Showing posts with label incarnari. Show all posts
Showing posts with label incarnari. Show all posts

Sunday, 28 April 2019

The Anthropophage

In a previous post I added a one-page setting document for a far-future city in a world inspired by Jack Vance's Dying Earth stories. One of the hazards mentioned but not described thanks to space restrictions is the anthropophage. And that might be best, because I think with the one page setting concept, it's proper for a GM to interpret the beasties in a manner that suits their campaign. Michael Prescott often includes creatures as a name only in his Trilemma adventure locations, as a kernel for GMs to form ideas around.

But I've been thinking a little more about my Mad City hazards. At first I intended the anthropophages to be poetically-named human cannibals, decadent and morally bankrupt. Now though, I think I like the idea that they're a separate species entirely. Something out of antiquity, from a previous age of the Earth. Maybe even that age's human race, devolved into savagery. I always wondered how Vance's deodands originated. Irresponsible magical experimentation? Visually, I'm inspired by Doctor Who's Futurekind

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It's common wisdom that the Lighthouse has revived the human race from extinction on at least three occasions. Since the last revival, the world has been plagued by man-eating anthropophages. It's possible that during the last age of man the human race degenerated into this predatory form and no longer met the Lighthouse's minimum standard for 'human', triggering the next revival.

The typical Thropo is human-looking, but with a spine curved slightly forward and bowed legs, as though frozen in in the moment of springing at a victim. They also have leopard-like spots on shoulders and neck, where they can be easily hidden by clothing. And carnivorous teeth. There's a noticeably musky smell about them, like a lion or other large predator. They like to attack at night, when the darkness hides their nature. A common tactic is for a female or cub to pretend to be wounded and call for help, drawing rescuers into a pack ambush. They've been known to join travelling caravans, stepping into the column one by one until they have the numbers to grab someone and drag them away, quietly incapacitating them in the process. They have a talent for mimicry and learn languages easily.

Thropos are cunning, but not clever. They don't plan long-term. They can use tools or technology if they see a human use them first, but don't retain the knowledge. Specimens in captivity have learned to read, but they show no interest in doing it without the threat of punishment. They're highly sensitive to human moods and quickly pick up on stress or fear. Thropos themselves don't react to fear like human beings. They'll retreat from a conflict if the odds are against them, but if cornered they fight without hesitation or holding back.

Packs usually number around 3D4 of all ages. When food is scarce, Thropos cope by eating their weakest. A pack which has had lean times will have no cubs or older specimens with them. When there's real risk of starvation, they turn on pregnant females as well. They can supplement their diet with animal meat, but a Thropo that doesn't get at least half its protein from human flesh will grow sickly and become a target for others.

Communities which catch or kill Thropos like to dismember the bodies (so they don't distress residents with their human appearance) and put the parts on high stakes at a distance around their settlements. Thropos can smell their own dead for miles, and are less likely to hunt where other Thropos have been killed. Even so, their numbers have been growing in recent years. Well-known settlements in the plains have been wiped out by Anthropophage predation. In these times of lost hope, only creatures that never think further than their next meal can thrive.

HD 2, AC 6 [13], Att 2 claws (1d4) 1 bite (1d6), MV (120') 40', SV D12 W13 P14 B15 S16 (F2), ML 9, AL Chaotic

Specials:
  • Howl. Once per combat a Thropo may spend an action to make a screech that triggers an atavistic dread in any living man. Human characters of level equal or less than the Thropo must save or freeze for a turn.
  • Frenzy. A Thropo bloodied but still in positive HP gains 1D6 temporary HP that lasts until the end of the fight. It's quite possible for a Thropo to defeat all opponents and then keel over dead from their wounds.
If a player wants to play an anthropophage: why? Did their serial killer character get locked up? Create the character with -2 INT +1 WIS.  Each day they go hungry, make a saving throw vs paralysis.  On failure, immediately start hunting the nearest suitable prey.  -1 to the roll per extra day spent hungry. Each week they don't eat human meat, roll vs death or take -1 CON with no natural recovery until their next meal of long pig. Each turn, NPCs can make an opposed WIS roll to realise what it is they're standing next to.

Saturday, 9 March 2019

Incarnari, city of the mad

Created with watabou's fantasy city generator

Over at the RPG subreddit, user /u/Dan_Felder proposed the idea of the one-page setting.  His example, The Echoing Wood makes it seem like a great idea.  It's a fae-haunted forest that could be dropped into any adventure that requires overland travel.  One page is just enough information to supply a framework to hang your own ideas from.  A few more followed:

The Iron Dunes, a desert where the sand is a mixture of tiny metal filings and ore grains, and corroding clockwork monsters steal children.

The Slugslime Sedge, a dry lakebed given over to vegetative rot where disease festers and only weird loners seem to thrive.

The Savage Tundra, a cold region facing multiple threats in a climate where the environment can kill you if nothing else does.

The Ashlands, a sci-fantasy wasteland with the hook that a war was fought with a superweapon that erased the survivors' memories.

Out of all the examples above, Savage Tundra would have to be my favourite.  The author (Dungeon Possum?  His blog profile doesn't give him a name) describes the region, the locations, the factions, the important NPCs and day/night encounter tables in just the right detail to invite a GM to colour it in.  There's months of gaming in that page.  I think he's also arrived at exactly the right format for showcasing a 1PS.  Everything's available at a glance and easily related to the map in the corner.

I've written a setting of my own and tried to match that format as closely as possible: The Mad City.  It's a far-future setting in Earth's dying years, inspired by Jack Vance's Dying Earth stories and M. John Harrison's Viriconium novels.  People are falling to despair and desperately looking for distraction.  The city is a permanent drunken party that can switch to violence at a moment's notice.  Player characters may be natives looking for revenge, redemption or profit in the time they have left, or the forgotten heroes of a bygone age revived as entertainment.

Click the image to view the PDF