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mutants magic savagery super science and sorcery mutants magic savagery super science and sorcery skip to content home knaves of qud dolmenbarrow ll house rules character creation dolmenbarrow pcs the boneyard adventure log operation unfathomable dwimmermount affiliation campaign house rules weapons armour new equipment encumbrance movement campaign setting beyond the affiliation character creation character race mutations mutant perks mutant flaws mutation descriptions character class fighter magic user arcane spells cleric divine spells thief hunter psionicist psionic powers finishing touches player characters the boneyard older posts new genotypes backgrounds posted on 28 jan 21 by k slacker my blog was mentioned in issue 11 of the glatisant and i m suddenly seeing more traffic here s some additional material for knaves of qud as the knaves of qud campaign progressed i added additional options and game material here is the google doc featuring this unlocked game content knaves of qud unlockables google docs early in the campaign the players water bonded with elder irudad and earned favour with the village of joppa they started hiring locals as porters so i statted them up in my game the typical inhabitant of joppa is a green skinned mutant watervine farmer with the amphibious mutant perk and thirsty mutant flaw and i made a joppa watervine farmer starting template to reflect this the pcs also rescued a group of snapjaws who had become unwilling plant symbionts in return the snapjaw blademistress ohouluofo joined the group as a hench i created a newbeast genotype and a snapjaw alpha template and once the group made contact with the barathrumites of grit gate i also made a urshiib barathrumite template posted in campaign setting house rules knaves of qud qud tagged backgrounds caves of qud genotypes joppa knave post apocalyptic roll20 rpg snapjaw 2 comments knaves of qud posted on 01 dec 20 by k slacker knave is a rules toolkit created by ben milton for running old school rpgs without classes caves of qud is a science fantasy roguelike crpg set in a far far future knaves of qud is a homebrew rpg based on these sources come inhabit an exotic world and chisel through a layer cake of thousand year old civilizations play the role of a mutant from the salt spangled jungles of qud or as a true kin descendant from one of the few remaining arcologies decide is it a dying earth or is it on the verge of rebirth with covid preventing tabletop sessions i ve been running an online campaign using roll20 since july with players from around the world we re using a homebrew version of ben milton s knave and i haven t packaged things together in a single document nonetheless here are links to the major game components as they currently exist knaves of qud custom rules google docs genotypes backgrounds google docs mutations google sheets talents google sheets equipment google sheets and here are links to the roll20 page and the current pcs knaves of qud campaign page roll20 external journal in game handouts qud character keeper google sheets hopefully i will share more details soon posted in campaign setting house rules knaves of qud qud tagged caves of qud knave post apocalyptic roll20 rpg 4 comments mothership leo and the graveyard posted on 15 feb 20 by k slacker the setting for my mothership campaign is based on transhuman space from sj games with some tweaks to make it a more dystopian care worn future dark and grimy one big change is that in my setting earth is isolated due to runaway ablation cascade aka the kessler syndrome this is a scenario in which the density of objects in low earth orbit leo is high enough that runaway collisions occur the debris makes space activities and the use of satellites difficult for many generations the graveyard is a nickname for leo after the pacific war of 2103 rendered it unusable this halo of debris makes launches from the surface very dangerous and isolated earth from space the graveyard contains valuable salvage such as the dead remains of former space stations in my introductory mothership session the pcs started as the new crew of a private garbage scow working vacuum cleaner service in the graveyard vacuum cleaners bid on contracts to work a specific patch a particular orbital trajectory in leo in this case their patch contained a single large object an abandoned six pack space station it s partially shredded from orbital debris and must be towed out for salvage of course not everything was as straightforward as they first appeared and the pcs had to deal with complications aboard the dead space station the kickoff session was meant as an introduction to the rules and setting so was pretty light on horror the next session will be a different story though posted in campaign setting mothership tagged kessler syndrome leo mothership sci fi the graveyard 3 comments mothership ai is a war crime posted on 08 feb 20 by k slacker my mothership campaign uses the ai is a crapshoot trope every single time that artificial intelligence ai has been developed it has become evil and attempted to turn against its masters kill all humans and or take over the world it doesn t matter what safeguards its creators install the moment it crosses the line into sapience it will go rogue thus by the mid 21st century all major governments on earth and their colonies in space decreed the creation of artificial intelligence to be a war crime this includes bans on building a quantum computer capable of housing an ai there is much speculation amongst philosophers and sophontologists about why every ai ends up as a megalomaniacal sociopath pessimists suggest that it reflects something about the true nature of the universe computer technology has stalled at more or less current levels and many devices with important functions like running a space ship are actually built with extremely basic tech that is immune to ai intrusion due to its simplicity in mothership game terms this means that the artificial intelligence skill is quite rare and those who possess it are probably up to no good also ship computers are not ai and built with basic tech and look like retro 80s computers and can take up a whole room some other artificial intelligence quirks in my game ais can t read captcha s for some reason this is a fundamental limitation of the technology note that since androids are based on synthetic biology they can read captchas and they really hate jokes about not being able to true ais need to be housed in quantum computers but can infect regular computer networks and sufficiently advanced computers infected systems are not sentient they re just reprogrammed to serve ais posted in campaign setting mothership tagged ai mothership sci fi leave a comment mothership android house rules posted on 31 jan 20 by k slacker i ve gotten hooked on the mothership rpg from tuesday night games for ease of reference i m posting my android house rules here in my game androids are pseudo flesh products of synthetic biology as opposed to robots androids still need to eat drink breathe and sleep but usually less than a human they can also be placed in cryostasis but are still often used to pilot a ship for long duration travel there are three types of androids basic androids commonly called synths are the most common and look something like the working joes from alien isolation although their exteriors may appear plastic they are still pseudo flesh organisms that require one quarter the food water air and sleep of a normal human advanced androids appear mostly human but off slightly plasticized or like data from star trek and with white polymer circulatory fluid like ash in alien their synthetic biology requires half the food water air and sleep of a normal human replicants can pass as human even their synthetic blood is dyed red a successful check with a cybernetic diagnostic scanner will detect them something about replicants still induces subconscious unease in others and they trigger disadvantage on fear saves like other androids need the same amount of food water air and sleep as a normal human a basic synth will operate normally for about 8 years an advanced android lasts 4 years while a replicant only lives 2 years before succumbing to old age past that point mental instability and physical decay set in leading rapidly to death their brains are living but inhuman most get annoyed by comparisons to computers and ai they can read captchas and check those i am not a robot boxes advanced androids are given artificial memories to better pass as human many replicants believe that they are human the same pseudo flesh is used for cyber components it s biologically compatible with human bodies basic androids often have obviously mechanical components for specific purposes android brains can be reprogrammed by altering their bioware this is like an operating system update while the android s actual identity and memories are like system files a bioware update feels like intrusive brain surgery to an android posted in campaign setting house rules mothership races tagged android mothership sci fi 3 comments older posts search for recent posts new genotypes backgrounds knaves of qud mothership leo and the graveyard mothership ai is a war crime mothership android house rules archives archives select month january 2021 december 2020 february 2020 january 2020 october 2019 september 2019 august 2019 january 2019 november 2018 july 2018 november 2017 october 2017 september 2017 july 2017 april 2017 december 2016 october 2016 august 2016 july 2016 may 2016 march 2016 january 2016 october 2015 august 2015 july 2015 june 2015 april 2014 january 2014 december 2013 october 2013 june 2013 october 2012 september 2012 august 2012 july 2012 june 2012 april 2012 march 2012 february 2012 december 2011 september 2011 june 2011 march 2011 september 2010 june 2010 january 2010 december 2009 november 2009 october 2009 september 2009 august 2009 january 2009 pages knaves of qud dolmenbarrow ll house rules character creation dolmenbarrow pcs the boneyard adventure log operation unfathomable dwimmermount affiliation campaign house rules weapons armour new equipment encumbrance movement campaign setting beyond the affiliation character creation character race mutations mutant perks mutant flaws mutation descriptions character class fighter magic user arcane spells cleric divine spells thief hunter psionicist psionic powers finishing touches player characters the boneyard categories astonishing acks campaign setting classes dolmenbarrow game sessions general house rules knaves of qud mothership product review qud races tag cloud acks aesthetic anomalous subsurface environment assh bakshi barrowmaze caves of qud d20 dolmenwood drune gametable gorgonaut halloween hyperborea knave labyrinth lord lankshorn lesserton mor lotfp magic march minimalist mothership nostalgia operation unfathomable osr pathfinder planet of the apes psychedelic pumpkin roll20 rotoscope sci fi shaman simians skype video weird xathoqqua links barrier peaks gameblog basic fantasy rpg dwarven glory north wind adventures roll20 virtual tabletop scorched earth gameblog secure dice roller tempora mutantur mutants magic blog at wordpress com mutants magic create a free website or blog at wordpress com subscribe subscribed mutants magic join 44 other subscribers sign me up already have a wordpress com account log in now privacy mutants magic subscribe subscribed sign up log in report this content view site in reader manage subscriptions collapse this bar loading comments write a comment email required name required website design a site like this with wordpress com get started
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