery
to civilization. They forged weapons out of the nuclear fire, built
cities as massive and impressive as those of their forgotten masters,
and even set foot upon the now-lifeless moon (though they never
discovered the ruins hidden beneath the surface). All of this they
did, in a blink of an eternal eye.
It was at the peak of mankind's power, when his abilities were
at their height, that his illusions of rationality and achievement
were shattered. A small cult, searching in secret to uncover the
forgotten lore of the Dharkol, worked a strange and terrible magic.
In so doing they opened the portals of Irrationality, and the essence
of Unreal space poured itself out across the globe. With it, came
the Dharkol.
Humans, by their very nature, are meant to live within the bounds
of Rationality. Unreality is alien and hostile. As a consequence,
there is simply no common frame of reference that human and Dharkol
minds share and communication between the two is impossible. As
was coexistence. Warfare was immediate and inevitable. The War
lasted nearly a decade.
It was in 1990, as the humans measure time, that the War began.
No continent was spared, the rifts between Rationality and Irrationality
opened everywhere. Fighting was fierce and protracted, and the
humans and Dharkol were very nearly evenly matched.
Whole cities were conquered and their populations enslaved. Many
nations simply collapsed under the onslaught and international
travel and relations became rare and difficult. In the end, humanity
did not defeat the invaders. Rationality did.
The Dharkol fought fiercely, unleashing the full might of their
Xenotech weapons. Unfortunately for them, the forces of Unreality
unleashed by the cultists- upon which they and their Xenotech depended-
were beat back by Rationality. In the end the invasion was defeated,
mostly.
Portals between Irrational Space and the rational world still
occur, and many freed slaves still worship their masters in their
hearts and frequently join cults that honor them. These cults seek
to permanently open the gates to Irrationality, ensuring Dharkol
dominance of Earth.
Nor have the Eldritch Lords remained ignorant of the War. Though
long unaware of the Earth's existence, their interest has been
piqued. Their servitors, following their master's will, have begun
making their way through the folds of Irrational Space, to the
bastion of Rationality. They, too have their cults and cultists
who serve their desires.
In the aftermath of the War, the nations of Earth have begun to
rebuild. Old alliances were broken, and new ones are being formed.
Frequent incursions from Irrational Space still occur, and most
nations have specially trained troops, prepared to react to such
emergencies. Xenotech research is a highly controversial endeavor,
though few nations simply ignore the strange artifacts left behind
by the Dharkol. In truth, the War continues, though on a much smaller
scale.
Axioms and World
Laws
Axioms
Magic: 18
In the Dharkuul cosm, magic is the force of Unreality. It creates
effects without proximate causes and proceeds according to its
own laws (laws that are intrinsically opposed to those of the rational
world). Using magic exposes one to the forces of Unreality, and
further weakens the walls between Rational and Irrational Space.
Spell magic is unknown and contradictory, despite the high Magic
axiom (see the Law of Eldritch Unreality, below). Magical
rituals are possible, and are the subject of intense research efforts.
The other type of magic native to the cosm is Xenotech. Xenotech
devices use the laws of Irrational Space, much like standard technology
uses the natural laws of the Rational world. Xenotech devices can
be designed and manufactured like other technological devices (or
bred, as many are living creatures), but as they depend on Unreality,
they are governed by the Magic axiom. In addition, Xenotech exposes
its researchers, designers, and users to the forces of Unreality.
Magical creatures do exist, but they are subject to the laws of
Unreality. In form, they are usually twisted unnatural nightmares,
whose origin lies in the Irrational worlds. "Normal" fantasy creatures
(dragons, elves, etc.) do not exist here.
Magical creatures are not native to Rational Space, and only enter
Rational Space when summoned or where the barriers between Rationality
and Irrationality are weak. Such occurrences are becoming more
common, and a large portion of Xenotech research is directed towards
detecting and defeating the incursions of Unreal monsters. Such
creatures are called Xenobiological Organisms, or Xenologicals
(XL's for short).
Social: 20
The Social axiom reflects the collapse of international organizations
and treaties in the wake of the Dharkol invasion. The United Nations
has ceased to exist, along with ancillary organizations like the
World Bank. Regional blocks have grown in importance, as means
to encourage economic growth and enable rebuilding of the devastated
areas. Espionage, aimed at acquiring Xenotech research, is common
and brutal. Relations between the regional blocks are poor, and
some are on the verge of open war. There have been efforts to reestablish
the United Nations, but the regional blocks have proven loath to
surrender their autonomy.
Spirit: 1
Religious concepts are possible, and churches common to near Earth
worlds all exist, but faith is unrewarded and no miracles are possible.
Attendance at church is rare, and adherence to the doctrines of
religions is casual, at best.
In addition, the Eldritch Lords of Unreality and the Dharkol are
worshipped by a series of cults. Though neither can grant miracles,
they can gift their worshippers with dark and disturbing magical
rituals. Such rituals are performed in lieu of religious rites.
Tech: 23
Though Tech 23, the cosm's development of Technology has lagged
behind that of Earth, not progressing far beyond the early 1990's.
Quite a lot of advances we take for granted today- DVD's, the World
Wide Web, etc.- are simply unknown. Due to the distrust between
regional blocks, the Internet has split into mutually incompatible
networks, and only the United States has a large-scale Internet.
World Laws
The Law of Eldritch Unreality
In Dharkuul, magic is the force of Unreality, and is the essence
of Irrational Space. Accordingly, magic works differently in this
cosm than in other cosms.
Magical spells are orderly evocations of magical energies. Magic
is irrational, and therefore cannot be formalized and studied through
spells. All spells are contradictions, even those that have an
Axiom rating of 18 or less. Rituals, being a result of the innate
nature of magic, are not contradictory.
In the domains of Irrationality, the natural laws of physics are
overridden. The basis of physical laws is magical. The living can
take advantage of these altered natural laws by creating apparently
technological devices, but these devices are in fact magical. They
work according to the principles of magic, and have no Technological
axiom requirements. Instead, they have a Magic axiom requirement.
Such devices are referred to as Xenotech.
Magical creatures are common in the cosm, though they are only
native to Irrational Space. The unreality of magic affects them
as well, limiting magical creatures to bizarre and mind-bending
forms, forms that are almost totally unrelated to those of Rational
Space.
The Curse of Irrationality
When beings of Rational Space encounter the creatures, tools,
or effects of Irrational Space, their mental balance and sanity
is threatened. There are truths of Unreality, truths that Rational
minds are simply not meant to learn. Learning these truths changes
the mind of the Rational person. The more a Rational mind learns
about Unreality, the more bent and bizarre their behavior becomes.
Example: "The moon is the domain of the
Lady of Insanity. People go insane during the full moon." A
character who learned this truth might refuse to go out at
night during the full moon, so as to avoid the influence
of Lunacy |
Example:"Shadows are gates to the realm
of the Lord of Shadows." A character who learned this piece
of Unreal Lore might avoid shadowed areas. They might also
carry a light source with them all the time and might sleep
with the lights on. |
Example: "The Abhorrent King can see
through the eyes of spiders." This character could develop
a phobia about spiders, and would do his best to avoid them
or, failing that, kill them. He might also carry a can of
bug spray with him at all times. |
In the above examples, the given piece of lore is true, in Unreal
space. It might also be true, in those parts of the Rational world
where the boundaries between this world and the next are thin.
The delusion arises because the afflicted individual cannot judge
when they are in danger- they have to act on the delusion all the
time, even if their actions are irrational.
Each time a person is exposed to Unreal technology (Xenotech)
or creatures, casts a spell or ritual, or gains an add in scholar
(Unreal Lore) or science (Xenotech), they have a chance
to gain a point in their Unreality stat. This stat will tend to
go up, the more the character encounters Irrational phenomenon.
Each time a person is exposed to Unreality,
they make a Mind (willpower) check. Those with adds in science
(Xenotech) or scholar (Unreal Lore) subtract their skill
adds from this Mind (willpower) check (using whichever skill
has more adds).
The Difficulty Number for the Mind (willpower) check
is based on how "unreal" the event is:
| DN |
Sample Event(s) |
3 |
Reading a description of Unreal events, or
studying a book of Unreal Lore. |
5 |
Seeing an inactive piece of Xenotech, successfully
researching a ritual, entering an unstable portion of Rational
space. |
8 |
Seeing a spell or ritual cast, seeing a piece
of Xenotech used. |
10 |
Having a spell or ritual cast on you, being
the target of a Xenotech device. |
12 |
Seeing an XL, watching a dimensional tear
manifest, using a Xenotech device. |
13 |
Casting a spell or ritual, being attacked
by an XL, seeing a large number of XL's, gaining an add in
either science (Xenotech) or scholar (Unreal Lore). |
15 |
Seeing an extremely powerful XL, sensing
Irrational Space, being attacked by a large number of XL's. |
18 |
Seeing an Eldritch Lord, being attacked by
an extremely powerful XL, using a dimensional tear to teleport
to another part of Rational space. |
22 |
Passing into Irrational Space, being attacked
by an Eldritch Lord. |
25 |
Events of Unsurpassed Unreality- seeing the
moon disappear, watching a lost city rise, seeing multiple
dimensional tears open and disgorge hundreds of XL's, seeing
two or more Eldritch Lords simultaneously. |
These Difficulty numbers are modified by the character’s
Unreality score as follows:
| Situation |
DN Modifier |
| Character's Unreality score > 1/2
their Spirit |
+1 DN |
| Character's Unreality score > their Spirit |
+3 DN |
The Success Levels of the Mind (willpower) check are read
on the following chart:
| Success Level |
Effects |
| Failure |
The character's Unreality score increases
by 5. |
| Minimal |
The character's Unreality score increases
by 3 and they gain a specific insight into Unreality. |
| Average |
The character's Unreality score increases
by 3. |
| Good |
The character's Unreality score increases
by 1 and they gain a specific insight into Unreality. |
| Superior |
The character's Unreality score increases
by 1. |
| Spectacular |
No effects. |
When a person gains a specific insight into Unreality, they have
a chance to develop a delusion. The GM generates a Bonus Number,
rolling again on 10's and 20's, and adds it to the character's
Unreality score (minimum bonus of +1). This total is compared to
the character's Spirit or Mind, whichever is higher.
The Success Levels are read on the chart below.
| Success Level |
Result |
| Failure |
Nothing happens. |
| Minimal |
The character gains a temporary
minor delusion. |
| Average |
The character gains a temporary
major delusion. |
| Good |
The character gains a permanent
minor delusion. |
| Superior |
The character gains a permanent
major delusion. |
| Spectacular |
The character gains +3 points
in their Unreality stat and a permanent major delusion. |
A minor delusion is, in effect, a personality quirk. If observed
in casual company, it may be a little weird, but most people won't
pay much attention. A phobia about spiders, where the person can't
stand to see them or attack them, is a minor delusion.
A major delusion is a severe behavioral problem. It causes problems
for the character, problems that are obvious and constitute a significant
barrier to the individual being able to function normally. A person
who can't enter a darkened room, and who must always have a light
on, is suffering from a major delusion.
A temporary delusion usually lasts for about a month, then fades
away naturally. A permanent delusion is just that- permanent. It
can be treated, but never cured.
Psychology and Unreality
Properly applied, psychology can save those whose minds are fracturing
under the burden of truths they were never meant to learn. Use
of the science (psychology) skill can lower a character's
Unreality score, and even cure a temporary delusion. Permanent
delusions can be treated, but not cured. They can go into remission,
but any increase in the character's Unreality stat will cause them
to express again. In all cases, this counseling takes time and
is fairly difficult.
The base time is one week of therapy, during which the subject
can do nothing else of significance. The Difficulty Number for
the psychology skill check is the character's Unreality
score, plus their adds in both science (Xenotech) and scholar
(unreal lore).
If the counseling is meant to reduce a character's Unreality score,
a Good success lowers their Unreality score by 1 point, a Superior
by 2, and a Spectacular by 3. If it is meant to treat a delusion,
a Superior success will cure a temporary minor delusion (or cause
a permanent one to go into remission) and a Spectacular success
will cure a temporary major delusion (or cause a permanent one
to go into remission).
The Shield of Sanity
The powers of Unreality dominate Irrational Space, but are weak
in Rational Space. The minds of perfectly sane individuals- those
with no points in Unreality- strengthen the restrictions of Rational
Space. Each perfectly sane onlooker adds +1 to the Difficulty of
casting a spell or ritual.
Accordingly, rituals and spells are only at full power when cast
away from perfectly sane onlookers. Hence, rituals and spells are
evoked in the wilds, in the presence of fellow cultists, or secret,
hidden places. Unreal phenomenon (such as Xenological manifestations)
tend to occur in rural areas, among cultists, in abandoned buildings,
in secret rooms, etc.
In addition, the presence of perfectly sane individuals decreases
the probability that a dimensional tear will manifest.
Xenotech devices, because of their apparently technological nature,
are not affected by perfectly sane onlookers- they always function
normally.
The Cosm
The Eldritch
Lords of Unreality
There are
immensely powerful beings that dwell in Irrational
Space, far beyond the bounds of Rationality. These
are the Lords of Unreality, and they are enemies
to both humans and Dharkol. Many cults exist who
worship and propitiate these beings. The following
is just a small list:
Mi-t'koa: Lady
of the Moon, the seas, and insanity.
Phachetol: Lord
of the Deluge, of mountain peaks, storms, and earthquakes.
A'koshattep: Lord
of Devastation and Disease.
Totzek: Lord
of Shadows.
Eiztlaniis: The
Abhorrent King, the Master of Spiders, the Eyeless
One, the All-Seeing One, the Lord of Eyes.
There are
more Lords than can be named. The gamemaster is encouraged
to create new ones at will, or to alter the descriptions
and portfolios of the old. Irrational Space is chaotic
and ever-changing, and no human can learn all of
its lore. Different books should contradict each
other, and it should be impossible for there to be
a truly self-consistent body of knowledge. |
|
Dharkuul is a near Earth cosm. Up until the Dharkol Invasion in
1990, the known history of this world and Earth's is nearly indistinguishable.
The ten-year war that followed the Invasion devastated many cities
and laid waste to the countryside. The struggle to rebuild has
been a difficult and long process, and was only made possible by
the materials gained through cosm raiding.
The Dharkol
65 million years ago, the Dharkol arrived on Earth, fleeing a
great menace that had destroyed their civilization. Their arrival
caused the death of most life on the planet, from the waves of
Unreal energy that flowed over the surface of the Earth.
Gradually, over time, the energies of Unreality faded. As they
did, the Dharkol's Xenotech devices became weaker and weaker and
eventually failed altogether. The Dharkol ruled this world (in
their language, Dharkuul) until roughly 20,000 years BC, when the
declining energies forced them to return to Irrational Space. They
left behind abandoned ruins and Xenotech artifacts.
It was through records in these ruins that men learned of Unreal
space and the Eldritch Lords. Bizarre cults sprang up around the
worship of these dark beings, and these cults researched rituals
to contact their masters. It was such rituals that caused the dimensional
tear to manifest in 1990, allowing the force of Unreality to flood
through.
The Dharkol, given a chance to return to the seat of their power,
invaded Earth. The war lasted ten years, and ended in an apparent
Dharkol defeat.
In actuality, the Dharkol only appeared to be defeated (the description
in the Introduction is what people believe. They are wrong.) The
Dharkol vanished behind the scenes, using their Xenotech to hide
among humans. They manipulate people through mind-control technology
and work towards a day when they can escape Dharkuul entirely.
Much of the cosm raiding of this reality is driven by their search
for a refuge from the Eldritch Lords.
Aftermath
In the aftermath of the War, the world split into rival geographical
blocks. Each block has its own Xenotech research initiatives. Relations
between the blocks vary, from the relative friendliness of North
America and Europe to the near Cold War between China and the Indian-led
Southeast Asian block.
Xenological incursions happen with disturbing frequency, especially
in those areas that were the site of the Dharkol invasion. Most
countries have organized special forces units dedicated to hunting
and killing xenologicals.
Xenotech
Xenotech devices are apparently technological, but function through
magic. They can be controlled by anyone who has adds in science
(Xenotech), but frequently require different skills to use.
For example, Xenotech energy weapons use the energy weapons skill
to attack.
The physical form of Xenotech is apparently random and bizarre.
There is no link between form and function, and the look of a device
gives no clues as to what it does. Xenotech is usually composed
of gemstones, living flesh, and weirdly curved pieces of metal
with runes inscribed thereon.
In function, assume that Xenotech can duplicate nearly any spell
of Axiom 18 or lower, or any Technological device of Tech 26 and
lower. Example effects include increasing attributes, armor, weapons,
healing, and so forth.
Each device has a Difficulty Number, which represents the difficulty
of understanding the principles involved in using it. To learn
the secrets of the device, a would-be user must make a science
(Xenotech) check against this Difficulty Number. Scholar
(unreal lore) can be used instead, at a -3 penalty. The Success
level of this check is read to the chart below.
| Success Level |
Result |
| Failure |
The character's Unreality score increases
by 1 point. |
| Minimal |
The character gains an insight into one function
of the device. Their Unreality score increases by 2. |
| Average |
The character gains an insight into one function
of the device. Their Unreality score increases by 1. |
| Good |
The character gains an insight into one function
of the device. They also gain an insight into the device's
background, giving them a specific insight into Unreality,
appropriate for the device's background. This triggers an
Unreality check (see above). |
| Superior |
The character gains full knowledge of the
device. They also gain an insight into the device's background,
giving them a specific insight into Unreality, appropriate
for the device's background. This triggers an Unreality check
(see above). |
| Spectacular |
The character gains full knowledge of the
device. Their Unreality score increases by 1. |
Here's a sample Xenotech device.
New Skills
Two new
skills are available in the Dharkuul cosm. Both are
native to this reality, but no other. They can be
learned with starting skill adds or in play, as usual.
Scholar
(Unreal Lore)
Use: Unskilled
use penalized.
Sample
specializations: None
Reality: Dharkuul
This skill
represents a person’s study in the unwholesome and
mind-bending lore of Unreal Space. Scholar (unreal
lore) allows those skilled in it to research
magical rituals, to understand the behavior of xenologicals,
and to know the rites and chief characteristics of
Eldritch Cults.
Science
(Xenotech)
Use: Cannot
be used unskilled.
Sample
specializations: None
Reality: Dharkuul
This is
the skill used to understand, fix, and build Xenotech. |
|
Gazebeam
Xenotech DN: 20
Effect Value: 20
Range: 3-30/ 60/
180
This Xenotech device consists of a red faceted gem, set into an
octagonal silver plate. Various runes are inscribed onto both sides
of the plate. Eight long jointed metal arms extend from the plate,
one from the middle of each face. The arms are tipped with a sharp
recurved blade.
To equip the gazebeam, the user places the plate in the center
of their chest, over the breastbone. The arms extend around the
user, and the blades sink into the user's back, anchoring the device.
Each time the device is mounted, it raises the user's Unreality
score by 1.
Once the device is mounted, the user gains the ability to generate
beams of intense energy from his eyes. These beams can be aimed
(with the energy weapons skill) and do damage equal to
the Effect Value of the device.
Background: This device is used by agents of
the Abhorrent King, the lord of Spiders and Sight. The gem in the
center is called the "Eye of the King." The energy beams this tool
generates cannot harm any agent of the King.
Appropriate Insights: Any insight into the history
of the King, rituals of his cult, or the true nature of spiders.
Other pieces of Xenotech include:
G'Idun parasites: These parasitic organisms look
like chitin-armored trilobites. They can form a symbiotic bond
with a living being and are quite valuable. The parasites, when
properly layered onto a person, provide Tou +7/Max 21 points
of armor. They also increase the Strength, Dexterity,
and Toughness of the user by 1 point apiece.
See-all: This is a two-foot long centipede that
is placed at the base of the user's skull and along his spine.
It sinks through the flesh and fuses with the spinal cord. This
device increases the user's ability to sense things (it boosts Perception by
1 point).
Strongarm: This is a thin, but long maggot-like
symbiote that is surgically implanted in a host's arm (just one).
It increases their Strength by 2 points.
Attempts to use multiple strongarms have proven disastrous. The
two creatures mate, using chemicals borne in the bloodstream, and
the young burst out, devouring the host. Treat this as a physical
attack, Effect Value 25 plus a rolled Bonus Number.
This explosion and attack constitutes an Unreal event (see The
Curse of Irrationality, above) with a base Mind (willpower) Difficulty
Number of 15.
Alternate Settings
The assumptions behind the setting can be altered. Here a few
variations, along with suggestions to implement the variant setting.
Most of them involve changes to the Tech or Social axioms or the
Action Cant. The World Laws remain the same.
The Eternal War: The first Dharkol invasion occurred
sometime before 1000 B.C. Since then, the humans and the Dharkol
have fought an endless War. This war has destroyed much of the
planet. Zones of Unreality are common, as are dimensional tears
and XL incursions. The Dharkol have the upper hand, but they have
suffered much from the war as well.
This setting is significantly darker, and the Action Cant should
be a 1. The Tech is higher (26) though Social is lower (12).
Rats in the Ruins: The Dharkol won the 1990 war,
and humans are rats in the ruins. XL incursions are frequent and
usually involve numerous XL's. Technology is disappearing, being
replaced by Xenotech.
This setting again has an Action Cant of 1 and a Social of 12.
The Tech remains at a 23, though it is dropping as technology breaks
down and materiel is consumed.
Colonization: The Dharkol didn't "win" but neither
did humanity lose. The surface of the Earth is divided between
sections controlled by the Dharkol (roughly a third) and sections
controlled by humanity (the rest). Now both fight each other and
eldritch monsters. No changes are necessary to use this option.
Conspiracy Theory: The invasion wasn't open,
but rather covert, and competing factions vie to control Xenotech,
including cults and the Dharkol. No changes are necessary to use
this option.
It Came From Other-Space!: This option keeps
most of the above flavor, but brings it back to the pulpish roots
of the Mythos. The invasion happens during the mid-20's, and the "present" is
1937. There's a race around the globe to find the ancient Dharkol
ruins and Dharkol Xenotech from the invasion. Nazis and communists
wage a secret war for Xenotech.
In this setting, change the Action Cant to 3 and the Tech to 21.
Future War: This setting is the future of the
Colonization setting. Both Dharkol and Humans have discovered interstellar
drives, and have raced to establish colonies among the stars. Some
planets are human, others Dharkol, and others are warzones between
the two races. The stars are distant and cold, and the cultists
of the Eldritch Lords can be found everywhere.
The Tech of this setting is 26. Though it has FTL space drives,
they are in fact Xenological constructs (ensuring that the ship's
engineer is less than completely sane) and are governed by the
Magic axiom, not the Tech axiom.
Updated: 6/1/07
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by Jasyn Jones. |