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It
contains a minigame for the players to
work through based on another of my
games, Repent, but is meant to be added
on to some other existing system. Here
are some suggestions for cool ways to
play it based on the vibes a system might
amplify:
going
without form. There she struggled, alone
and surrounded by darkness, until the
wreck of the merchant ship named Acanthus
on
Green tumbled down to her. This was an
offering she was glad to accept. In the
centuries since, she has grown, recycling
and repurposing whatever has fallen to
her depths. Now Legra’s ink is a
parasitic bacteria that can animate
synthetic material, giving it conscious
purpose. The effects on human and android
bodies are unknown. Players start off
this adventure being infected by the ink.
Before she was discovered, Legra was
largely ignorant of the surface. She was
happy to focus on the takeover of the sea
floor. Now, with active explorers, she
sees the potential of rapid expansion to
the world above.
the
The infection minigame is largely covered
and handled through the player facing
handout (next spread). However, the
minigame
progresses. This is best determined
during play and in response to the
actions the players are taking, or as an
added consequence to a roll. The
intention was also no to have the players
all progress at the same pace or in
response to the same triggers. Something
large might trigger a mass infection
progression, but generally the progress
is asynchronous - each player is on their
own individual path. Each player will
require their own copy of the handout.
Of course the same technologies that let us traverse the stars
also let us delve the depth of the sea. It’s all just pressure
and life support and darkness and isolation. While you spent your
time discovering advanced and alien civilizations, we searched
inward, towards our earth's core. To think she was there the whole
time. Watching us fumble through centuries, unconcerned with our
petty squabbles and so called riches. Growing in strength as we
tossed more and more refuse down to her.
Your whole crew was infected the second you hit 1500m below.
It’s in the water, which, of course, means it's in you. The rest
have already died. Chances are, you will join them.
When you start this adventure, make a pile of 14 d6s. This pile represents your
body's ability to combat the infection. At semi regular intervals your condition
worsens as the bacteria tries to salvage what it can of you into something more
useful. When this happens (as prompted by the GM), take as many dice as you wish
from your pile and roll one of the moves below. Each move may only be rolled once
but can be rolled in any order with the exception of Descent, which should be
rolled first as you approach the wreck. If you are out of dice, the next time you
must resolve a move you get the 6- result, which almost always means death.
descent
You feel it more than you hear it. A rhythmic thumping
reverberating off the walls of your pod as it descends. It’s
coming from the wreck, you’re sure of it.
swell
Your limbs feel swollen, they press uncomfortably against the
seams of your suit.
pressure
The pressure builds in your ears. With it comes the whispers.
On a 10+, the voices reveal something interesting to you, ask
the GM a question and receive a truthful answer. On a 7-9,
they murmur your deepest fears back to you. Reveal a fear to
the GM. Anytime something touches on this fear in play, you
will be at a disadvantage. On a 6-, they are out there,
calling to you from a great maw in the deepest darkness. They
offer comfort. You believe them and will comb the sea floor
until you come upon them. What do they offer you that
convinces you to walk into the darkness?
stirrings
You see movement through a window in the base's walls,
something disrupts the endless blackness.
On a 10+, a large tentacle drifts by, garbage and refuse
tangled and trailing behind it. You shiver but count your
blessings it is moving on. On a 7-9, a faint glow silhouettes
the outline of a shark. The light glows brighter, getting
closer. It almost looks like a lure. You get a glimpse of what
it’s attached to as massive plastic teeth pierce through the
shark, goring and rending its flesh. The glow turns red as
blood fills the water. Minus 1 from your next infection roll.
On a 6-, you see a great eye, larger than the average travel
pod. Describe a snippet of something you see in its gaze as
it holds you transfixed till the end of your life.
decay
You notice some discolouration on your gear. As you look it
builds to rust, and then decay. The effect is spreading, fast.
On a 10+, the decay twists and warps your kit, reconfiguring
it into something more organic. It’s lighter, looser, more
efficient. Your armour becomes easier to move in. On a 7-9,
the decay stops, but not before taking something important
with it. Lose an item at random. On a 6-, the effect becomes
invasive. You watch as each piece of synthetic material on or
of your person breaks down as if in a Timelapse. Describe how
you die of sudden exposure to the elements.
plasticize
It starts as a stiffness in your joints. Not wholly dissimilar
to the effects of extreme cold.
On a 10+, your skin develops a translucency and a new
toughness. Any attempts to pierce it will have a hard time.
On a 7-9, the stiffness sets in deep, your movements causing
cracks and pops as your tendons and muscles harden. Your speed
is limited to half what it once was. On a 6-, The plastination
process runs its course. The liquid in your body is replaced
with a polymer. Another piece of discarded trash. Describe
your final pose.
acanthus
Acanthus Green is largely still intact,
but with a massive hole in its exterior.
green
Stale but breathable air is trapped in
most areas, their level of submersion is
indicated in their details.
acanthus
something has meticulously coated the
hull with thin scales made of plastic. A
single hole serves as an entrance to the
wreck. The hold is filled with messy
piles of refuse. Metallic crab creatures
sort the salvage and will attempt to sort
the players and their constituent parts.
Forcefully.
Surgery (damp)
Automaton Features Cryptic characters scroll across glowing
1. Too many limbs monitors. Automated surgical tools whir
2. Every edge is across once-sterile tables, repurposing
razor sharp
salvaged material into monstrous
3. Loud grinding
with movement constructs of plastic and metal. Tubes
4. Broken audiovox pump a dark, inky liquid directly into
(always on) the interior cavities of the automatons.
5. Head attached The walls groan under the exterior
wrong
6. Body built like pressure and drip with many liquids.
a serpent
Written by
maxwell lander
Editing by
aaron king
Special thanks to the members of
The Meat Grinder for some
amazing feedback and discussion