Mecha alephtar pdf download
Install the app. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser. Thread starter Neuroglyph Start date Feb 20, Regardless of the genre, gamers who are fans of anime often find ways to incorporate aspects of the media into their gaming, whether drawing on character elements, plot devices, or whole worlds.
The Mecha genre has a long and distinguished career in the roleplaying game community, with a host of different games and settings produced over the years for fans to enjoy. Making characters to be the pilots of giant robot warriors has a great appeal to many players, combining their love of the anime genre with their favorite hobby.
Basic Roleplaying Mecha offers rules and ideas to design a campaign setting for fans of Mecha - and even lets players pilot mechs from their favorite shows! Utilizing the Basic Roleplaying system from Chaosium , BR Mecha has rules for creating both pilots and their giant robot warriors, each with a wide range of abilities and powers. BR Mecha also includes combat rules for mechs in a variety of environments, including aerial and space scenarios.
A copy of Basic Roleplaying from Chaosium is required to utilize all the features and rules in this book. Production Quality The production quality of Basic Roleplaying Mecha is quite good, with solid writing and a user-friendly layout. The material is presented in a generally logical fashion, with white text on black sidebars for important notes about the topic being discussed. One chapter seems a bit misplaced in its order, but for the most part, the content is supplied to the GM in a decent fashion.
The PDF has both a table of contents as well as bookmarks to allow for easy navigation throughout the book. Important tables found throughout BR Mecha , particularly ones from the combat section, are reprinted in a few pages at the end of the rulebook. The artwork in BR Mecha is quite good, and not surprisingly, all drawn in anime style. The cover is particularly well done, and in full color, while the interior art is done in black-and-white linework — and still quite good.
Mechs, monsters, and other vehicles are also depicted with line art, and done very appropriately for the genre. Overall, the art definitely enhances the reading experience for the players and GMs. Mecha Roleplaying! According to the author, Basic Roleplaying Mecha is designed rather specifically to recreate the sorts of settings, combats, and adventures that appear in Mecha TV shows from Japan.
The ninth and tenth chapters offer a setting and some scenarios. In the first chapter Introduction , the author discusses the design of the book and how it works with the Basic Roleplaying system. BR Mecha rules are set up to simulate both the Super Robot and Real Robot sub-genres, with optional rule add-ons to tailor the combat and adventures to the liking of the GM and the players. There is no point-buy system to build the mechs, but instead general guidelines to interpret the stats of mechs found on fansites and anime sites into a Basic Roleplaying stat sheet.
This leaves the GM fully in charge of the game balance, and prevents min-maxing of a mech as is possible in a point-buy system where the players get to upgrade their mechs at will. In fact, mechs are rarely upgraded, but when they are, these giant robot warriors gain new weapons or abilities based upon the plot of the campaign, and handled by some all-knowing Sensei or by some military mech-tech team.
At night, he only allows access to his security guards and registered clients needing to use the ATMs. No one is permitted entry into the security corridor without intent to visit the vault. Dagomar identifies registered clients with his photographic memory, his keen sense of smell, and voice recognition. Between its outer wall and inner chambers, Adleman Bank is surrounded by a lipid layer. Thickest near the security corridor and thinnest around the vault, the lipid insulation ranges from one to six yards in width.
The lobby is the only area not protected by the lipid layer. The layer is designed to delay break-in attempts. By the time the lipid layer is breached, police will be on the scene. Eleven employees work at Adleman Bank: two tellers in the lobby, three office workers, and six security guards.
Two guards are on duty per eight-hour shift. Keith Travis is the years-old senior security guard. He has worked at Adleman Bank since its founding and is mistrustful of some of the newer guards, notably Antone and Tyson see below. Ingrid McPherson takes her guards duties very seriously — to a fascist degree. Her grey hair is knotted into two frayed braids that look like chains. Tonia Powell, at 24 years of age, has only worked at Adleman Bank for six months.
However, Tonia has over a decade of martial-arts training and wants to prove that she can handle any job that a big, strong man can do. Antone Valenzuela, 32, has been a guard for two years. Swarthy and mustached, he is a charming gentleman who mostly keeps to himself. Frequently late or absent, Antone is barely holding onto his job. He only works at Adleman Bank to help mobsters launder money through the institution, hoping to one day be accepted into the mob and avenge the wrongful killing of his brother at the hands of cops.
Mason Hayes, 43, was built to be a guard. Tyson Rowland, 52, has served as a guard at Adleman bank for a year. Barrel-chested and silver-tongued, he is a professional grifter working his last con before he retires. For another take on a villainous building, check out the watchtower in Creatures of the Night, Volume 5. Martin Benson, 28, is an office worker restricted to a wheelchair and forced to speak with a voice synthesizer due to a neurological disorder.
Martin is the one person for whom Dagomar genuinely cares, and perhaps the one person who can get through to Adleman and help him heal. The elegant Jill Bridges, 42, occupies the third office. Jokester Matt Jefferson and loquacious Tammy Dalton are the tellers. They can largely be attributed to his upbringing and his envy of human beings.
He is callous and sarcastic, possessing no empathy toward others; whatever their problems may be, at least they have legs. He puts his superior intellect to use bullying his employees and anyone who frustrates him.
His photographic memory and advanced mental faculties place added strain on his mind, and he has no outlet for stress-release other than shouting at his employees. Lately, he has been sleeping less than he should in order to squeeze in more working hours, aggravating his condition. He experiences auditory hallucinations — voices whispering to him, leading to paranoid delusions and an abundance of conspiracy theories regarding his employees, clients, and business associates.
The voices have begun urging him to commit acts of violence before his empire is taken away from him. If Dagomar can be convinced to take a long vacation and seek help from a psychiatrist, he may recover. He may play the part of a villain, an unreliable ally, or a wildcard to further complicate a situation. Story ideas involving banks have been thoroughly covered in popular culture; however, if the bank is both sentient and on the verge of a psychotic episode, an otherwise unexplored dynamic is added.
The Heist Tyson Rowland has been casing Adleman Bank for a year and is finally ready to execute his plan. During the graveyard shift, while Dagomar sleeps, Tyson plans to subdue his fellow guard.
His crew will then arrive with the getaway vehicle equipped with a radar jammer to prevent Dagomar from calling for help.
Do his fellow grifters possess the same scruples? Hostage Crisis Dagomar snaps. Under the influence of the hallucinatory voices, he gives in to his delusions and takes hostages by holding his sphincters shut.
His demands? To have his consciousness transferred into a human body, then granted immunity and transport to a distant land. This can be especially troubling if there are no means by which to transfer a consciousness. Dagomar traps a client in the vault, a guard and an office worker in the security corridor, and any number of other clients and employees in his lobby and other chambers.
He threatens to use his digestive acids and gases to kill the hostages if his demands are not meant. The PCs might be part of a hostage negotiation team, SWAT operatives, or even hostages unlucky enough to be in the bank when he snapped.
Dagomar may agree to a hostage exchange, allowing for the opportunity to get the heroes inside. The police suspect that Adleman is the source of illegally transferred funds and set up a sting operation to catch the guilty parties. Police Chief Jerome Kim takes command of the sting — Adleman publically embarrassed Kim in the past, and he wants revenge.
Kim is convinced Dagomar is a knowing participant in the money laundering and is willing to plant evidence if needed. By probing minds, he may learn the truth and kill the mobsters within him in a fit of rage — and incur the wrath of Madame Moran. The PCs may be sting operatives infiltrating the mob, investigators forced to deal with the uncooperative bank, or mobsters seeking revenge against Dagomar. If the heroes work with police Chief Kim, how do they react when they learn that he planted evidence?
If Adleman is found guilty of either money laundering or murder, a difficult question is raised: How do you prosecute or arrest a building? Miozzi is a geologist and published writer with a passion for art, fiction, and gaming.
Here are some suggestions for new drugs you can add to your campaign; most of them expand or alter existing drugs in unusual ways. The GM should always carefully consider the impact of introducing any new drug into the campaign.
If this roll is successful, the victim recalls some past injury. This trauma of this incident is exactly the same as the original incident, only without the effect of the actual injury. For guidelines on the effects of pain, see Afflictions, p. Algosinol lasts for 25 — HT minutes. How do you want to change yourself today? What could possibly go wrong? Algosinol TL9 Although classified as a capability enhancer, Algosinol is not a medication that most people would take willingly.
While people can usually recommend the circumstances surrounding pain, the human mind is ill-equipped to remember actual pain physical, mental, or otherwise ; given the often-agonizing conditions that humans find themselves in, this is probably for the best. Each dose provides 1 character point that must be spent on Speed-Reading skill; the maximum dosage is eight for 8 character points.
If he does have the skill, the temporary character points add to those in his existing skill, boosting it to a higher level. See p. B for costs. During this time, the user has the Bad Sight Nearsighted disadvantage p. If he already has Bad Sight Nearsighted , then he either loses the ability to use glasses or contacts, or else he acquires Chronic Pain Migraine; Mild; 2 hours; 9 or less [-5].
If he already suffers from migraines, then the frequency, interval, or severity increases. The side effects last for 24 hours. Adventure idea: The heroes need a witness to question for clues. Good news! There was a college library full of students — all potential witnesses. Everyone was on Scroll-Lock; their eyesight is shot until the drug wears off.
Whether Upspeed is an amplified version of Tempo or some A single dose of Upspeed gives the user the Altered Time new manifestation entirely is up to the GM.
The two drugs are Rate advantage p. B38 for 25 - HT minutes. However, it could be that Tempo is merely a bined! Each additional dose bestows one extra level of weaker form of Upspeed.
Altered Time Rate — at a horrifying cost see below. First, someone using Pharmacy Synthetic could Bio-Tech, p. Alternatively, someone using the and DX for three doses, etc.
The real benetual age would call for an aging roll p. B , each dose fit for the illicit chemist is the ability to skirt legality classes: At of Upspeed inspires a new roll p. B ; three doses LC1, Upspeed is fairly tightly controlled and regulated, while would mean three rolls! Nearly all longevity drugs are Tempo LC2 is less so.
Regardless of the effects on the human body, three recipient into believing that the government is the group best doses of Upspeed push the limits of even the most cinematic able to resolve a specific or general problem, but it could eascampaigns; unless a campaign is exceptionally high-powered ily be modified to instill a sense that any large organization is for example, a super-powered campaign , the GM should rule best able to accomplish a goal.
Xenomemine that target specific groups; in general, the more Here is a broad class of drugs that can be used in a camspecific or less different the group, the more difficult it is to paign. Note that widespread use of these drugs is enough to create a suitable variant. Its most obvious use is to program the All Memine drugs require a programming method to be effective; they do not spontaneously generate ideas and philosophies within their subjects.
However, this need not be a calculated regimen; usually, any expression of ideas that trigger the Memine target is effective. For example, someone under the influence of Bureaumemine might find himself actively engaged by a political commercial calling for a stronger government program.
Similar to Crediline, the user must resist with a HT-3 roll, or otherwise suffer Euphoria p. Those who would seek to influence public opinion unscrupulously would find Memine to be very useful. B, for a long-term recipient of Xenomemine. Given the fact that targeted Memine could change the course of elections and otherwise greatly influence powerful people, Memine is tightly controlled. It accomplishes this by biochemically imparting the same physiological imprint that the requested idea does.
Ultramemine is generally less effective than regular Memine HT roll to resist instead of HT-3 , but the lack of required external stimulus makes it very attractive in some situations. Chemical Ideas Designing a Memine drug that targets a particular idea needs a Pharmacy Synthetic roll to create it if the specific variation is known.
Both the Pharmacy Synthetic and Chemistry rolls are modified according to how complex or specialized the idea is -1 to Here is one new possibility. If any monthly doses are missed, it takes that number of months up to 12 before Longevity is restored. However, Tomoranow has one peculiar side effect — one that may not be obvious until many years after it hits the market. In effect, Tomoranow stretches the physical lifespan of the human body, at the expense of the mental side.
The GM should assign a penalty to any skill roll for abilities acquired solely in a period of life outside the Tomoranow memory window, or which have not been improved within that memory window. Knowledge tapped is entirely outside the year window. Who would want to visit a doctor who has no recollection of medical school?
From a campaign standpoint, Tomoranow has the possibility of creating an odd-feeling setting in worlds where there are no better longevity drugs known; it would permit a campaign with truly long-lived humans, who recall less than most naturally aged people.
This would also effectively cap personal first-hand knowledge at 75 years, and would probably result in a cottage industry of memory-re-creation methods for Tomoranow users journals, holovids, and the like. LC3 possibly LC2 if its side effects become known.
Eyewitness accounts are useless; everyone there is using Tomoranow. The existence of alien biology can give rise to a new class of drugs designed solely for the purpose of facilitating humanalien interfacing for example, connecting with alien biomecha — see pp.
Conversely, not all humans may be compatible with alien implants; see Cell Mates below for guidelines. Each drug is specific to individual alien species; the Geever injection to allow Podmen grafts is different from the Geever regimen required for Frogmen implants.
Firscon TL9 Bio-tech aids for biomech bonding. It is potentially feasible at TL7, the same era that mundane immunosuppressants become available. Of course, this assumes that alien biotissue is around to analyze and experiment on. The tissue recipient receives the disadvantage Dependency Immunosuppressants; Common; Weekly []. However, with Rosetta, specific alien implants can be grafted directly to human tissue, regardless of compatibility. Otherwise, he acquires the disadvantage Dependency Immunosuppressants; Common; Weekly [].
He lives in Indiana with his wife, Nikola Vrtis; together, they have bioengineered a new gamer, who is currently in development. For more details on his industry experience, read his Random Thought Table in this issue.
The technology required to remove this bonus depends on the assumptions for interspecies compatibility; to determine the complexity of xenotransplants, it can be helpful to visualize it in comparison with human transplant milestones. By TL7, human blood and tissue testing is much more mature, with significant and nuanced differences detectable in human blood. If the science of matching alien parts is similar to say transplanting a bovine heart valve into a human, then similar science can be used.
Conversely, if grafting alien parts merely requires finding appropriate basic blood types, then it might be possible to have a hidden legacy Nazi Antarctic base with biomecha! See pp. As reported, Izanagi Inc. All indications were that the physical form was perfect for the planet, and the first century was spent building infrastructure for the operation, after which the Kimiko launched.
Unfortunately, while the instructional programming was fine, the devotional programming went offline just after the first century of activity — apparently a common problem with the I Without direct motivation, the population suffered a schism between those who chose to obey the instructions and those who did not. Baseline humans have since become reviled as evil gods.
So when we landed, we received a poor welcome. We left before it became violent, thanks to the intervention of nonsuperstitious natives. We are now in orbit considering alternatives. Recommendations: The natives are intelligent, have created a materialistic civilization, and have no need for group-6 elements. There are clearly better-educated fractions of the society, some of whom have power. We believe we can persuade them to mine for us in exchange for non-harmful products.
Failing that, the Gene Ark is still functioning and could be restarted if the current population has to be zeroed. This would require at least years delay on the contract, though. No one here wants to go back to Earth empty-handed, or sleep for that long in orbit. Please advise. In the time of the First Great Expansion, when advances in bio-tech quickly outpaced accomplishments in fast space travel, genetic manipulation made the colonization of the solar system doable and affordable.
It became possible to genetically change baseline humans enough to adapt them to any environment, and reverse the changes at any time. That eventually led to the creation of Seed Ships: slow-moving technological wonders that landed on Earthlike planets well ahead of colony sleeper ships, and artificially created life forms to thrive on them as safe sources of food and labor.
One company took the notion a step further by creating Gene Arks: wondrously advanced machines that set down on decidedly inhospitable worlds, and created humanoid workers, based on human DNA, to exploit them for interstellar commerce.
The project was just barely legal, not subject to much governmental oversight, and fraught with troubles due to poorly constructed artificial intelligences. But the end result of that greed, sloth, and ambition is a galaxy teeming with life that owes its existence, culture, and roughly half of their genome to humanity. This article presents the history, workings, and current situation of the now-infamous Gene Arks of Izanagi Inc.
However, it can be inserted into any far-future campaign where advances in bio-tech massively outpaced faster-than-light travel, and humanity sent sleeper ships out to the stars, only to have their empire collapse once workable FTL came into being. They cut their teeth on biological scanners for deep-space probes. The company used this success to leverage two important devices for every outgoing sublight, sleeper ship sent to colonize Earthlike planets.
First, they supplied all biological scanners and probes for the ships. Such Corporate Beings were the property of their creator. Thus, when Inzanagi completed a contract for a company, and the planet was mined out, they asked their client if they still wanted the children of their Genetic Arks. Second, they installed secondary scanning systems that fired smaller probes at nearby, non-Earthlike planets, to determine their biological and geological makeup.
The plan at the time was to collect the incoming information from the secondary systems and sell it to mining consortiums, so they could send robotic planetary exploitation devices out with positive information about what was awaiting them. However, by the time the data from the sleeper ships started coming back to Earth, Takamatsu-Shimazu had absorbed several smaller, promising bio-tech companies, and become Izanagi Inc.
The price would be high, but still significantly reduced from sending planetary exploitation devices, or setting up artificial environments for a sleeper crew. It also saved them from having to spend exorbitant prices on remote terraforming which was highly unreliable at the time, and ran the risk of covering up, converting, or destroying whatever elements the contracting company wanted to get from the planet in the first place.
Rather than risk angering the powerful spacer unions, most companies kept their deals with Inzanagi Inc. Primitive by future standards, the Inzanami-class devices were technological wonders of their era. They landed on their designated planets, and determined the best biological life form to perform the contracted exploitation.
The true wonder would then begin. The 1, wombs of the ship thundered into life, producing a suitably diverse first group of fully grown adults. Much later versions of the probe would include the genetic predisposition to obey such beings without question, but the earlier engineers had been confident the holographic interfaces would be sufficiently commanding. If the life forms proved poorly made, they could be zeroed, and the process started once again from scratch.
Never board a non-FTL sleeper ship. Worse, they could degenerate into primitive warring camps, or, conversely, start making key advances, and become an independent society in their own right. In some cases, enough positive reinforcement had been given to keep the society on a straight and productive path.
In others, chance, chaos, and entropy took their toll, and scores of myriad, unexpected results took shape. The Inzanami-class genetic arks were technological miracles, for their time, but no miracle is perfect. Izanagi Inc. Indeed, Izanagi might have eventually sued them, had the Great Sundering not mooted such things for standard years. Thankfully, the biological scanners, genetic ordering devices, and exo-wombs could operate independently of the AI, if need be.
Eventually, an almost-priestly class of leaders would develop, whose authority could be backed up by occasional appearances of the god, if needed. If everything went to plan, within a century or two, the life forms would be both numerous and well-disciplined. They would be capable of building simple but stable structures for their unseen masters, and able to procure samples of whatever materials had brought their owners to the planet.
In the meantime, the contracted company would have sent a sleeper ship of their own in order to take charge of things. Once the sleeper crew arrived and awoke, the AI would make contact, and inform the crew of conditions on the ground. It was a glorious thing when it worked according to plan, which, sadly, often did not happen.
On the occasion of the activation of the th contract, Izanagi Inc. Such a poor rate of success would have bankrupted a company with any serious competitor. Given time, one might have arrived. But shortly after that tally, and the launch of the th Inzanami-class probe the new series 8 , warp-space FTL drives were finally developed. By the time some semblance of order was restored almost a century and a half later , Izanagi Inc.
But the Inzanami probes were still out there, operating as instructed, whether anyone was coming for them or not. First, the various splinters of the once-united human empire started to explore their environs, the better to lay claim to territory before their nearest neighbors could. Because of these early discoveries, a cosmic scavenger hunt began, starting from Earth.
Numerous companies were formed with the express purpose of locating sublight deep-space probes and construction projects, and either taking control or striping them down for salable parts — regardless of whose territory they were currently in.
No matter how advanced civilizations get, cost-cutting bureaucrats are likely. Tweak your utopian plans accordingly. The offensive bots were designed to painlessly kill with swift-acting neurotoxins, genetically tailored to either the life forms made by the ark, or the biologies of scanned beings.
If the AI had to uphold taboos, zero the population, or defend it from outsiders, these bots would be employed. They generally acted through dermal contact, but could make needles capable of piercing almost any armor.
The neurotoxin allowed no resistance roll, no delay, and enough toxic damage over three seconds to kill almost anything instantly. As previously mentioned, the AIs had a tendency to break down over time. They rarely had problems on the journey out, and were able to create up to three seed batches with no difficulty, but monitoring the civilization while waiting for the right moment to signal the contracting company was what tended to kill them.
Series had an average post-genesis life expectancy of between 50 and standard years, could go from to , and those few series 8 that launched before the Great Sundering could last up to years before data fragmentation sent them into memory loops, personality crises, or cascade failures.
The genetic scanners and creators had backup systems and redundancies, but the AI did not. Now that travel through warpspace is possible, the need and desire to create bio-labor to prepare inhospitable planets for colonization and exploitation no longer exists. Humans are more than willing to be genetically modified to live and work in such environments, so long as they are adequately compensated.
Furthermore, to most humans of the post-Sundering era, the time of Corporate Beings is looked upon with revulsion, disgust, and denial. The Gene Arks had highly advanced biological and geological scanning arrays, both onboard and in a series of stationary satellites that would be launched prior to planetfall.
The satellites also maintained communications back to Earth, though they were dependent on the AI. Each ark carried enough genetic material to create up to 10 batches of 1, life forms each if needed; 1, force-growth exo-wombs; and the ability to mentally program those life forms with information, memories, and personalities. In other cases, the information was stolen. Undaunted by the vast distances and many unknowns, the collection agency started methodically tracking down the probes, starting with those closest to Earth.
Within five years, both sides discovered numerous inhospitable planets that had been inhabited by the Inzanami probes. Some of those were graveyards, littered with humanoid skeletons with a long-dead Gene Ark as the headstone. But about half of those planets had turned into successful, if still primitive, civilizations who revered the humans who came among them.
They were eager to show their visitors all they had built, and the many treasures they had brought up from under the ground for them. They also wanted to know what they were supposed to do now. Still others had become full-fledged civilizations, possessing literature, art, and science. Some of these had turned from their religions regarding the gods from the sky, though the more learned among them were fascinated at how much their visitors resembled the old pictures and prophecies.
On some worlds, the appearance of humans caused superstitious throwbacks and mystics to call for the upheaval of the modern, and a return to older, simpler ways. Some human expeditions actually felt ashamed to have caused such trouble, and left before things got worse.
Functioning AIs were a rarity. Some could be repaired with advanced technology, but some had to be deactivated before they did something drastic, like zero the population out of mechanical spite. However, the government could change in the next election cycle, and the party in opposition has different ideas on what should be done. The fact that it was made void by the stroke of a well-meaning pen has rankled them quite a bit.
Across the galaxy, other empires and kingdoms are not all as high-minded. Some consider those worlds and their populations to be theirs to exploit as they see fit. What future the children of the Inzanami-class Gene Arks have is up to them, and the kindness or avarice of those who find their civilizations.
One can only hope that some sense of human decency will carry the day. It can form the basis of a game world or an intergalactic treasure hunt, be an interesting diversion in a larger campaign, present an ancient mystery to solve, or give the adventurers something to protect, or ruthlessly exploit. The PCs are daredevil galactic archaeologists in search of the last working Series-8 Inzanami AI, which is reputed to be on the Northern galactic arm, somewhere. Turns out the map was stolen from Tengu Collections.
It also turns out their backer is an operative from the party in power, who wants the AI for official purposes, and the mercenaries are government operatives there to ensure his will is done.
Can the adventurers find the star without being tracked by Tengu, boarded by pirates, or blown to flinders by flying saucers? Provided they do all that, what awaits them on the planet: subservient humanoids run by a friendly god, or war? Will anyone there be happy to lose their god for science or politics?
Will the AI come willingly, or unleash killer bots on them? Can they make it back to Earth alive? Save the Men of the Sand The PCs are members of a radical humanitarian organization that seeks to stop advanced races from colonizing and exploiting less-developed worlds. This one is peopled by sanddwelling beings well-adapted to the harsh conditions there, who believe that humans are their long-lost gods.
Can the heroes stop the exploitation of the planet at the hand of the prospectors, without access to ship-to-ship weaponry and no backup from Earth? Will they have to take lives to save them? Some speak of the gods being false — merely shadows cast from the Iron Wall None May Approach — but such persons are quickly scolded and ostracized for a time. But something is changing.
New lights appear in the sky, and the god does not choose to explain them. Then the lights become iron walls, like the one none may approach, and gods walk out.
They promise killing and pain if this is not brought before them. Where is Omoikane? He has fallen silent. Those who do not believe in him are all too willing to help these new and terrible gods, even if it means hurting their friends and family. The people have never needed war, before — never needed to hurt another — but now they do. The decision is made. The heroes are the strongest. The journey may kill them.
The New Gods may catch them. But if this is, as the elders say, a test of their faith, then they must prove themselves worthy. Edward Tremlett takes his ancient keyboard from its hiding place and unfurls his words upon the world. If so, what makes it icky? Humans have lots of taboos, most of them involving bodily functions, bodily excretions, and. We have to get rid of waste, reproduce, store excess energy if we eat more than we use. Personification Humans like to see themselves in the world around them.
It also thwarts our expectations. This thwarting of expectations can lead to ick. A few weeks ago, I visited a pick-it-yourself apple farm in Michigan. I already mentioned the juxtaposition of blood and teeth being a significant ick factor for most folks. However, for many people — especially in the United States — the idea of breastfeeding is an icky abomination. I suspect this is because many folks have been taught that the idea that babies and bosoms are two separate ideas one innocent, one sexual ; the mental juxtaposition of the two makes such folks uncomfortable.
Anyway, bio-tech — especially in popular fiction — often encourages the ickiness of juxtaposition. What are some reasons that bio-tech would not make us squeamish? Internet mob organiser. Undercover revolutionary. True revolutionary. Believer in the cause. Dreamer of utopias. You receive all rewards of a Firebrand, and you get to decide the subject of one extra interior illustration we will commission.
You also get to name and briefly describe one alternate reality that we will include in the Homeward multiverse.. Learn more about rewards and delivery. See all backers. Ulule allows creators to fund their projects. By backing, you actively help them make it happen! In return for your support, the creator offers one or more rewards to choose from. Ulule is not an online store. All payments are secure and we do not store any credit card information. You can cancel and be refunded at any time while the campaign is still ongoing.
All your questions are answered in our help center. Update my browser I don't want or I can't update my browser. Alephtar Games got funded! See details. Revolution D Campaign ended the November 14th, Follow Share. Project created by. Alephtar Games. Palermo, Italy Games. Share to boost this project. About this project. A new way of using percentile dice, with levels of success and opposed rolls but with minimal calculations.
A streamlined system to run everything significant as a conflict, with simple rules that resemble those of classic RPG combat. Adaptability to multiple genres. Basic combat that runs like any other conflict, for those games where violence is not the focus.
Optional advanced combat with a deeper level of detail. Advanced narrative rules that leverage character motivations.
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