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Despite the name, it doesn't always rain there; picture from a wallpaper site by unknown author |
It is a future, again, somewhere
Human history was a sustained momentum, an arrow from the past and into the the transcendence. But before it could bloom into utopia, the cocoon of Mount Meru was broken and burnt, and with it died the future.
In the neon fallout the ruthless had risen to pillage what remained of hope through wealth and power, and then fled the polluted planet to their pristine near-orbital Sky Cities, leaving the rest to struggle with world-wide havoc, spiritual, technical and mnemonic pollution, demonic invasions and land itself going haywire, as the reality – or, at least the perception of it – grew fragmented and convoluted beyond the measure.
After those Lost Years, a group of benevolent AIs, Bodhisattva-9, put an monumental effort into motion and combed Cloud Cities into mostly livable, if neither glamourous nor fully safe conditions.
Through the surrounding mist, where the world fragments itself and goes fluid, ghostwires connect the Cloud Cities into the facsimile of the civilization. With Bodhisattva-9 busy with maintaining the reality itself and extending only marginally visible hand, the Cloud Cities fall back on a non-enlightened mess of human and post-human governance. A lot of people live under the Guidance which promises a relatively safe, untroubled life for the cost of obedience and conformity: quaint coffee shops, lots of greenery, occasional black hovercraft at night. In marginal districts, where ghostwires buzz, and snap, and let the mist in, the life is spicier but also poorer and more dangerous, the life expectancy is lower, and Thousand Eyes, Thousand Arms don’t extend their effort as much.
Is it actual magic, ley lines of forgotten past flowing in parallel to the ghost treads? It is out of control pico-cloud permeating everything and guided by the principles now convoluted beyond imagination?
Do you care?
Did spirits and ghosts exist before the Burn? Are they rudimentary AIs, imprinted by humans who taught them once? Echoes of lives abruptly ended by the cacophony of Lost Years? Imprints into invisible datafield?
Do you care?
Are people choosing to live in the bland mundanity of the Guidance simply tired of the shit around them? Are they manipulated by Bodhisattvas to serve as a living counterbalance to the breaking world, sacrificing their growth and potential for the greater good?
Do you care?
Do you care about any of this at all when you are neck deep in debt to the powerful crime lord and now he is calling to collect?
Goro Hiroki is one of five Domos (Big Shots) of Vipana Cartel which more or less run underbelly of Rain District of This Cloud City, with only Red Path Cartel and Dio Jorno Group as in any way noticeable other criminal organizations of significance. Itself big as a city, Rain District is a lowsec place, where the life is bobbing between generally calm on the main streets and churning unlawfulness underneath as soon as you step away from main streets, like a worm infection under the skin.
Goro Hiroki owns you big time. Thankfully, out of five Domos of Vipana he is the most recent and thus the least inclined to harvest your organs, pump you full of low-quality drugs and milk as a serotonin cow, take away your dreams, use your body as an incubator for the grunts, let you die in a bloodsport or make you a living sacrifice to placate the mist. No, Goro Hiroki allows you to do this one assignment for him, the work requiring people not directly associated with him, using your own skills and aptitudes to solve this problem of his – and if you win, all is forgiven and if you fail... there is always alternative ways to take what it is his due.
Goro Hiroki is two and half metres tall, four-armed, bronze-skinned, green-eyed guy who dresses like a barbarian king, and behaves like one both in cruelty and largess.
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image from Ghostwire Tokyo trailer (which is more inspirational than the game that followed it) |
Your strength and weakness / Aspects
(for the group game, each player picks up one aspect as a strength and specify one aspect as a weakness, in which case it will work as anti-stat (i.e. Suave weakness gives disadvantage on everything that Suave would be good for; Powerful Build is a weakling, etc)
(for one player game, the player picks up two aspects as strengths and one as a weakness)
• aspects are largely beneficial, but each comes with a drawback which might surface in certain circumstances.
• aspects mostly work or fail automatically when on their own.
• in case of significant risk, uncertainty or an impediment, they have 5-in-6 chance to work (1 is a failure) if strong, or 5 in 6 to cause a failure (6 is a success) if a weakness; they can give an advantage / disadvantage on a related competency check.
Powerful Build
• strong and athletic – the pinnacle of fitness
• tough as nails
• an intimidating presence makes some negotiations and first impressions rather difficult; others are more wary around you
Mystical
• in the city of penny oracles and petty spiritualists attuned to the strange and unusual to a deeper level
• can see the threads of reality in ways the other cannot
• mist goes after you first
Talk to animals
• can talk to animals
• animals can talk to you
• a blessing, a curse and nobody ever believes you about this ability
• tough as nails
• an intimidating presence makes some negotiations and first impressions rather difficult; others are more wary around you
Mystical
• in the city of penny oracles and petty spiritualists attuned to the strange and unusual to a deeper level
• can see the threads of reality in ways the other cannot
• mist goes after you first
Talk to animals
• can talk to animals
• animals can talk to you
• a blessing, a curse and nobody ever believes you about this ability
Streetsmart
• knows how to lie and when lied to
• no door can hold you and shortcuts might open where none are known to others
• knows how to lie and when lied to
• no door can hold you and shortcuts might open where none are known to others
• the city can take a hold on you, moving you in the ways it wants; jealous, it is prone to jinxing life for people who like you
Keen Eye
• observant
• picks up vibes, understands others’ perspective
• vulnerable to sensory overload, could be completely lost in certain environments or memories
Booksmart
• possesses a wealth of miscellaneous knowledge (you ate a few books, maybe even literally)
• a talented researcher
• easily distracted by an opportunity to get more knowledge
Suave
• attractive and charming;
• a natural flirt, if wants to be so;
• people tend to notice you and it is more difficult to hide in a crowd;
Your background / competency
While even the Rain district by itself has thousands of different vocations, these are the most relevant to the current story; Goro Hiroki probably won’t match a humble flower seller with this kind of task.
roll 1d12 or choose or propose your own.
What is Goro’s hold onto you? (roll 1d12 or chose)
Techniques
You have an ace in your sleeve.
For group play, everybody chooses one light technique or one heavy technique. For one player play, the player chose either two light techniques or one light and one heavy technique.
Light Techniques
These are rare but not extraordinary rare among those living dangerous lives. You will probably encounter these and others sooner or later if you keep tangling up with the world.
Light techniques cost nothing to use but time; invoking them in the majority of cases requires slow/full action.
roll 1d20 or chose
Heavy Techniques and Noi
Heavy techniques are more powerful, dangerous, secret and highly sought of. You learnt yours through the years of study from a likewise secretive mentor or as a powerful boon, but you happen to know that Silver Soul Society has a method of harvesting them very painfully and directly from you if you are to get too reckless and fall into their hands.
Each Heavy Technique requires the invoker to suffer 1 Harm (unsoakable). This generates 1 Noi Die,
1d6 which is rolled each time the Heavy Technique is used and defines how well it works or how long it lasts. Noi die cannot fail, but it expires if it rolls 4-6 or after taking a sleep / having a big Harm recovery.
If Noi Die persists, this technique can be used again in the same day without Harm cost but the die is rolled again upon use.
roll 1d20 or chose
The gear and living conditions
• You are struggling financially, either earning lots but forced to maintain high appearances or only barely scraping by.
• You can either define four mundane but useful items you can reasonably have, or specify three and leave one ‘slot’ open to be negotiated with the DM on a go. It is assumed you have normal stuff needed for living that has no effect on the scenario.
• You have 1d4 Coins. 1 Coin can buy a week of scruffy lodging, a low-quality weapon, light armour, somewhat useful tool or a piece of information. Mundane stuff (buying regular meals and so on) is waved off unless you do some drastic spending.
Armour
Armour can have pretty much any form from metallic plates to paper charms.
Armour soaks Harm and gets destroyed.
Light Armour (1 Coin) soaks 1 Harm and destroyed.
Medium Armour (3 Coins) soaks 1 Harm but has a 50% chance to break after this; if survives soaks 1 more Harm second time and then breaks.
Heavy Armour (6 Coins) is a combination of Light and Medium Armour mechanically. Soaks 1 Harm automatically the first time, soaks 1 Harm second time and has 50% chance to break; if survives, soaks 1 more Harm and is destroyed.
Base Mechanics
Every time a character attempts something risky, they roll a d6:
If competent:
• 1 failure
• 2–3 success at the cost
• 4–6 success
• 7+ critical success
If unskilled
• 1- critical failure
• 2-3 failure
• 4-5 success at the cost
• 6 success
Critical failure: The character fails terribly and suffers major consequences;
Failure: The character fails and may suffers some consequences
Success at the cost: The character can succeed if they accept a loss or complication devised by the DM
Success: The character achieves their goal without further problems.
Critical success: The character succeeds spectacularly, getting an additional benefit or a large impact.
In complex tasks your strong aspects might allow you an advantage of an extra dice on a roll, where you take the best result; likewise as a weakness they might impede your action, forcing you to take the lowest of the two rolls.
A well laid plan, favorable terrain, having help, etc can all be examples of favorable conditions and give +1 or, rarely, +2 to the end result of the roll.
An ill-considered plan, difficult environment, a hard task, a heavy interference all of these are negative conditions, and they can subtract 1 or, rarely, 2 from the end result of the roll.Harm and Recovery
Each PC has a Harm track, and can take a total of 6 Harm.
At 1-3 Harm there are no penalties.
At 4 Harm they take a Minor Injury, the nature of which is decided by the GM. Subtract 1 from all important rolls.
At 5 Harm, the player character takes a Major Injury, the nature of which is decided by the GM. Injuries act as negative where appropriate. Subtract 2 from all important rolls.
At 6 Harm the player character is dead or disabled, depending on circumstances.
PCs only take 1 Harm at a time unless it is something truly drastic. Powerful enemies work the same way. Minor enemies are disabled or dead in one to three Harm and might deal just 1 Harm as a group, if especially minor.
All Harm recovers after a night's rest. Injuries linger and require medical attention; Major Injuries might leave the character maimed or require prosthetics as determined by the GM.
Initiative and Combat
For the first round, unless there is a clear moment of surprise / ambush from one side, each side rolls 1d6 and does one action. After that players can go before opponents (quick) for one action, such as an attack, move or use of item or (slow) after the opponents for two actions, such as move and attack, use of technique, then there is a new round.
In non-hostile situations, if there is any question of order, the person with appropriate Strong Aspect (Suave by default) goes first.
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Common knowledge
Cloisters / Enclaves / Sectors / Pearls in the Oyster
The part of the city where people create a closed community aimed to full-immersion live-replicate a specific historical period. Of course, there is no telling how true this re-creation is, but it doesn’t really matter. Cloister usually starts with enthusiastic group of historically inclined people and very rarely lasts longer than five-ten years even with memory suppression, just as all problems of a small closed community start to pop up. Still, there are a few Cloisters going on for generations now, and occasionally one can actually meet somebody who was raised up in medieval times.
Cloisters are one of the few things that are fully supported by Bodhisattva-9 as a sort of ongoing art program; there is a special service that funds them and provides them with necessary props, supplies and information blackouts. The only condition made is that anybody wishing to leave a Cloister has full freedom to do so. The whole subculture of monk-hoppers goes from one such reconstruction to another often hopping into new one just after the previous one collapses, and spending their Right Now in facsimiles of the past.
Touch-up
People can look however they wish.
Just like gyms and tattoo parlors of the forgotten old, cosmetosurgery is ubiquitous, more or less affordable, and is a norm. It has limits – one still needs a body to host all of their organs in more or less their usual places, and nothing could be made from plasma or gel or hard light projections, at least not on this level. But whatever fur, horns, extra limbs, porcelain joints, animated underskin ornaments and grafted biolights, mostly useless although impressive-looking wings, softglass feathers or metallic scales, any colour of skin, eyes or hair, or miniscule nerve-controlled dragons living in the lattice cages of one’s own shoulder blades a person wants they can get it without breaking a bank.
Mechanically, such things are cosmetic only and convey no additional benefits unless agreed with the DM in a specific situation, maybe. For actual enchantments there are much steeper prices and much lesser availability.
Street Spirits
Every street in This Cloud City gestates a spirit to live and die with it as the landscape of the city metastases new streets and dissolves old ones on a slow but regular basics.
Just like the streets themselves, their spirits are narrow-minded and rather one-dimensional in their focus. Socially they are a varied bunch: some are talkative and ongoing – to the point that Amber Deerchild was a regular in all pubs and bars mushrooming on her street – and some are distant, unknown, seeking neither attention, nor acknowledgement, nor tribute.
Most spirits do know most of what happens on their street, and, as such information is always valuable, the fools, the smarts and the hopefuls keep on bothering them.
[to make up a Street Spirit this generator can be used on a fly http://noisesanssignal.blogspot.com/2022/04/random-character-generator-from-4d20.html but any weird enough process will do]
If the name has an even amount of words, it is social spirit, if it is odd, it is a reclusive spirit. If you get a street spirit called Street Spirit, it is a jackpot and it can tell you most everything about other spirits and where to find them and how to butter them up into helping you. ]
Neon
Everything is drenched in neon in Cloud Cities, but Neon with capital “N” is a highly precious substance, an ember from Mount Meru still smoldering somewhere in the mist. The vultures descended on the corpse of the future tore it apart for wealth and power, and most of Neon is gone, but occasionally a sliver finds its way into Cloud Cities.
Make a wish. Inhale deeply, as the broken dream changes the reality around you. Not every wish will do, not with this pittance in hand: one cannot damn the world, or make the history suddenly make any sense, or topple a Sky City from its illustrious perch, or cure too many people, or kill a slightly bigger amount of them. It has to be a more or less personal wish, or, at best, for somebody at arm's distance away: bring back a deadman, imbue yourself with some of the power, bind this street gang to your whims just this once. Sorcerers hunger for Neon as it breaks the limits of what they can do, but anybody touching even the sliver of Neon can work some wonders.
Life expectancy
Approximate chances to die of natural/aging causes:
– under the Guidance or in a similar highsec district: 80%-95%;
– in a lowsec district: 35%-50%;
– on the outskirts: 5%-10%;
– in the mist: it goes into negatives, really.
The Mist
Maybe it is picomachines, or souls of the dead, or reality just tired of this shit, or just time poured into a proverbial blender and evaporated until nothing but the finest mist remains.
The mist is odorless, tactiless, devoid of colour, features, thoughts and perception. It denies all senses, eventually including the sense of self and sense of being, fracturing and bleaching anybody who travels far enough, and, eventually simply fragmenting into non-causal particles those stuck within.
Travelling through Mist is possible using ghostwires as lifelines, but the established travel allows only 28.4 hours of travel per year per person; trained communicators, maintenance experts and envoys are authorized 71.25 hours with two mandatory breaks.
Blanks / Mist-eaten / Blandmen
Fragmented, those eroded by the mist to the point that little remains of their self, both physically, mentally or spiritually. It is considered to be a very bad luck to treat them with cruelty. If they cannot make into the Guidance (as such thing requires some measure of self to be accepted) people consider it to be auspicious to give them some small, simple jobs or alms. After all, those were formerly either daredevil mavericks every one of us aspires to be, or those desperate and destitute who had to live at the verge of mist as every one of us is afraid to be.
One Thousand Eyes One Thousand Arms / 1000E1000A / 1KE1KA / Keika / the police
Hivemind bound, rather tangentially, by The Guidance, made to maintain the civil order, fractured like everything else. In some places it is a punishment to be assigned to the police, in some places it is just another gang in a better uniform, in some (mostly in the Guidance) it sort of functions as once idealistically intended, in some places it definitely doesn’t.
All keika beings starting up from a parking patrol have a bindi-like mark for Overdrive: when in danger or if they feel threatened, the police hivemind takes over, making them more combat-capable and ruthless. Red eyes are the warning.
Golem Sun and sunsets
Real sunlight might not exist anymore, not in the Cloud Cities, at least. In This Cloud City, Golem Sun is a one-hundred-percent-functional-substitute and possibly a former demon who ate a piece of the real sun. Its titanically massive form is clothed in brilliance and it steps so lightly the raindrops or dust remain undisturbed. Golem Sun mostly shines upon the Guidance sectors, as to cover the most people at once, and it doesn’t visit low-secs every day or on any strict schedule. In Rain District it appears almost always at sunsets, and as it does, most of activity stops as per unwritten but widely followed custom, and other artificial lights fade, so people can enjoy some indistinguishable-from-real sunlight and beauty it creates when interwoven with falling rain.
Right Now
There is no past and there is no future.
Human memory gets faulty about the events which happened more than seven years ago, chalking everything older in mental closets of ‘somewhere in the past’, and with aborted ascension of the future humanity just lives the days one after another, forever denied the next breakthrough. There are a few calendars for protocols, schedules and such, but everybody knows that they are just made up for convenience, and, with nothing really happening except day to day living, there isn’t much point to them anyway. Human bioclocks do advance and time passes in some way, and events do happen, but there is no any point in restarting the history.
Right Now is all that remains.
Bright, busy, colourful limbo.
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Credits and inspirations
Sheep and Sorcery (spoilers for the whole adventure):
(http://sheepandsorcery.blogspot.com/2022/04/electric-samsara-character-creation-and.html)
"Ghostwire Tokyo” trailer
Katabatic Age (https://hexculture.com/2018/08/katabatic-age.html)
“Scarlet Hollow” visual novel
“Let Us In” by Luka Rejec
False Machine's post about scars
Sheep and Sorcery (spoilers for the whole adventure):
(http://sheepandsorcery.blogspot.com/2022/04/electric-samsara-character-creation-and.html)
"Ghostwire Tokyo” trailer
Katabatic Age (https://hexculture.com/2018/08/katabatic-age.html)
“Scarlet Hollow” visual novel
“Let Us In” by Luka Rejec
False Machine's post about scars
“Malfeas”, supplement for Exalted 2nd Edition.
“Tales of the Neon Sea” game
“Tales of the Neon Sea” game
League of Legends Project trailers
"Fallen London", a bit, "Disco Elysium" a bit, "Babel-17" a bit, and "Mortal Kombat", also a bit
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As the system is made for an one-shot investigation dungeon of sort, it is a simple system, basically no / conditional yes / yes. Aspects give additional opportunities to investigate, but not supposed to provide immediate clues; they are keys or, maybe, lockpicks, not the immediate treasure.
Armour techniques might be too powerful.
Speak with Animals might be an odd choice in the world where magic sort of exists, but I really liked the flow of investigation with in 'Scarlet Hollow', so I think having to chose on a go between what is pretty much two simultaneous conversation while perceived as weird to people around is an interesting thing to explore.
I also like the idea of simplifying what is essentially spells into just light / heavy / ultimate techniques.
"Fallen London", a bit, "Disco Elysium" a bit, "Babel-17" a bit, and "Mortal Kombat", also a bit
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As the system is made for an one-shot investigation dungeon of sort, it is a simple system, basically no / conditional yes / yes. Aspects give additional opportunities to investigate, but not supposed to provide immediate clues; they are keys or, maybe, lockpicks, not the immediate treasure.
Armour techniques might be too powerful.
Speak with Animals might be an odd choice in the world where magic sort of exists, but I really liked the flow of investigation with in 'Scarlet Hollow', so I think having to chose on a go between what is pretty much two simultaneous conversation while perceived as weird to people around is an interesting thing to explore.
I also like the idea of simplifying what is essentially spells into just light / heavy / ultimate techniques.
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Life lesson: never ever ever paste Google Doc text directly into a blogger. This article is the a nightmare to edit.
Blogger text formatting in general is a nightmare lol. So many of my posts have weird formatting issues from copying over from one source or another and not realizing the formatting got messed up, or it just arbitrarily changing itself in random places...
ReplyDeleteAnyway, I've really enjoyed Electric Samsara and have played in a few sessions of it and was really enjoying it, and Mike's Weirdways framework in general. I like these ideas that you're adding into it and how you're using it, it's cool to see this getting picked up!
Thank you. Yes, Electric Samsara was very inspirational to me.
DeleteI wish I could playtest Ghostwire Rain but for now it will remain as it is.
Usually blogspot isn't a nightmare to me, when I write directly into it, but when copy-pasting from Google Docs, it also transferred all styles from Gdocs and it messed everything up. Next time I'll just use plain text as an intermediary to clear up the Gdocs formatting, and reformat in blogger anew.
Looks awesome! Your world building especially is awesome! I love the different direction you've taken with this! I'd love to playtest sometime!
ReplyDeleteThank you, I am glad you are liking it.
DeleteYes, I'd very much like to play it, although you probably already know where the adventure is going.