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Play: P
layers describe what their characters do. People are a constitution of their parts, and
The GM advises when their action is impossible, those parts are ‘borrowed’. O lson defeated the
requires extra steps, demands a cost, or Lord of Iron, whose hands he took to be strong
presents a risk. Players only roll to avoid risks. enough to wield T he Flayer. You will likely be
losing or changing your transplanted skills
Rolling: R oll a d6 s kill die—higher with a throughout the game.
relevant skill, or d4 if h indered by injury or
circumstances. If helped by circumstances, roll Skills: Y
ou have a maximum of 6 skills. They
an extra d6; if helped by an ally, they roll their progress as ( none d8 d10 d12). You will
skill die and share the risk. Take the highest die. have 2-3 incorporated skills and 3-4
transplanted.
1–2 Disaster. Suffer the full risk. GM
decides if you succeed at all. If risking Incorporated skills are those given by your
death, you die. organic origins. They are not located in a
specific part. As such they are not subject to
3–4 Setback. A lesser consequence or the same risks (organ failure, being targeted
partial success. If risking death, you’re
in combat etc.) as transplanted ones.
maimed.
Transplanted skills are those given by
5+ Success. The higher the roll, the better. specific parts which you have taken or
If success can’t get you what you want ( you gained elsewhere. e.g The arm of a bowman
make the shot, but it’s bulletproof!), you’ll at may give an Archery skill.
least get useful info or set up an advantage.
Load: Carry as much as makes sense, but more THE PROCEDURE
than one b ulky item may hinder you at times.
When you want (or need) to replace or gain a
Advancement: After a job gain d6 coins (₡). You body part, you should consider the donor. Do
may also fully i ncorporate a skill from a they have a specific skill or trait you are hoping
transplant by switching an incorporated skill to to harvest? Discuss this with your group/GM.
a specific part of your body.
If the skill appears to be internal to the
Defence: Say how one of your items b reaks, o r character, during transplant it will be placed into
how a transplanted skill is sacrificed (lose the a specific body part. T herefore, harvesting is
skill), to turn a hit into a brief h indrance. Broken limited. “ All of the Iron Lord’s strength was
gear is useless until repaired. drawn into his hands.”
Harm: If killed, make a new character to be Conflict: If multiple characters want a body
introduced ASAP. Favour inclusion over realism. part, they can refer to the tradition of ‘ Rite by
RUNNING THE GAME: L ead the group in setting Flesh’ (draw straws, or roll for highest). Chosen
lines not to cross in play. Fast-forward, pause, one takes the body part.
or rewind/redo scenes for pacing and safety, Unknown donor: Sometimes it might be unclear
and invite players to do likewise. Present who the donor is, and what skills they possess.
dilemmas and problems you don’t know how to Roll d4 and consult the following table to help
solve. Move the spotlight to give everyone time decide:
to shine. Test periodically for bad luck (e.g
organs failing, being hunted) — roll d6 to check No. Type Examples
for (1–2) trouble now or (3–4) signs of trouble. 1 Physical Hand-to-Hand, Intimidation
Offer rulings to cover gaps in rules; double back
during a break to revise unsatisfying rulings as 2 Mental Tracking, History, Medicine
a group. 3 Social Streetwise, Deception, Persuasion
4 Weird Telepathy, Rituals, Prognosticate
ORGANISMS ITEMS
► C
hoose your character’s organic origins and ►T
ake ₡2. Most items and upgrades cost ₡1
incorporated skills. each. Ignore micro-transactions like a knife or
a meal. Discuss with your group if you want
METAMORPHOSIS: Skilled in D eception (d8), any other gross stuff.
Social ( d8). Your skin and muscles shift into a
variety of appearances. ARMOUR: V est (break once for defence), leather
treated skin (₡2, bulky, break up to 3×),
OSSIFIED: Skilled in Close-Combat (d8), mineralised exoskeleton (₡3, bulky, break up to
Breaching (d8), and take a set of Bone Blades.
3×, chemical and radiation resistance).
FERMENTED: Skilled in Toxins (d8), BIOACTIVE: Fungal-Implants (spores check for
Investigation (d8, consuming body parts for
hazardous environment; upgrade with s ense,
information), and S tealth (d8, your body can pheromones, spore-tracking), Synthetic-Sinews
melt into other organic matter). (upgrade with f ast, flexible, fall damage
CYCLOPHILIN: Skilled in M edicine (d8), A
lchemy resistant), X
ylem-Stomach (hunger less
(d8). Take a medkit (bulky), and a stem-cell vial frequent due to plant-style nutrient distribution,
(regrow damaged limb to be reattached later). upgrade with o rganic-identification,
chemical-breakdown, sample preservation).
RECEPTOR: Skilled in Tracking (d8), Survival Hydro-Leech (underwater breathing),
(d8). Take some sensory-salts ( temporarily Memory-Mites (take a photographic memory),
heightens senses, unpredictable) and a pair of External-Arteries (bypass the liver to assist in
cats-eyes (night vision). pumping out weak toxins/poisons. Upgrade to
► C
hoose your past.
improve performance).
THE CONGEALED: Your youth spent in the blood TOOLS: Flamethrower (bulky), i nsect-proof
pits has gifted you with internal blood sacks netting, diag-ants (first-aid diagnostics),
that keep you alive longer. Burst sack for Putriavem (a rotten bird that feeds on you
defence. Need to buy b lood pack to regrow (1₡). through a connected tube, can scout for you),
repair tools, survey pack (climbing gear, fire-kit,
THE NEURAL: You’ve had your synapses joined tent; b ulky), bio-sample kit.
in a grand neural network. You are considered
skilled (d8) in C
onnections in Huge Cities. WEAPONS: Sack-Bombs ( 4, any of
bone-fragmenter, noxious-gas, haze, ticks),
PHAGOCYTOSITES: You’ve fought long battles keratin-flicker (small weapon), barbed-repeater
and devoured armies. You may consume a body (bulky), serrated-longsword (bulky),
to heal if harmed or near-death. The body toothed-gloves, vein whip, spined-scythe
cannot be harvested for parts. (bulky).
► C
hoose or invent transplanted skills to bring
old stability. It’s always changing, beating, usually 1–2 Nothing. Spend to re-roll, or risk debt.
into something more grotesque. Even here though, 3–4 Found a job, but there’s a catch.
people will get you to do their dirty work. 5–6 Choose between 2 jobs.
► C
ontacts, clients, or targets ► J obs or hooks
1 Gammon, a slob and pawnbroker 1 When the group awakes, their bodies have been
2 Trop, quick-witted organ farmer connected to something unknown.
3 Lekker, possessive shaman 2 Removing a troublesome horror
4 Borge, no-nonsense debt collector 3 Draining a synthetic breeding pit
5 Halabuqa, leader of the Seeping Caravan 4 Assassinate a person of importance
6 Brine, liquified-mass consumed with greed 5 Seek out a body part belonging to a God
7 Marrow, former horror hunter 6 Ensure a trade goes down seamlessly
8 Osteo, jobber for city’s underworld 7 Delve into a collapsed mound to explore
9 Open Wound, nomads from the Wasted Dunes 8 Disconnect someone from the Neural Network
10 Varicose, entrepreneur on a big project 9 Retrieve a dangerous, experimental, chemical
11 Collapsing, a collective conscience of a cult 10 Investigate a conspiracy in the city
12 Jeot, naive and trying to do the right thing. 11 Don’t let a weapon get into the wrong hands
13 Keloid, vengeful chemical manufacturer 12 There’s a giant mass growing over a town
14 Roundworm, looking to become a myth 13 People’s bodies suddenly rejecting transplants
15 Ilizarov, the cities’ impartial surgeon 14 Lock away something so it can never be found
16 Raw, enthusiastic from a mercenary group 15 Ambush a convoy before it arrives
17 Volar, wicked Baron hunting innocents 16 A voice speaks to you from the neural network
18 M ito, trusty and undertakes risky transports 17 Prevent a disaster from occurring
19 I ngrown, collector and myth researcher 18 B lood rituals cover the area, find the meaning
20 Dislocate, streetwise, long list of treachery 19 S omething is growing on all of you
20 C lear an infested location so people can return
► L ocations
1 Wasted Dunes, a nearly unoccupied zone ► T
wists
2 A huge city collapsing under its weight 1 A horror formed from people in your past
3 Mylphyn Line, a transport network growing of 2 T oxic air threatens to corrode your lungs
its own accord 3 Y ou’re being hunted
4 Thick fleshy-jungle, ripe smells permeate all 4 A raging war risks involving you
5 Trypo, thousands of moist interconnected 5 T he contact has double-crossed you
holes 6 T here’s another group working the same job
6 Organ farm, churning huge amounts of material 7 T ime is running out, no time to prepare
7 Bulging caverns in treacherous mountains 8 L iving samples are about to hatch
8 Village losing itself to another settlement 9 S omeone or something is living there now
9 Unnervingly pristine city trading synthetic parts 10 W hat you’re looking for isn’t there anymore
10 B irthing blood pits filled with young 11 Y ou’re plunged into darkness
11 A travelling population living on the backs of 12 Y ou have to leave something behind
giant beasts 13 Collective-conscience C ollapsing is at work
12 M ass Y, a toxic landscape of rotten parts 14 A sentient mass threatens to trap you
13 A darkened city with oppressive smog 15 S hamans rumour of a curse
14 A n old temple contained in many myths 16 Your biotech is malfunctioning
15 A rea for the gutter of society, sealed off 17 I t isn’t clear who set up the job
16 L and formed from old giants 18 Nobody trusts you, you have to prove yourself
17 M ineral-rich territory, lawless and exploited 19 Someone requires medical attention
18 L avish palace rumoured to be haunted 20 Y ou need to get someone else involved
19 V ast areas of water that induce mutations ersion 1.1. Text & layout by Jason Tocci under a Creative
V
20 U nderwater tunnels piled with waste Commons Attribution 4.0 license (CC BY 4.0).
Based on the 24XX SRD, CC by Jason Tocci