Saturday, 30 April 2022

Random character generator from 4d20 tables

This simple random character generator is using 4d20 tables from 72 Stations blog character generator (https://72stations.com/4d20-character-generators), and a few additional tables donated by Discord; it is completely random and doesn't prioritize any particular table/band/artist.

List-to-HTML generator script is the courtesy to Paper Elemental. (http://paperelemental.blogspot.com/p/list-to-html-generator.html)

  

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Saturday, 2 April 2022

[finished] (Annual) map giveaway

Once upon a time in times of G+ I used to do annual giveaway of maps and amateur-bond sketchbooks. 

On this anniversary of G+ shutdown, I still have a few maps to give away. This year maps are somewhat experimental: the idea of 'wine-dark sea', and what colours we associate with nature, and trying new chameleon paints. 

1. Maps will be shipped for no cost to you; on a downside this shipping will be a plain letter and won't have a tracking (although I will put the map in a plastic wrap, so hopefully there will be no water damage).

Currently the post delivery is not possible to: Afghanistan, Belarus, N. Korea, Lao, Libya, Russia, Somalia, Syria, Yemen; as of the time of the writing, delays are expected to Australia, China, Ecuador, Italy, New Zealand, Ukraine and USA; other delays are possible.

2. Maps are given on "first come, first serve" basis. On the pictures below they are photographed, not scanned, so the lines are super-visible and colours/vibrancy might be somewhat off from the actual original (my camera makes them more bleached and colder-toned than they actually are).

To claim the map, first leave a comment below with which map you want; the timestamp of the comment will be used to resolve any conflicting issues if any arise. If the map is available, send the posting address to cryptic_pale (at) protonmail com. Once the map is shipped, I will delete all addresses I received and won't keep any private information. I would appreciate if you notified me about map arrival.

3.  Maps are provided under following conditions: non-commercial use (if used in some kind of public work an attribution would be nice but not mandatory), non-sublicensable (don't give it to stock sites, AI training, AI generator sites, etc), cannot participate in any way in NFT/cryptocurrency exchanges and similar processes, and only transferable along with the paper original under the same conditions (gift the map in paper if you no longer need it).

Maps are: 

(claimed)  1. City of the Purple River (9.5 cm x 15.3 cm / 3.75 in x 6 in; watercolours, gel pen)


(claimed) 2.Chameleon Coast (10.5 cm x 8 cm / ~ 4.25 in x 3 in; watecolour, gel pen)

Note: it looks white from this angle but it is actually chameleon paint and has bluish and purple-ish tint under different angles; also very glittery)


(claimed) 3. Dark-wine Sea (17 cm  x 12.5 cm/6.75 in x 5 in; watercolour, watercolour marker, gel pen)



P.S. This year almost-sort of managed a post a month.

P.P.S I am not sure yet but it might be the last annual giveaway of this sort.

Monday, 13 December 2021

Skinner Box for you and me

(this post is written January 13-2022 and posted back using blogger time machine because this is nothing but personal thoughts)

In recent years I am finding myself in distaste for a combat in RPGs, excessive combat especially. One of the reasons might be playing way too much Pathfinder APs where combat is almost the only time players have to use their brains. The second biggest reason might be because few of the TTRPG combat systems are better than videogames in terms of player's reactions, spectacle, speed, decisions, feedback of the system and intuitively understood rules, so why should I settle for inferior version and spend so much time on a single battle? There is more interactivity in some TTRPG systems, true (swinging from chandeliers and such) that the video games are not programmed for (yet), but it is also true that there are regrettably fewer TTRPG systems where clever thinking or use of tricks and environment is faster, more reliable and less cumbersome than just dealing plain damage; as humans tend to use the path of least resistance the plain damage is still usually the most preferred solution.

Third reason is that results of the combat almost always look to me as a subtraction from the experience. While combat is engrossing process in a moment, trying to solve the situation with other side remaining alive creates a sort of a tapestry of decisions and consequences, of favours rendered and debts owned, of sympathy and antipathy, of more interesting experience long-term instead of short-term satisfaction of the combat. When the other side is quickly rendered to simple corpses, these possibilities and possible further involvement are nullified, and I think playing experience is overall poorer for it.

For players threat of violence and of resulting loss of life can be very effective world-builder and decision-maker – if, for example, players understand that odds of their characters surviving against four ghouls blocking the entrance to cemetery (where they need to go for some reason) are very low, they will treat undead as something more than on-level cannon fodder and probably will look for or invent the ways to get in the cemetery without a battle. Maybe they will build a complicated ladder on the other side of the place? Maybe they will negotiate a passage? Involve a third party to get better chances in battle they think unavoidable? This is what is more of interest to me. 

But in many TTRPGs combat is biased to the benefit of the players. Challenge Rating in DnD 3.0 Edition was first in my memory that 'officiated' the notion of on-level encounter where such encounter should not tax party for more than about 20% of party resources, including hitpoints, and this notion of 'fair' challenge (*) didn't diminish with years, so combat in many systems is often not _really_ a danger to the PCs.

(*) the definition of 'fair' in such cases baffles me because monsters are fated to lose at best taking one of PCs with them and TPKs are happening as bad luck rather than competence; some systems give so much 'system protection' it is almost impossible to PCs to die unless they do so intentionally.

In the systems where combat is 'fair' it is obviously used more often than in RPGs where it is very lethal and thus sparse, and I came to regard 'fair combat' situations as a filler, something to engage the players for an hour or two in its own small bubble of sub-reality – like in early JRPG where battle transitioned to its own battle screen – of detailed rules and slow, round-by-round time. 

And at the end of such combat – which PCs almost predestined to win in some cases – there is loot.

'What about the loot?' is the most common question I've heard after the combat ended and everybody is stable. Allowing oneself to slain beings' possessions by the right of the strongest/victor/survivor in RPGs is an automatic notion that this is _right reward_ for doing/surviving/enduring combat situations, and when it is denied (by the absence or by in-world circumstances that force PCs to give up on it) there is often some resentment. It matters little if the loot is from unthinking automation, barely sentient beast or fully sapient person – loot is expected to happen, and in systems such as DnD and Pathinder (and many others, I am sure) it is often one of the main avenues of character progression of getting better items or enough money to afford the level up, so in such cases it is hard-wired both in a system and players' expectations of growing personal power.

Aside of possible moral implication of robbing the dead, this cycle, in my perspective operates as Skinner Box, especially in games where combat is soft on PCs.

In the words of long-forgotten youtuber Mr. BTongue. "Give somebody a repetitive task and give them irregular or random rewards for completing that task and that someone will keep doing on that task over and over again. [...] Kills some baddies – get some goodies, and once in a while you get an [noticeably better loot.]"

He speaks about Diablo series, which is a video game that rides this idea like an royal elephant, but I am finding this notion quite true for too many TTRPG, in adventures filled with combat encounters, with 'they attack' random tables, with systems that don't tax PCs too much in combats. And unlike videogames where everything is pre-coded by somebody else and you can't really do anything beyond this, in TTRPGs with real people playing the world everything is flexible and more intricate things can exist, yet, these cycles persist and often dominate everything else, and the more I go the more it looks like a waste of my time, something that I've done too many times for rather meaningless outcome. 

Sunday, 12 December 2021

Paladins as shills for gods

(brief and very uncharitable idea about paladins)

Contrary to the what religions might present, gods are just as imperfect as mortals and have a lot of figurative skeletons in their closets, unsavoury deeds toward their peers and exploited mortal lives in their shadows; look at Zeus, for example, and his trail of broken women. But in a certain world (*) where the power of a god is proportional to the number of their followers, such gods would need to keep at least somewhat refined, cleaned up image in the same ways the public personas have to in our own world; a god who is seen as too imperfect is not going to have many following them around. We don't get to know gods' actual myths or deeds (**) because they would spoil the image people have of them and all we get is a few deeds that don't break the facade.

So this is why 1) paladins are not always committed to a single god but rather a side of pantheon, and 2) why they so often operate as charismatic leaders for idea. They are mercenaries to go around and commit required shining/dark deals to boost the public image of divinities, and their divine favours are not powers that gods bestow on their chosen but literally kickbacks and favours that gods pay with to their influencers for their work. If the paladin gets busted, committing something that goes against their image, and, therefore, the image of god(s), they lose the value and thus are discarded. As they are quite often somewhat outsiders to bureaucracy of the church (where many clerics are not public faces, and their misconducts thus can be hushed by the organization), paladins are 3rd party contractors who are all about public deeds, and thus their misconducts cannot be hidden much once committed, or divine powers are recalled due to gods' concern that the next time some LG paladin eats a baby (***) it would be harmful amount of witnesses and words spreads around anyway, so just to be safe better kick away a rotten apple before this happens.

(*) this certain world is most probably/certainly Faerun. I seriously dislike Faerunian model for gods where following a god – any god – is mandatory under a thread of a very painful afterlife, and actual faith is not of any importance for majority of population, which might explain why in a world with actual active deities there is so few casting clerics. And this with a thought that tying in the number of followers to god's power was considered to be a _good_ solution by Ao, because otherwise gods didn't care about mortals much at all.
(**) in many settings gods are just a spreadsheet; we don't have to read their deeds the way we do with actual Earth mythology. Even in abovementioned Faerun there is only a couple of deeds or myths about major divinities and such events mostly fit neatly in their portfolios. This idea plays somewhat on this lack.
(***) or saves a baby if this is a paladin working for some evil powers.

Friday, 19 November 2021

Attacks for the system behind the character sheet

(This is a rather long post. Somewhat bitter realization, considering what it meant to resolve. Sorry for typos) 

Never a credit to a weapon, but to the hand that guides it

Wrecking is a measure of doing physical harm to others, be it beings or objects. Its waveform is a repeating spike like a heartbeat, – for prolonged, sustained harm, both physical, mental and social see Cruelty skill, for a single sharp thorn see Exploit Weakness skill.

Only those who never had witness a combat up close don't have points in Wrecking; once a character closely observes (less alone participates) in their first fight they automatically acquire a dot. People who don't have a dot are usually those who observe without understanding (such as small children and some of the other beings) or rare few who live from birth in violence-free monastery-ghettos.

What amount of harm Wrecking actually does is defined by the attitude the character has about it.

This attitude for a new character always starts at Resisting, but can be shifted to Reluctant or Rejoiced at any moment, even immediately at character creation. It cannot be shifted back to the left. Resigned option is not a part of initial generation and can be unlocked later.

Resisting is starting position. It is always an active choice. The world views Wrecking as a very practical, often easy, often lucrative solution to many problems, thus Resisting has to be laboriously maintained as a worldview, a method, a way. In this world one cannot simply flow with everybody else – they have to actively oppose the practicality, and ease, and thrill of Wrecking, knowing that even their best effort might be simply not enough. There are no special benefits to this position, except maybe a reputation as peacemaker, and even this sometimes makes you just an easier prey to others.

Resisting character has to always push for peaceful solutions, for empathy, for diplomatic means, for anything but resolving things with violence or cruelty, or the threads of such; they have to abstain from combat as much as they can, and to prevent others to combat as much as they can. No, your party members cannot fight on your behalf while they ask you character to politely sit it out and don't look/don't know.

Resisting is difficult, and it often comes with a personal cost to such characters, and it is boring for many to observe, for sure, with all the talking and long-term compromises that don't bring immediate merit, and it is dangerously bitter to die simply for ideals that so few share.

• Resisting characters, if they don't flee, use the most rudimentary combat rules, most often a single skill check to see how well or badly they did in the combat. Time doesn't flow in combat rounds for them but they can be killed like anybody else.

• Weapons don't respond to them, and, neither them not other objects do any extra harm in their hands: Resisting character never does any more damage than Wrecking table allows them.

• Resisting characters always go last in any combat-like situations where they have any choice. 
They do always go first in any non-combat-like situations where they have any choice. 

• Pain Saints won't come for Resisting characters earlier than in a decade after, even if at all, but their exhaltations seem to be very rudimentary if they do.

Not many people actively resist.

Reluctant is a tenuous state of stasis. One neither actively resist Wrecking, not actively welcomes it. It is – and Resigned, in lesser degree – are defaults for the world, because, while Rejoiced societies leave a bright splash on annals of history, they don't usually last too long as societies, and by sheer shaky attrition Reluctant societies outlive them, in general, to impose their norms on others, for a time being.

Reluctant characters do engage with combat and may even be good at it, but are yet hesitant to completely see it as a solution to everything. Most, at least halfheartedly and often by a route, will propose some non-violent solutions at first – out of obligation, or desire for personal equilibrium, or due to some not-yet discarded Resisting ideals, or due to the pressure of society which often in a similar state of shaky equilibrium.

Reluctant character might even uphold almost the same behaviour as Resisting, but if things won't go their way, and they decide not to leg it, the combat is always next best choice.

• Reluctant characters always have an average initiative and use simplified rules of combat. They have perception of rounds, but many intricacies and details of a combat don't apply to them and cannot be applied to them. For example, in Pathfinder 1st it would be most of modifiers and Attacks of Opportunity; in OSR such combat it would be simplistic theatre of mind.

• Purposely-made weapons respond to them, but items not made specifically as weapons (such as regular hammers, sickles, picks, bottles, rocks or branches) are likewise reluctant to do harm in their hands, thus only doing a minimal damage.

• Even Reluctant characters get some benefits of Wrecking as they immerse themselves more into it.
Sight: they can approximate, with some degree of error and in general terms, how beaten other combatants are, if it doesn't show as actual wounds. It takes a moment of concentration but usually not to detriment to the fighting.
Sound: in combat, they are resistant – if they wish to – to any outside influence that inclines them to stop fighting. This has to be decided at the beginning of a combat but can be changed from one combat to another.
Smell: they now roll for Initiative, potentially getting better than average but also embracing the chaos of potentially getting worse result as well.
Touch: they can see the potential in regular tools and items now; these are now regarded as weapons and do Wrecking damage instead of minimal one.
Taste: they get one extra ordinary life worth of Hit Points.

• Pain Saints come quicker yet still with some delay for Reluctant characters, months and years after; decades may pass by for somebody especially unlucky.

Rejoiced is a crux of it, the beauty, the divinity, the dirt, the dance, the gore, the chaos, the clockwork, the joy. Combat is everything and everything is combat.

Rejoiced character fully embrace Wrecking, and as a result becomes stronger, better, faster, harder to kill, more masterful, more unstoppable; they want to have as much of it as possible, after all, and the best possible combats too. They weave the tide of battles to their benefit, they uncover the true potential of each second and harm hidden in every object. In the combat they enjoy the clarity, the choices, the fullness of perception, and thrills other cannot imagine or access. Where the mundane life ticks down days, and weeks, and months in a single line of diary, for Rejoiced it can suddenly explode in complexity and meaning of every tiny moment of every second while in a fight. 

This is what to live for.

The world becomes the most real when it is weighted at the edge of the blade, in a flight of a bullet. 

They always have a choice not to combat, but why wouldn't they?

They get the most collateral benefits as well, which they share generously with others, more reluctant participants: the acquisition of wealth from the slain, the power over those they spared, the status of their victories, and the quick and easy solution for so many of difficult problems, which otherwise would require talking, and understanding, and compromise, and giving up nice things that are best to keep for themselves.

• Rejoiced characters use the most complex and detailed combat rules in the system used for playing Gheste. All options are available for them and apply to them. If more detailed rules for any given system can be implemented, they must be implemented for Rejoiced.

• Negotiations that involve non-combat means or have no threats of combat bore them. This has no major mechanical effect, except they have disadvantage when they try to personally conduct such negotiations as a spokesperson, and lose a point of Initiative for every fifteen minutes observing any such negotiations. Life lived without fighting passes through them by without leaving much, if any, significant memories. 

• On contrary, they can recall any fight they were in, and remember (often in with vivid and precise details) all who participated and how it unfolded. If they tell the stories of their fights, it captures the attention of the audience in one of the three ways: 1) giving Rejoiced side an small advantage to strike first 2) some social pull for later threats and 'negotiations', adding to intimidating effect; 3) everybody who is not actively Resisting, can raise their Wrecking score by 1 for a next fight, capped at Rejoiced own's Maximum Attained Wrecking (MAW) score; Rejoiced with same or higher MAW don't benefit or disadvantage mechanically, but enjoy the tales nevertheless.

• Anything in their hands always has its best potential for combat. Regardless if Rejoiced use purposely-built weapons or random objects, they always do full Wrecking damage as per table.

• Pain Saints come quickly to them, often in a matter of days, and their exhaltations are the most welcoming and drastic.

In addition to all of that, Rejoiced achieve full potential with Wrecking and have a number of other benefits:

Implements: Rejoiced's fetishes, their cups of sacrament, their syringes, their most reliable tools. When Rejoiced gets an new item for combat, for each point of MAW they can discover the better combat potential for this item. Once choices are made for this particular item  and one combat is done with them they stuck (so another Rejoiced or Resigned who uses this particular item will have to use assigned tags as they are), but for every new item, even of the same kind, such choices can be made anew. Reluctant and Resisting characters get no benefits from Implements.

Mechanically speaking, in Gheste there are no lists of weapons or battle spells; damage done is determined by Wrecking and the attitude of the character, and To-Hit bonus is Wrecking skill itself.

For Implements there should be a Lego of tags/mods. Each point in MAW allows Rejoiced to select one tag/mod to customize and combat-personalize every item they get, to do such things as add bonus to damage; add better accuracy to attack; add area of effect, add bleeding, add difficulty to avoid the damage, add Defence value without surrendering senses, add special ability and so on. I think I saw some very good such lists in blogs already, and any such list can be adapted depending on the system.

Essentially Rejoiced 'builds' every item as a weapon they fight with, although they don't really need to spend any in-game time crafting; in-world they simply see the full combat potential in any item they use once they get it. Implements mods are 'baked in' after Rejoiced does one combat with this weapon.

– Tolerance: Rejoiced gets extra average life worth of Hit Points for each dot of MAW. 

– Tide: Understanding the flow of combat well, for each point of MAW Rejoiced can add to the attack or protection of any other combatant (who is not actively Resisting) within close observable distance. If attack total Wrecking + Tide for a combatant exceeds 7, the leftover MAW can go to another person; each point of protection so given halves damage from one attack.

Surge: It cannot stop here, it must continue. Even if Hit Points are fully depleted, Rejoiced can fight until they land another blow. While in Surge, Rejoiced keep on taking damage as usual but don't die. If by the time of the landed blow the damage dealt by this blow is equal or more than Hit Point deficit of Rejoiced, they can continue fighting until the next successful blow, after which the situation repeats. If not, they die and they die immediately after combat ends. 

– Saint's Blessing: for the being so immersed in Wrecking, any violent exhaltation they bear can be used as of maximum of its potency. Dying Rejoiced can choose to call for Pain Saint with their dying breath, so it will come in a matter of hours, but this would mean the Saint's touch will be the most drastic.

– The Moment: Chances to get the Moment are calculated as such: 

1 out of 100 chance in every fight with opponent(s) of equal or better danger.
+ 1 for each 1/10 of an average lifespan spent uninterrupted as Rejoiced
+ 1 for each drastic exhaltation
Rejoiced doesn't have to roll if they don't wish to. Once The Moment is obtained, it can never be obtained again.

The Moment is very intimate, very personal understanding of the whole universe as nothing but the violence. It is an elated revelation, the moment of most intense, most holistic bliss, the utmost clarity, the most fulfilling moment of their life Rejoiced (or anybody else, really) can ever achieve. 

It usually goes three ways:

1) Rejoiced embraces this moment entirely and makes no judgement. They (currently in a middle of difficult combat) usually die because everybody keeps on killing them while they don't do anything but blissfully stare, but they die with utmost fulfillment.
As they do die, somewhere in Gheste new Pain Saint comes into being; player of Rejoiced should have some fun designing its appearance, inclinations and attributes.

 2) Rejoiced embraces this moment entirely, and they find it good, thrills-in-fingers good. The moment passes, but they keep carrying the echo of this bliss with them and trying to get it again, seeking more and better fights, new highs to their mastery. Such Rejoiced become red devils, the blood knights, the beings who exist only to fight more and more difficult opponents. Attributed red colour is symbolic, but their capabilities aren't: red devils can keep on raising their Wrecking as high as they want and can now apply their full MAW to themselves in Tide; their Surge allows for twice as much deficit. They don't get to be reborn anymore (Pain Saints don't see them because even pain is a bliss now) but this is a life worth living. Red devil character regards combat as the absolutely best thing in the universe, and themselves as conduits of this benediction; many turn somewhat religious (if not already) and House of Violence is usually started by their hand somewhere, sooner or later. They cannot be Resigned, and while they can stop fighting if they wish to, and show mercy (so the opponents can live to become a better fighter later) they cannot be affected by any external means, words or spells to cease the violence if they don't want to. And, really, why would they want to?

Red devil can continue to adventure with their companions, but they probably will get really bored really soon with people of lesser skill and/or ambition, and usually either kill or leave them to wander off on their own. 

3) Rejoiced embraces this moment entirely, and something that is still marginally human in them sees  the root of it, and its complexity, and inescapable permeation of it in all the universe, and they understand it entirely, with a suddenly sobering clarity that will always stays with them now, and Wrecking that imbues them turns onto Rejoiced for that shift in perception.

Such Rejoiced can save anything, once. Their understanding of violence is so precise it is practically omniscient, and regardless if it is a kingdom, a planet, a person, a soul, an idea, regardless of how many beings, or things, or gods, or red devils, or tides of fate stands on their way, they can do it. However weak it is that they are saving, it will survive by their mercy. There will be a decisive battle in which Rejoiced will defeat all of enemies of what they are saving, once and for all, and there will be peace in universe, at least for some noticeable time.

Rejoiced dies at the end of this battle, of course, but before that moment they won't. Regardless of how many deaths they suffer while trying to save this something, Pain Saint will come to them quickly and beyond any limit usually allotted for the living. While such Rejoiced don't usually feel any joy of combat (not really, not anymore) and get all Outs of Resigned, they don't suffer in battle potency, and can keep on raising Wrecking if they wish so and have time so. What is worth saving has to be decided quickly, though, as such clarity without any benefits joy erodes the very being of the person. Resigned has a year per each point of MAW; if they don't find anything worth dying for in this span, they dissolve into nothing completely in vain. 

Red as an actual colour is optional

Resigned is a rightmost category of Wrecking, and it is only possible to achieve if, after some time as Rejoiced, a player of the character says something like 'Oh no, not another combat...' If Rejoiced listens quietly without interrupting to the attempts at peace, or tries to find some meaning in mundane life, or considers something worth doing that is not combat, they can shift to Resigned.

Resigned are well-immersed into Wrecking and are still pretty good at it (they were the best possible, once) but overall they are tired of it, and see complexity of combat as an obligation, not as a joy.

As with anything, once character becomes Resigned they cannot shift back to Rejoiced, with an exception of fighting a red devil (or seeing them fight) and suddenly getting a desire to be like them. 

• Resigned still uses the most complex combat rules in the system, but they can 'peel off', if they so wish, one complexity per point of Wrecking, so it no longer applies. I.e. battle grid can be replaced with mind positioning, AoO can be mostly abandoned, modifiers simplified or discarded, and so on. These options can be done after each fight and cannot be changed later.

• While they cannot do Implements themselves anymore, they still use any object, be it a purposely-built weapon or regular item to its full Wrecking damage potential. If they get already Implemented weapon, they can use it with mods/tags imprinted into it, as echoes speak clearly to them still.

• They retain some of the tolerance they have, but their MAW is considered a half of what it was; same goes for the Tide and Surge (if Resigned had them), and Resigned don't have Saint's blessing and neither they can catch The Moment in this state. 

• They can resolve to die in combat without further struggle, if they wish to. Pain Saints won't come for them if so; otherwise treat as Reluctant.

In addition, Resigned, who fully proficient in combat but unable to extract any joy from it, gets a number of Outs*

– Washout: what it is to failure? seen it enough. Resigned gets resistance against (social) humiliation; The numbness comes not only to the body.
– Burnout: what is it to pain? tasted it enough. Resigned gets resistance against anything that specifically inflicts pain (in game-terms, Cruelty and Exploit Weakness skills are half-efficient). The distance comes not only to mind.
– Woundup: what is it to fear? smelled it enough. Resigned gets advantage against external or induced causes of fear. Everything hardens before it breaks.
– Grindown: what it is to sanity? it was lost at least once already. Touched and saw it, it isn't that bad. Any externally induced cause of confusion, compulsion or madness is at disadvantage against Resigned. Maybe there is still something beyond chaos of the battle.

(*) elementally styled for my amusement 

If character shifts back to Rejoiced, they lose all Outs but get back their Rejoiced benefits in full.

Now, the lore dump: what is Divine Addiction.

The legend had it that the first person who reached the box in the times there Gheste was small, simple and half-transparent, was an artist or a philosopher, and, enchanted by the strange beauty of the place they simply wished for more of it. Which is the reason, the legend explains as the legends do, as of why Gheste is growing still, in calm, and contemplative, and unstoppable pace. 

The legend has it that the second person who reached the box wished for something else entirely.

Was it a meaning of life? The higher ideal to serve? The never-before-so-acute perception of the world? The plain and simple power, health, plenty? A quick and easy solution for so many difficult problems? A victory over despair?

Whatever it was, they got it all in Divine Addiction. With them as bearer, the Divine Addiction permeated Gheste and eventually got out, although it yet to affect the totality of the world.

Just like a regular drug addiction (or no less regular death) it will eventually gets one killed, but the divinity of it makes sure that this isn't permanent – at least not in Gheste where dying breath attracts Pain Saints as assuredly as a stench of a carcass attracts flies.

Eventually most of the world got onto it. There are rewards for violence, good rewards that shortcut much more cumbersome peaceful ways. Aside of personal power over others that Rejoiced get, even people reluctantly or resignedly partaking can literally wipe their problems away. Wealth can be taken from slain. Power can be extended over defeated. And it is such a fulfilling, interesting thing to actually do if one is into it, so no wonder that this memo-viral-drug is now in most of the heads.

Wrecking is mechanical term that defines the depth and flow of the Divine Addiction.

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This post has roots in two personal observations:

1) The section on combat is most present part in RPG manuals I've read, even in those which seemingly have little to do with combat, such as 'good-feel' games or dedicated to the investigation of paranormal. Only some games (mostly of 'lyric' variety), which purposely don't seek to a give typical gaming experience don't have combat resolution section. As well as being the most often present section, combat section is often the largest. If we count combat section directly it is not uncommon for it to be about 1/4 of the book, and if we count all that is tied to combat indirectly (battle spells, healing rules (especially quick healing), magic item creation rules, time counted in rounds, statblocks, weapons and armour lists, etc) it might be up to 2/3 of the book.

1.25) Thanks to the above the combat is often presented as the most detailed part of the book, with biggest complexity of rules comparatively to exploration, relations, discoveries and pretty much everything else; magical items and alchemy could be complex but they are also tied to how well the end result participates in combat. In some systems (such as Pathfinder 1st edition I am rather familiar with) a lot of character generation options are in one way or another made for combat participation, and, unless DM runs intentionally soft game, the character has to be made combat-viable or rely on combat-viable teammates.

1.5) The idea of the damage progression where damage dealt and the level of combat rules involved are tied to the character and their desired modus operandi instead of a gear, allows me not to write dreadful item lists, samey attacking spells and only to use combat rules that party wishes to use.

2) In-world the combat often finishes in a matter of minutes, but at table it isn't rare, especially in complex systems, for it to take hours of real time, while downtime – the period where characters most often develop something lasting, learn something new, establish connections or heal – takes weeks or months of in-world time but passes as minutes at the table. 

This makes a certain perceptual shift, where every second of combat is an intricate clockwork on an edge of life and death, sharp, detailed, with many choices of what to do, with greater risk and sense of importance, while the downtime passes like a grey cloud on horizon, barely as a list of things to do and a few rolls and small conversations to do it, and where few things seem to have the same level of impact as decisions in combat.

The post takes this discrepancy and simply makes it a truth in-Gheste-universe. The resulting distortion between minutes that pass with clarity, vibrancy and sense of importance only to then dissolve into barely detailed weeks and months (of downtime) is not too much dissimilar to a drug high as it is often portrayed in media, hence the in-world name.

2.5) About twice in my gaming experience in the middle of some negotiation an impatient player decided that talking with NPCs is too boring, or the other side asks too much/takes too long/isn't reverent enough to lick books of adventurers and simply killed such NPC in the middle of negotiation, because their character had good fighting abilities and they could; the resulting combat was much more interesting to them than talking anyway, even if at the end, in one case, it got them killed. This is where Rejoiced idea comes from. It is reinforced ny how completely new players first play DnD/similar games, and how they try to involve themselves with people, and talk to everybody, and do generally good things – and after they discover combat, all this involvement will be often or mostly gone. Reluctant idea mostly comes from observed at table observations when one of the players says 'lets just kill them' as a quick solution but then the group still tries to negotiate first, often half-hardheartedly and just so they tried.

2.75) Hence Resisting character is a hardmode because such characters cannot even rely on teammates doing combat for them. In RPGs which have combat section in book, they are often a pain in everybody's behinds, because combat is usually more fulfilling as moment-per-moment activity at table, and Resisting character actively pushing it away. Especially this would be true as hardmode in the games with no 'diplomacy roll' to solve problems, and mind-affecting spells are considered to be at least on a level of Reluctant, if not Rejoiced violation of mind. I don't ever expect people to use this part of the rules, if to be honest.

3.0) Dan from "Throne of Salt" blog and his review of SCP RPG is to thank for perception of weapons as of actual fetishes, and the whole idea of memo-virus-addition to be divine in origin, and to have much less of mechanical drawbacks and moralizing than it initially had.

Tuesday, 31 August 2021

A few unrelated ideas

(just a few ideas from notebooks, so they aren't lost)

• cruise ship as a floating dungeon. "Costa Concordia", for example, held about four thousand people – this is a small town of population, packed densely into a much smaller space than a town would take; it had more than ten desks, and each of those desks could be, like a level in Moria, wracked, whacked, messed up to create different connections. Made the ship into a gargantuan predator of industry with former cruisers and staff becoming serving bodies to its self-perpetuating existence. Certainly not a new idea – as a (generational) spaceship it was done with mastery and scope a cruise ship cannot reach (no AIs to be gods, for example) – but there is something interesting to me in the idea of using real-life sea giants and their real-life floorplans, in their claustrophobic layouts designed to pack as many people as possible while keeping an appearance of 'luxury', and completely parasitic, conveyor-belt idea of 'high-life' in a cruise sustainable only by external resources, and how easy it is to imagine not a single such unique ship but a flotilla of them, terrorizing some poor coast. 

It might be even done without going into overused CoC-tropes of the deep.

• Labyrinthonia – nice name but also the idea of the world infected with labyrinths: open spaces are at premium and has to be vigorously maintained, or they'd fold onto themselves with walls and grow with corridors, and then, unavoidably, monsters will appear as well. Sleep under open skies or the roof will suffocate you. Suffer no corners, build no shelter, burn the labyrinths as one would burn a fungus.

• a world where recently post-apocalyptic reality is sort is only anchored by 'weight' of human presence but otherwise fluid: the more peoples one place has, the more stable it is. I saw this setting in the dream, where it was portrayed in black and white as if an episode of old 'Twilight Zone': small wild-west-like towns are mostly in one piece, but places between them and everything that isn't 'tended' by human presence on a regular basics, tend to shift and change; old mine might become a forest, mountains turn into noxious mire, with all troubles it brings, rangers doing weekly rounds just to maintain a recognizable landscape.  Curiously, this anchoring effect was not about consensus, or perception per say – people didn't need to agree on thinking about places in a certain way, neither the places they 'anchored' were a subject to their will. It looks as if a simple presence was enough, and in this post-apocalypse with its understandable lack of people, the murder or a capital punishment were considered a crime in a large degree because each presence mattered. Logically one would think big cities would be in a less trouble, but if you imagine a modern big city inhabited, at best, by quarter of population, some parts of it are bound to be weakly anchored, 'soft places' shifting into something different every time one leaves and comes back.

In the dream I dreamt there was a sense of something preventing a logical fix to the problem (which would be an increase of human population), so places were remaining disconnected and rather disjointed. I think if I am to do 'points of light' setting, this kind of setting would be something I'd use for this purpose. 

• to become a mage one has to become mute and devoid of concept of language, and then to rediscover it again all by themselves; if one to become a mage, they are to make the universe to understand and submit to their personal language, and not the other way around. 

On a purely game-text level this explains why it is necessary to decipher 'magical writings' for each personal spellbook or scroll: there simply cannot be a universal language of magic with this approach. It might explain why strange magical things happen to small children who speak in idioglossia, and why, as they grow, the imposition of commonly understood language destroys this connection. 

• small ghola lifar mansion for Ghost Detective game, where assess to rooms changes depending on one one traverses it and what mementos they have. I thought using pentominos for a layout, partially because pentominos are more complex than tetraminos but have a number of unique combinations more manageable for a map (from 12 to 63 layouts, depending how to count unique) than hexominoes (from 35 to 216, comparatively). 

Interesting idea is that that most pentominos can be transformed into most of other pentominos just by shifting or moving of a single square, i.e. in a single step. Depending on how strictly to consider a one-square shift (only a neighbouring square can be rotated or moved, for example, or any square at all) one can build a sort of range of layouts where layout can be shifted easily into another layout as a main playfield for the mystery and use exceptions that require two or more shifts as secret exits or revelation chambers of sorts.


Thursday, 24 June 2021

System behind the character sheet: alternative health model

It is a very simple model.

Each character gets 1000 hit points.

Damage levels calibrated on a lower-ish side, OSR-like (i.e. not 50+hp per attack as it often gets in Pathfinder / 5ed), so 1000 hit points should lasts for a rather long while.

There is absolutely no healing of the lost hit points whatsoever by any means.(*)
One might consider themselves cursed, if it helps to frame it. Pain Saints will probably avoid such accursed, as they are nothings to exhalt.

Extreme hazards (falling from a significant height, walking through lava) half the current hitpoints to the nearest even number (1000 → 500 → 250 and so on). 

Once hit point counter hits zero, the character is either dead and dissipated or is irrevocably a part of Gheste, often literally becoming one with walls and structures. 

Disadvantage of such method is that numbers will be unavoidably mishandled by players. Counting down with no ways to stop it except to stop playing might also be depressing.

Advantage is that there is no need for dedicated healing class or long camping rests, which rather fits Gheste wandering nature.

(*) One can fully or partially reset their hit points by rewinding (or sacrificing, if it makes it more meaningful) their own being, specifically acquired skills and levels back to the previous stages. 

(**) It can be used in Rooms, with some adjustments: as drifters, at least before a certain point, can leave Rooms to go back to stable world and use its logic to heal, the allotted amount of hitpoints should be smaller, about 200 per expedition per a character. Each hit points deduction will have to be noted separately for a little while, as they crystallize in jewels and the bigger the wound the bigger would be the jewel – as, unlike in regular Rooms, players under this model won't be able to 'gamble/bank' injuries to create better gems this is why some tracking is needed for each separate HP deduction before the crystallization fully takes place.

Wednesday, 5 May 2021

Shadow Jam: Neo-Neo-X, FND Syndrome and Fanad players' option

(Head of Xing is the second moment of Shadow Warrior 2 that started the whole "this is its own setting now"; among variable SW2 NPCs he is one of the best)

All that glitters is not gold, it is demons. Mostly demons.
(screenshot from League of Legends: Overdrive trailer)

It might be odd to consider the metropolis ruled by demons and also full of demons to be a safe place for anybody else, but Neo-Neo-X is its own kind of madness thanks to Head of Xing and his utter obsession with human culture.

Just like Xanadu influence, direct demonic domination and shadowlands taint are turning many humans into semi-demonic akuna, some demons can 'catch humanity' after being exposed to such intrinsically human things as accounting, disapproving grandparents and reality shows. These ‘gone native’ demons had lost most of the mythic nature of their kind, and, in many ways, are now just badly-tempered people with fangs and horns and not the creatures of mystery and magnificence they were. The Xanadu derogatorily call humans "underdemons" but those humanity-tainted demons are called ‘underhumans’ even more derisively, and are exiled from Xanadu under the thread of utter destruction on sight lest their taint of humanity spreads. These Friendly Neighbournood Demons – mostly seed or root demons, as the spiritually weakest ones – keep a few useful talents of their nature and inability to resist their Princes embedded in all lower demons, and tend to react with violence to the voiced thought that they are somehow inferior to humans. Yet, they are much less likely to eat one's face just because it is a human face, and their minds are so similar to humans' they are eccentric much more than eldritch.

Which makes Head of Xing a bit of a paradox. Nobody would dare to suggest – not openly, at least, not in The Glitter, not often – that Xing, one of five Demon Princes, the ruler of tremendous spiritual power, the GOLDEN SUN himself could have succumbed to FND Syndrome like any lowly demon, but this obsession with human culture cannot be anything else. Most accepted theory is that Head of Xing is not Xing himself but Xing's Moon-ranked interpretation of Mouth of Sauron-type of messenger carrying just enough connection and influence that people are wary of offending real Xing through him and thus relatively few try to test Head's power. As a result, The Glitter is one of the friendliest cities to both FNDs and humans, and is the posterboy city to hate for those who wish for purity of existence from both human and demon sides. 

Head of Xing, voted "Best Demonic Overlord" by Neo-Neo-Times for thirteen years running;
screenshot from Shadow Warrior 2

It isn't to say Neo-Neo-X is a peaceful city. Aside of fending off 'the preliminary scouting missions' from Zilla City and the raids on outskirts from more purity-minded Xanadu demons, neither "calm" nor "quiet" are the words one uses for The Glitter. Head of Xing's obsession with human culture – more specifically with pre-Collision pop-media culture although any would do in a pinch – turned meager remnant of a human metropolis into feverish set of movie sets, never-ending cosplay convention, (pseudo-) historical recreations, ever-going art production and a carnival party at once where everything and everybody gravitates toward one main purpose: Head of Xing's enthusiastic entertainment with yet another spectacle. Everyday life shimmers subdued in the shadow, ready to be interrupted with colour and action at any moment.

One can make a really big bank in Neo-Neo-X if they discover a server with some obscure pedestrian anime that Head of Xing never heard about.

The Glitter is a city of dazzling soaring skyscrapers and deep, somber gutters; whirlwind of colours, neon lights, appropriately dark alleys, and smoke-filled bars. Some streets have permanent rain over them; some areas forever in nightfall because Head of Xings likes them so, and huge amount of makeup The Glitter produces is only barely enough for some exports. As Head of Xing often goes through media like wildfire through the wilds The Glitter is the grandest scene that Earth ever knew, rebuilt over, and over, and over again following the latest turn of obsession, the latest whim, the latest discovered pedestrian anime. Many long-time denizens of Neo-Neo-X assume a tone of current media fashion like other people take umbrellas for the rain, on pure reflex, changing the manner of speech or adjusting behaviour from comedic to melancholic to boisterous as per current Head of Xing's interest. The show(s) must go on and as long as a denizen or an outsider at least tokenly follows this all-encompassing fever, and don't challenge the whims / tastes of the ruler, Head of Xing or his Executives don't really bother with enforcing the whole Demon Dominance In Your Face thing, and the Glitter is thus rather free-natured and cosmopolitan in nature; everybody is welcome.

The surrounding areas around the Glitter are under Head of Xing's protection and provide the city with food and other necessities from small towns and carefully picturesque villages. While people from such outskirts are rather thankful for a rather stable and rather safe life they are not very eager participants in the artifice of The Glitter beauty, hence the city's common nickname.

In last few years Head of Xing took to broadcasting: Neo-Neo-Waves includes among other things, reality shows, pop quizzes, sports tournaments and city's own radio (which Head of Xing DJs himself with much enthusiasm). Such broadcasts are utterly forbidden by Zilla City as corrupting demonic influence and by other demonic warlords as the taint of humanity, but as main source of entertainment in the known world it finds wide acceptance in The Glow and the Garden, and even in Independence (albeit begrudgingly) and Driftwood (mostly sarcastically) – yet in this harsh enough world this is good enough distraction even for them. Pearl City in particular has strong ties with Neo-Neo-X, and both Unifology Church and Ameonna's priesthood have a strong presence in the Neo-Neo-X.

Fanad (Friendly Neighbourhood Demon)

Larry gave me the whole FND Syndrome idea;
art from Shadow Warrior 2 artbook

Demon infected by the nature of humanity. Not always particularly friendly or neighbourly, to be honest, and many have a rather bad temper after being relegated by former kinsmen to the lowest of low. Yet, what they do with their new lives is varied, from rejection to a search of acceptance to carving their own weird trajectory. Regardless of their initial appearance they take upon human shape, but still carry many powers of their blood, and are both spiritually, mentally or physically superior to regular humans.

Each Fanad has following aspects to them:

• Their starting Chai is 20, one another stat of choice is 18 and no stat can be lower than 10 (reroll other five stats at once until you get a whole single array of 10+ numbers). 

• The power of their blood: chose either Magenta, Amber, Viridian, Azure or Purple blood and subsequently roll 1d6, 6+1d6 and 12+1d6 for innate powers of it.
> lists of powers will be added later when I figure out the system. Idea here is the first roll gives minor at-wish power, second roll gives medium but more rarely useable power and third roll gives powerful but limited in use power.

• They look demon enough even if they look human enough.
> Use thiefling tables from AD&D Planescape or somesuch appearance/physical abilities demonic/mutation generator.

• Obsession over some very human thing, be it knitting sweaters, watching TV, doing taxes or dining with adopted grandparents. How each such obsession manifests is to temperament of each particular demon, ranging from cute and benevolent to cruel; knitting sweaters isn't very adorable when demon knits them from slain humans' guts.
> (I have a list of 100 such trivial obsessions somewhere, will add when find it in notes)

• They can physically survive shadowlands and Xanadu no problems, but no longer have any spiritual or mental advantage versus Xanadu and don't remember Xanadu much – as their brains humanized when FND syndrome set up the fluent nameless nature of Xanadu became elusive to them.

• Yet, fanads still have some advantage of their inhuman nature: pick up two conditions – fanad is completely immune against one of them and have permanent advantage against another.

• They are utterly despised by all right and proper Xanadu demons. Unless there is somebody present in the the group whom such demons despise even more, they will always target fanads first for extermination, and if violence is not an option, will treat them as the lowest of low. 

• Fanads remain demons enough that any Star-ranked demon have an advantage on all domination, persuasion or influence attempt, and any Moon-rank demon (and, of course Demon Princes) utterly dominates their will when within vicinity. Fanads are free (unlike many weak demons) from Sky and other lower ranking demons' dominance and generally viewed as ones who have broken off most of chains of Celestial Hierarchy. 

• By the cost of 3 permanent points of Chai, fanad can temporarily evoke their older self, making them completely immune to all earthy weapons not imbued with chai, have unlimited use of their innate abilities and expressing other signature aspects of true Xanadu demons, while also having all their drawbacks. The invocation lasts a scene (about a few minutes) and points thus lost cannot be restored.

Some tidbits

• Head of Xing is puppy-enthusiastic about human culture, but he consumes it rather fast and while he is never tired to see the same general motif manifested three thousand times in various movies or shows or arts, he remembers each separate manifestation. Can one run out of culture?

• FND Syndrome takes root when a human permanently names a previously nameless demon, sacrificing their own Chai; the transformation isn't instant though and might take a few years.

• Neo-Neo-X is a major pain in Zilla's side – mostly ideologically and as a haven to various non-pure-human undesirables – but both Orochi Zilla and Head of Xing occasionally have a very brief public radio discussion about the virtues of their own ways. Nobody is persuading anybody, though.

• Larry is a weapons trader in a small, rather obscured settlement near The Garden. 

• Mezu's and Hoji's demons are most eager to destroy FNDs; Mezu's seek to redominate and use them. Dead Sun Enra's remaining demons mostly just avoid them like plague.

Sunday, 18 April 2021

Shadow Jam: Zilla City and Zilion players' option

(From this picture below the whole idea of Shadow Jam started: as I was typing the caption "like cyberpunk but with magic and demons" the disjointed little things I liked about both games came together. Thus Zilla City would always be a ground zero for this setting and the first place to visit.)

Rain-swept empty streets, holographic flowers, the sense of unseen sea; metal, and glass, and light;
image from Shadow Warrior 2 artbook

When during Collision CEO Orochi Zilla turned from upstart corporate functionary into full-on saviour of humanity, his corporate city became the refuge to thousands fleeing the horrors of war, the haven untouched by demon hands, the beacon for all otherwise hopelessly lost to the invasion. Thanks to the superb technological developments, the self-sustainability built into the city, its defensible position beyond what is now Snakespine mountains and the overall remoteness of the place from any newfangled shadowlands it stood its ground against invading demon force of Demon Lord Gozun, and currently remains the last bastion of pre-Collision civilization in the known world.

Zilla City is the place where people don't go hungry and don't fear demon raids, where they can bring up families without everyday struggle, where they work with their fellow humans free from shackles of demonic overlords, all while enjoying the benefits of high comforts, education and crimeless environment. This is the only place where 'scientist' is not a dirty word used to brand the failure and foolishness, but instead a title of honour as new emerging technologies from Zilla City might one day lead the reclamation of human world from the clawed hands of the invaders. 

In the game one only visits the City at night – it would be quite busy by the day;
screenshot by Budong

After sixteen years the the War of Worlds the City achieved highly stable population without a hint of a demon blood. All Zilla City recognized citizens realize their unique call as defenders of humanity and united in their desire to contribute to the never-ending battle with Xanadu – while White Treaty currently prevents any open conflicts, Zilla City bides it time, and builds its power until foul demons would unavoidably break the Treaty and untie its hands. One hundred percent gainfully employed, each of citizens brings their own effort and talents to fulfill this heroic goal.

Under benevolent foresight of current and only mayor Orochi Zilla, the City influence spreads across all Avocado Archipelago, into Wilder Lands and even Lush, carefully expanding its defensive settlements and making life better for any human who still dreams of demon-free world. Zilions – dedicated bionic peacekeepers, scouts and specialists – play a significant part in this noble endeavour, giving a helping augmented hand where mere flesh is not enough. Carefully selected from the never-ending pool of volunteers, they represent the peak of human condition multiplied on insight of human science and support of human technological ingenuity, and the squadron of them can go toe-to-toe even with blood behemoths in the wilderness.

Currently the first generation of those selfless servants of humanity is retiring from active service. Aged approximately early thirties, all of them were, of course, volunteers – orphans who suffered through the War of Worlds and decided to do their best to help their fellow humans. Their augmentations were largely experimental, born out of rushed necessity, and is outdated by current standards, but nobody would deny their contribution. Some of them decided to remain in the City, but many chose to venture further into lawless lands and undoubtedly lend their help where they can. 

Zilion

Glowing eyes are optional; Art by Ryan-John Keates

As per dismissal clause of their contract, each is getting a good severance package, their favourite weapon or tool, and throughout memory wipe. The above text was the orientation session given to zilion after the mind wipe as they are preparing to leave the service.

• All in their early thirties. Their haphazard argumentation mean they will die in 6+1d6 years unless continuously helped by advanced Zilla City science or any other prominent life-sustaining effect
• Peak human condition: chose three attributes (cannot pick up Chai). These attributes are automatically 18, no need to roll. Other four attributes are rolled as usual. Within two years before their time is up all three highest stats gradually drop by half.
• Roll with advantage against fatigue, toxins, disease and torture. Cannot disobey Mr. Zilla's (or anybody's who is carrying his True Brand) direct order and by action or inaction allow him to be harmed if in their direct vicinity. In case of orders conflict Mr. Zilla always is a priority to be obeyed and defended.
• Can survive for about two months on half of food, water and sleep the normal humans need. Vulnerable to subliminal manipulation if one knows which patterns and methods to use.
• Provided they carry no demonic taint and didn't commit anything publicly notorious that can harm the reputation of the City, they are still granted entry to Zilla City and baseline citizen rights; although they are cut from their access to resources active zilions enjoy, as veterans they are provided with decent living accommodations for doing some nominal spirits-lifting work for citizens' benefit. Each carries deeply hidden subliminal trigger that can be activated by code word once, making them into a puppet for a scene (in case of a combat actions) or a day (in case of non-combat actions or infliltrations).
• Useful modification zilion is able to retain thanks to the benevolent Mr. Zilla: (1d12)
(to be finalized in numbers when I find out which system 'Shadow Jam' is going to use)

01) Healing subsystem
02) Perception subsystem
03) Endurance subsystem
04) Muscle adapter
05) Multi-respiratory adapter
06) Subdermal adapter
07) Learning node
08) Rush Impulse node
09) Sub-vocal diplomacy node
10) Carapace armature
11) Cyber-integration armature
12) Malfunctioning chai-booster implant

• Starting wealth is 500 soles. All starting equipment is of good quality; advanced gear lists are also available for the character's generation. Additionally choose one heavy Advanced Arms or Tool, or two medium Advanced Arms or Tools or three light Advanced Arms or Tools (in any combination of Arms and Tools in case of multiples) for free; all these things are firmly ID-locked and unsalable. All Advanced Arms or Tools have trackers in them that Zilla City keeps on monitoring.
• As a slight drawback, not everybody is happy to see zilions around; many, especially in Avocado Achipelago and Wilder Lands, bear grudges against zilions for some (undoubtedly imaginary) griefs, and might rejoice venting those grievances onto a lone zilion. Others would like to learn what makes a zilion different from regular humans; even as an outdated model long since surpassed by later zilions, science-starved or simply inquisitive dwellers of Known World would like to get a hold on zilion's body, dead or preferably alive, as even so obsolete they still carry a seed of science superior to all that the Known World can offer. If zilion true identity is known expect escalating bounty hunters. After riff-raff and amateurs there will be professionals.
• Zilions can pass for regular humans but if one knows where to look for brand codes and traces of old surgeries not even supernatural disguises can provide full protection. All zilions are sterile and cannot pass their traits to their children even if such children are conceived by supernatural means.
• Just one last detail: what undeleted memory about benevolent Mr. Zilla bothers you so much you are unable to suppress it? You know the memory is undoubtedly a glitch, and there is completely nothing to be wary of, yet for some reasons you didn't voice your knowledge upon your dismissal: (1d10)

01) Artificial light floods space with bunker-heavy doors and intricate lab equipment. The air so full of chai it prickles your skin. There is a monstrosity behind the bullet-proof glass of the tank you guard. It still has recognizable human pieces. It still has human eyes. It pleads with you wordlessly.

02) Blanket of silence. You see perfectly in the darkness of the City apartment building. The door unlocked silently with your access, your unit goes in with practiced ease. A family – roused from the sleep, confused, terrified. “You are under arrest for civil disharmony.” – Your own voice in the dark, calm, level, almost sympathetic. – “Lethal force will be used against you if you resist.”

03) Holojectors reconstruct the affected city block perfectly in miniature. Details are captured clear, up to the pores on the faces of bystanders. Somebody across the table makes an adjustment: person in, person out, curve of the bullet changed, cosmetic details added. A third voice rehearses the future news “Illegal demon-tainted entity was apprehended in our city today.”

04) Heavy jungle smell. Heavy jungle rain. Mud, a clearing amidst the wet branches. Haphazard, tiny village, barely silhouettes against the dark skies. Unconscious bodies cocooned tightly, lying in row. You finish tightening straps on the last of them, but the body jerks suddenly, scratching against your armour with their horns. You administer another doze of sedative with well-practiced move and they fall motionless. Time to deliver the cargo back to the City.

05) Boring day at the job: sleeping people don’t cause troubles. They look kind of cute in their peabean beds, with those big helmets on. Glimpsing the endless stream of memvideo feed from the central control screen you briefly feel pride about being a part of such well-functioning society and loyalty to vision of benevolent Mr. Zilla. All as it should be.

06) A person interrupts you on your patrol route. Their features evade you but their movements aren’t aggressive so no riot protocols are triggered. They call a name you don’t recognize – quick search tells you it is a name of a dead person. They try to hold your hand. “Do you remember me? Please remember me.” they ask. They seems to be crying for some reason as you carefully move past them following your route.

07) Golden holoflowers flicker through pools of red. Filters in your mask work one hundred percent well but you, somehow, still smell the iron in the air. Your training momentary broken, you tear off yourhelmet and vomit onto a nearby pile of disabled entities. You cannot take it anymore. A small prick in your shoulder – your commander administer the cure for disloyalty virus.

08) You trace specified figures as they walk through the streets. They bypass the gates by forged passes, one by one assemble in a disused warehouse. They consider this place to be unobserved, but new cameras were installed there only an hour prior. Your fingers, your mind flickers as you counteract their makeshift jammers. You observe as the conspiracy against benevolent Mr. Zilla blooms and collect the evidence for prosecution. 

09) The mercury-heavy sludge raises to your knees but your armour keeps you superbly protected. The roar of machines supporting the City is all around you, here in maintenance tunnels, deep below. One of the grey, emaciated figures working 'the mills' suddenly breaks free of the engine and tries to run away when she thinks you are not looking. You turn around and shoot – as it is your duty – and she falls, a small body in the sludge, leaving no ripples. Drones fish the body to process it later. This is a forth of them shrinking their citizen duty this week.

10) There was a wave of the faces – human and half-human, bestial and almost recognizable. A circle of bodies, facing outward, facing you and your unit, all with the same expression. They have makeshift weapons but nobody is clearly a match to any of you. There is a figure in the center of the circle. The figure clearly is not of human. The bodies defend the demon from you, a tight mindless swarm. "Take the puppeteer alive, discard the rest" comes the order. You fire in an unblinking crowd, as they ineffectively try to harm you.

Surely it was your own decision to venture away from Zilla City.

Various tidbits
Latest news about Zilla City is that they finally developed the long-rumoured Chai Engine – the seamless blend of technology and magic previously thought impossible. Their new sleektech is only glimpsed outside of the Zilla City as it is entrusted exclusively to the most advanced and loyal zilions and functionaries; currently is one of the most desirable things everywhere in the Known World.

Orochi Zilla knows many things about the pre-Collision world. His name is his name and his memory seems to be fully intact judging by the precision with which he guides all Zilla City broadcasts and efforts. Of course, such esteemed and dignified person obviously cultivated their spirit long before the Collision.

Zilla City latest public campaign is to root out pirates from Bansara, anarchic haven on the western tip of Avocado Archipelago and to establish full control over this area of the world. Bansarians hence seek to find and sic the legendary Deep Moon Manta onto Zilla City in retribution.

Despite being a staunch opponents of any negotiations with demons, Zilla City has to nominally ally itself with Pearl City – as a sacred place where White Treaty was signed, it is a neutral ground to all four other Cities even if they aren't peaceful between themselves. Zilla City genuinely tries to align itself with Independence, given their similar "Humanity, fuck yeah!" attitude and an arsenal of nukes, but travels through Lush, closeness to tainted shadowlands and core Independence attitude are making such negotiations difficult. There is continuous "war" of radio broadcasts between Zilla City and Neo-Neo-X, each trumpeting their own virtues. The Glow is vilified as a place full of demons.

------------------------------------------------
If it wasn't somehow clear from the text, while Zilla City is safe, advanced and prosperous it is far from the utopia it claims to be in its propaganda; at the very best it is still a corporate city at heart, and at the worst it is much worse than that.