A solid 50% of this post came to me in the inspiring confusion between waking up and being awake, where dreams are washing out like the tide.
You play as a disgruntled undergraduate, acolyte, amateur, apprentice or other in-potentia expert. You live in an alternate history of ~1980s Earth (don’t worry about it for now). You have very poor prospects in life, generally speaking, as does much of the world. You are a Level 0 G24 character.
Due to an odd accident of industrial character, a technological mishap, or a good old fashioned high-voltage electrocution, you have been isekai’d to a secondary wilderness-world of forms, geometry, electricity, ideas, and organic/inorganic melding. Your ultimate goal, at least at first, is to find a way to return home.
This new world has no official name. Others who have come here have called it things like Telos, Vozduh, Rahasya, Potentia, Hatza-ha, or Jing/鏡. That’s very much not exhaustive - nobody can really agree. Hm? Oh, yes, the others who came here. Maybe more on them later.
Anyway - this world, however you choose to refer to it, is very alien and dangerous, and you are only a Level 0 G24 character. Worse besides, you may well be an undergraduate, which is a species that is not adapted to survival on Earth, nevermind Telos. We’ll settle on the name Telos for now, so long as you remember it’s only one of the options.
Telos is very alien - it lacks many of the QoLs of reliable old Earth, where the ground is mostly solid and has no holes in it, the weather mostly falls downwards, and people conveniently wear hats to demonstrate who they are and where they’re from. On Telos, the “land” can be an accretion of pure geometry, layered with soil, hovering in some energistic void, or perhaps it can be a vast and inexplicable sea shimmering with luminescence, or a cold “tundra” covered in a grid of electrified copper poles - among other forms. It has an immense, cold, disordered sky, with unreliable “stars”.
Telos is very dangerous - there are of course the roaming “monsters”, and other dangerous potentiafauna, without even beginning to talk about all the things that might electrocute you. Who knew a hill even had wiring to be exposed in the first place? The phenomena, too, aren’t necessarily friendly - roaming rivers, auroras of destructive energy, and of course, the cold. You’ve been here for about a week.
Fortunately, you are not alone. When you arrived here, after the interstitial, transitory stage had passed, you found yourself accompanied by a loyal and reliable companion, familiar with the environs, to guide you:
YOUR METALLFORME
At standard, it has 1HD, is probably small enough to be picked up in your arms, is a sapient being capable of speech, is totally loyal to you, and is generally speaking a cute little guy. They won’t stay little forever.
Your Metallforme is an expression of your soul (i.e., you control it as a second PC, decide its personality, speak its dialogue, and so forth), but also a part of Telos (i.e., the DM is allowed to sometimes speak through it). Metallformes are distinct beings, with their own preferences and opinions, but they are inextricably linked to you. They aren’t loyal to you in the way, say, a soldier is loyal - they’re loyal in the way your arm or leg is loyal.
You and your Metallforme can communicate instantly and perfectly while near to each other (so, luckily, you don’t need to talk to yourself when playing both PC and Metallforme). The quality of the communication breaks down with each 100 metres of distance, and becomes noise-sans-signal at the distance of a kilometre. Your Metallforme finds going a great distance away from you distressing, and at distances upwards of 1km, you become vulnerable to Desynchronisation. More on that later.
Shortly will follow a few statblocks of basic types of Metallforme. Don’t worry if other people in your party start with the same type of Metallforme - they will diverge. I’d like to explain some of the things in those stat-blocks, before we go on.
The name at the top of the statblock is the name of the “species” (such as a given term applies to Metallforme). Feel free to personally name your Metallforme and give them, for example, a small hat, to aid in their self-distinction.
Metallforme have HD, and AC. Type is used mostly for the targeting of abilities and qualifying for upgrades, most have three. Some types are obvious (Metallformes resembling sea-life are Aqua) some are less so (Those with the Figure type resemble humans in some way).
Stats are presented as dice-rolls - this indicates what you roll for your Metallforme’s statistics. Their rolls can be dogshit, same as yours. Don’t worry - opportunities for improvement are rife in Telos. Each also has a basic attack or two. They gain +1 to Hit when they gain HD, up to a maximum of +8. Metallformes generally have 1 inventory slot, unless stated otherwise. You may want to use that slot to give your Metallforme Batteries, items which can be found around Telos that are required to activate certain abilities. 3 Batteries to a Slot. If you’d rather give them something else, you (the human PC) can always spend your turn to be ready to supply a Battery to your Metallforme. It’s easy to coordinate with the perfect communication thing.
Each Metallforme has a Unique, an ability which can’t be taken away from it, or gained anywhere else. Gaining further Uniques is possible through Development, but more on that later. Some may have multiple Uniques. Some are passive, some are active, some are “once per X”. X there is usually the Day Phase (when Telos is bright, alive with energy, and marginally warmer) or the Night Phase (when Telos is pitch-black, dark, and quiet) - abilities are “Once per Day Phase” because they recharge with the surge of energy it brings, or “Once per Night Phase” because they need to be used when atmospheric energy is at a nadir.
Each also has Module Slots, which can each contain one Module. A Module is an interchangeable ability, which can be swapped around to optimise for specific challenges. Modules appear as faintly luminous crystals which take up 1/3rd of an Inventory Slot (and all of a Module Slot, naturally). When put into a Module Slot, they vanish into the Metallforme and mend harmoniously with it.
Modules have types, and can only be placed in a Slot of the corresponding type. The types are colour coded by the function they tend to have:
Red - Related to combat, breaking, and shows of force.
Orange - Related to transforming, efficiency and modification.
Yellow - Related to situational buffs, repair, and protection.
Green - Related to the environment, geography, and resistance.
Cyan - Related to information-gathering, prediction and navigation.
Blue - Related to control, contingency and preparation.
White - Unusual, rare Modules which can be “configured” over the course of a Night Phase, swapped between two or more modes at will. Vary wildly in their abilities.
You’ll notice there’s some overlap.
Some Modules may be higher-rank versions of existing ones, indicated by a II, III, or IV after the name.
About 1-in-12 Modules are “Rare”, and can break the above rules. A Rare Module might, for example, allow a Metallforme with only Red Slots access to healing.
Finally, Development. Each type of Metallforme has their own unique conditions to achieve Technovolta. More on that later, once again. If the Development mentions a concept you were unfamiliar with before (such as a place in Telos) we may safely assume your Metallforme told you about it. The Development conditions are not abstractions for gameplay convenience - they represent hard facts about how your particular type of Metallforme changes and grows.
EXAMPLE METALLFORMES
Fume
HD1 AC14 (Fur) Type Figure, Beast, Fire
A small humanoid with burnt-umber fur, a pair of short conical horns, pawlike hands, hooved feet, and a sort of bovine-ovine face. Slightly goofy. Thin tail ends in a bright orange “pom pom” of wooly fur. Seems perpetually hungry.
STR 3d6+6 DEX 2d6 CON 4d6 INT 2d8 WIS 1d8+2 XHA 1d8+2
Movement Fast but unagile run, occasionally runs on all fours.
Attack Ember - Close-Ranged (5m), 1d8+2 fire damage.
Unique Fireproofing - The Fume has DR against fire damage equal to its HD.
Module Slots 1 Red, 2 Orange
Development
Expend a total of 20 Batteries.
Eat 20 Rations in one sitting (the Fume can manage it).
Deal 16+ damage in one attack.
Poise
HD1 AC8 (Slender) Types Insect, Aqua, Stable
Resembles a uniformly blue, simplified version of a water-strider, with a luminous pair of white crystal eyes, and antennae that ripple with faint pulses of white light.
STR 1d4 CON 1d4 DEX 4d6+4 INT 2d6 WIS 2d6 XHA 2d6
Movement On land, a quick scuttle. On the surface of water, a very fast glide.
Attack Zap - Ranged (15m), 1d6 electric damage, projected from antennae.
Unique A Fisher - The Poise has +2 to hit against Aqua Types.
Unique B Waterstride - The Poise can walk on water.
Module Slots 1 Green, 1 Cyan, 1 Blue
Development
Win a fight without taking a hit.
Land the final hit in combat on an Aqua Type of 3HD or higher.
Travel a total of 200km with your Poise.
Gel
HD1 AC10 (Transparency) Type Aqua, Holy, Air
Luminous, levitating jellyfish. Translucent blue. The touch of trailing tentacles give a soothing electromagnetic tingle, not a painful sting.
STR 1d4 DEX 2d6 CON 1d6+1 INT 4d6 WIS 4d6 XHA 3d6+6
Movement Leisurely hover.
Attack Repel - Target saves or is shoved to the outer edge of a 10ft radius field surrounding the Gel. Does no damage on its own.
Unique A Sea Shimmer - The Gel can use its turn to restore 1d6HP to any Aqua Type.
Unique B Float - The Gel floats weightlessly in the air, though isn’t a fast flier.
Module Slots 1 Blue, 1 Cyan, 1 White
Development
Immerse the Gel in the Shimmering Sea.
Give the Gel an extremely strong electromagnet as a gift.
Avoid an imminent fight via diplomacy.
Geon
HD1 AC16 (Stone) Type Figure, Earth, Holy
A figure resembling a Jomon-period Dogū, with dully glowing golden eyes, and silvery decorations upon its claylike body. Larger than the average basic Metallforme (i.e., as tall as your shoulder). Blocky hands.
STR 2d6+8 CON 3d6+4 DEX 2d6 INT 2d4 WIS 2d6 XHA 1d6
Movement Slow, heavy-footed lumber.
Attack Strike - The Geon punches. 1d10+2 blunt damage.
Unique Earthlink - The Geon has +1 to Hit and 2DR when standing on solid soil or stone.
Module Slots 2 Green, 1 Yellow
Development
Help the Geon establish agriculture in a region that lacked it.
Help the Geon build a solid house of at least two floors.
Take 0 damage from a successful attack from a 4HD or higher enemy.
Mané
HD1 AC6 (Diaphanous) Type Dark, Air, Figure
Something like a small humanoid under a diaphanous white sheet, wearing a patinated copper mask that resembles a grinning cat. If you throw the sheet off, there’s nothing under it, and it vanishes to reappear elsewhere, chuckling.
STR 1d4 DEX 3d6+4 CON 1d4 INT 3d6+2 WIS 2d6+2 XHA 2d6
Movement Speedy run, 3-second bursts of nimble flight.
Attack Ghost Claw - Lines slash through the air, as if left by invisible claws. 1d6+1 dark damage.
Unique Intangible - The Mané can’t be hit by physical attacks.
Module Slots 1 Red, 2 Blue
Development
Intimidate or bargain your way into getting possession of a Module equipped to another Metallforme.
Perform a burial and funeral for a fallen human.
Cause a physical attack from an enemy of 6HD or higher to miss with Intangible, then laugh about it.
Pod
HD1 AC14 (Casing) Types Plant, Stable, Earth
Round, seed-like body, stubby little legs. Blue-grey, waist-high.
STR 1d8 CON 4d6 DEX 1d8 INT 3d6 WIS 3d6 XHA 3d6+2
Movement Slow, determined plodding.
Attack Seed Launch - Ranged (10m), 1d6+1 earth damage.
Unique Bury - On its turn, the Pod vanishes underground. For every ten minutes spent underground, heal 1d6 HP. Takes another turn to unbury itself.
Module Slots 3 Green
Development
Use Bury for an hour next to an Energy Geyser.
Use Bury under the Tree of Rain for an hour.
Equip a White Module.
Scute
HD1 AC14 (Scales) Types Aqua, Beast, Gem
A bristling, lustrously-scaled fish with a bulldog underbite and four stubby little legs. Has a tall, spined fin, and wide glassy eyes.
STR 2d4+4 CON 3d6+1 DEX 2d6 INT 1d4+2 WIS 1d4+3 XHA 2d6+1
Movement Determined waddle on land, rapid swimming in water.
Attack A Bite - 1d10 piercing damage.
Attack B Tail-Slap - 1d6 blunt damage.
Unique Barracuda - In the first round of combat, the Scute can make an extra attack, so long as it isn't the same kind as its first attack.
Module Slots 1 Red, 1 Cyan, 1 Blue
Development
Land the final hit in combat on a Beast Type of 3HD or higher.
Find the Sea Elevator and descend under the Shimmering Sea.
Deal three or more types of damage in a single turn.
Glace
HD1 AC10 (Chitin) Types Insect, Air, Gem
Resembles a geometric abstraction of a lacewing, darting and hovering around, with shining multifaceted eyes. Doesn't actually seem to have legs.
STR 1d4 CON 1d4+1 DEX 3d6+6 INT 2d6 WIS 3d4 XHA 2d4
Movement Fast, agile flight.
Attack Shining Shard - Manifests in the air near the Glace, then flies at the target. Ranged (20m), +1 to hit, deals 1d6 gem damage.
Unique Dodge - The Glace can use a move to prepare a dodge against a single target. That target’s first attack automatically misses the Glace, as it darts wildly in the air.
Module Slots 1 Yellow, 1 Green, 1 Blue
Development
Visit five regions.
Disarm a fight between two other parties.
Use Dodge to cancel an attack that would have done 16+ damage.
Puppet
HD1 AC12 (Wood) Types Item, Dark, Figure
Slightly creepy little wooden figurine, with a hinged jaw, a carven face, and dully glowing eyes. Trails around cut strings of shiny silver.
STR 2d6 CON 2d6+2 DEX 1d8+1 INT 2d6+1 WIS 3d6 XHA 2d4
Movement Unstable but speedy walk, and overlong jumps as if hauled in the air by strings.
Attack String - Close-Ranged (4m). On hit, the target must move in a direction of the Puppet’s choice on their next turn. On the third successful String in the same combat, the Puppet gets to control the target’s whole turn.
Unique Animate Object - While not moving itself, the Puppet can cause inanimate objects to spring to life, “walking” around and doing whatever they do (shears cut, torches illuminate, grenades pop the pin out and explode). This can only affect objects that would fill a number of slots equal to or less than the Puppet’s HD.
Module Slots 1 Red, 1 Orange, 1 Cyan
Development
Carve a replica of the Puppet from wood for it to animate.
Use String to win a fight by walking an enemy into a hazard.
Reach the bottom level of the Factory.
Stag
HD1 AC12 (Chitin) Types Insect, Earth, Stable
Little pitch black beetle with circular cartoony eyes, and a proud horn. Scuttles along, occasionally shimmers with a bluish iridescence.
STR 2d6+8 CON 3d6+6 DEX 2d4 INT 1d4 WIS 2d4 XHA 1d8
Movement Speedy, determined scuttle, or slow, wandering, loudly-buzzing flight.
Attack Horn Ram - 1d6+1 blunt damage. On a crit or max damage, launches the target and knocks it prone.
Unique Challenger - The Stag deals +3 damage to Metallforme with more HD than itself.
Module Slots 1 Red, 1 Green, 1 Blue
Development
Construct a secure and fortified base.
Equip the Stag with a Module of rank III or higher.
Increase the Stag’s AC without a Technovolta.
Bill
HD1 AC16 (Steel) Type Figure, Dark, War
Small, geometric figure, resembling somewhat a person in a suit of dark, heavy metal armour. Has an oversized helm, triangular in profile, like a massive beak. Constantly produces a low electric buzz.
STR 3d6+3 DEX 2d6 CON 3d6+1 INT 2d6 WIS 2d4 XHA 2d4
Movement Clanging run. About as fast as you.
Attack Dark Sword - The Bill swings as if holding a sword, conjuring a blade of red energy. 1d8+1 dark damage.
Unique Darkproofing - The Bill has DR against dark damage equal to its HD.
Module Slots 3 Red
Development
Drop to 0HP, but still win the fight.
Gain a loyal follower through a display of might.
Found a new faction with its own flag.
Flare
HD1 AC10 (Light) Types Air, Holy, Fire
A flickering, glowing flower of flame, hovering in the air. Golden-white in the middle, the tongues of flame gradient out to a dull red. Lets off no smoke.
STR 1d4 CON 1d4 DEX 2d4 INT 2d6 WIS 2d6 XHA 3d6
Movement Quick, rocketing flight.
Attack Fire Flash - The Flare whips out with a Close-Range (2m) tongue of flame. 1d8+2 fire damage.
Unique A Torch - The Flare sheds light and heat constantly like a bonfire. It suffers double water damage.
Unique B Comet - As a move, the Flare can rocket past a target, dealing 1d4 fire damage without a save.
Module Slots 1 Orange, 1 Yellow, 1 White
Development
Be the major factor in the defeat of an enemy that deals water damage.
Ascend 1km above the Baseline, the “sea level” of Telos.
Equip a Module with “Blast” in the name.
Harpe
HD1 AC16 (Parry) Types Gem, War, Item
A floating silvery sword, with a dark iron crossbar and a handle wrapped in blue cloth. Double-edged. Brightly coloured gemstone with an eyelike vibe in the centre of the crossbar.
STR 2d6+2 CON 3d6 DEX 3d6 INT 3d6 WIS 1d6 XHA 1d6
Movement Slow hover.
Attack Slash - Spins in the air. +1 to Hit, 1d8+1 slashing damage. +2 damage if being wielded by a human.
Unique The Blade - Being as it is sword-shaped, a human can wield a Harpe as a +1 medium weapon. While doing so, the human gains +2 AC, and can use the higher of their two to-hits.
Module Slots 1 Red, 1 Yellow, 1 Cyan
Development
Defeat a foe of 4HD or more with the Harpe, while wielding it as a blade.
Use a powerful forge or factory to embellish or improve the Harpe.
Defeat another Harpe of equal or more HD in direct combat.
Bagit
HD1 AC10 (Rags) Types Figure, Gem, Beast
Small, vaguely mammalian beastie, in a large dark hood and rags. Little mouselike feet and grabbing hands, and a fuzzy brushlike tail. Lugs around an oversized sack.
STR 2d4 CON 2d6+1 DEX 3d6+2 INT 3d6+2 WIS 2d4 XHA 2d4
Movement Rapid, silent scuttle.
Attack Snatch - Does no damage, but on a hit, empties a randomly selected slot in the target’s Inventory. If there’s multiple things in the slot, the Bagit grabs one and the rest fall to the ground.
Unique A Bag of Holding - A Bagit has extra Inventory Slots equal to 2+HD. This means it starts with 4, since every Metallforme has 1.
Unique B Greedy - Things in a Bagit’s bag cannot be taken from it except by the human it is linked to.
Module Slots 1 Red, 2 Cyan
Development
Help the Bagit rob the High Security Vault, which all Bagits dream of doing.
The Bagit solves a problem or wins a fight with an item you gave it to hold at least a week ago.
Heist a Power Core owned by someone else.
Pixi
HD1 AC6 (Fuzzy) Type Air, World, Holy
A palm-sized, fuzzy white sphere with a sort of anime-cat smile on the side, which bobs along, quiet and carefree. Pulses and ripples with soft, rainbow-coloured lights.
STR 1d4 DEX 1d4 CON 1d4 INT 1d4 WIS 2d6 XHA 1d6
Movement Usually-slow flight, can put on a burst of speed in moments of joy, whimsy and danger.
Attack Flicker - Shimmers with beautiful rainbow light. Deals no damage, distracts and attracts enemies.
Unique Innocence - Creatures with more HD than the Pixi gain no to-Hit bonus when attacking it.
Module Slots 1 Red, 1 Orange, 1 Yellow, 1 Green, 1 Cyan, 1 Blue, 1 White
Development Equip one of each type of Module.
If a Metallform is attacked while at 0HP, roll 1d20. If the number is equal to or less than [4 + HD] (max 15), then the Metallform survives the hit and remains intact at 0HP. Otherwise, it is destroyed and comes apart into loose energy and scattered constituents.
If your Metallforme is physically destroyed, you can resummon it by:
Refusing to rest for an entire Night Phase per HD of your Metallforme, allowing the hreymod of sleep deprivation to root around in your soul for their lost parts, and reassemble them. Resource-free, but time-intensive and increasingly difficult as their HD climbs.
Expending a Power Core. Takes ten minutes. Power Cores are valuable and limited.
Entering an Energy Geyser. Resource-free, instant, but location-locked. Generally, Geysers are few and far between, immobile, and often tightly controlled.
If you carelessly or callously got your Metallforme destroyed, it may Desynchronise with you.
TECHNOVOLTA
That is, tekhne - volta, a turn in skill.
Technovolta is the moment of improvement. It is a spontaneous transformation and improvement of your Metallforme. It is achieved in the following circumstances:
Completion of a task listed in Development.
Purifying a region and absorbing the resulting energy.
Victory against all odds (usually requires something like a 4HD difference, or somehow coming back from getting knocked down to 0HD).
After achieving Technovolta, you can choose from the following list of upgrades. Some modify your Metallforme, some change their “species” entirely, some are kind of numinous or spiritual. It varies widely. The one constant is that your Metalleform grows physically larger with each upgrade (it won’t be taller than you ‘til it has 5HD). You can only take each of these upgrades once.
This is an (admittedly large) list of examples, not necessarily exhaustive. Many of these are, in my head, the beginning of an upgrade path. Taking suggestions on how I could categorise or organise these better.
Spiny
Requirements Is a Pod
+1HD +1AC
The Pod’s casing thickens, becoming more round and barrel-like. It develops a fine crop of shiny metallic spines all over its body. Movement remains a determined plod.
STR +2d4 CON +2d4 WIS +1d6
Attack Spine Barrage - Ranged, 3d6 earth damage. Also attacks targets in melee range of initial target, be they friend or foe.
Unique Deterrence - Anything attempting to grapple, shove or pick up the Spiny instantly takes 2d6 damage from the spines.
Module Slots +1 Red
Development Get your Spiny a herd of at least 6 wild Pods to lead.
Tool-Use
Requirements Has Type Figure
+1HD +2 Inventory Slots
DEX +2d4 INT +4
Unique Thumbskill - Most Figure Types have hands, but if yours doesn’t, they do now (or appropriate equivalents). The Metallforme can now activate items like a human.
Development Have your Metallforme activate a Power Core for one of its uses (the most obvious being to revive another Metallforme).
Bloom
Requirements Is a Pod
+1HD Adds Type Holy
The Pod’s casing splits, blooming open into a luminous, radiant flower, with coppery-gold petals and a faint haze of shining pollen. Movement remains a determined plod.
DEX +1d6 INT +1d6 XHA +3
Attack Pollen Barrage - Ranged, 2d6 holy damage, gives off bright light. +1d6 damage to Dark Types.
Module Slots +1 Yellow
Development Allow your Bloom to bathe in the light of the Solar Plant for an hour.
Excal
Requirements Is a Harpe, 3 or more HD
+1HD Adds Type Holy
The Harpe’s crossbar becomes golden and ornamented, and the gemstone set in it begins to glow. Shimmering characters of no human language glow along the fuller.
DEX INT WIS XHA
Attack Holy Strike - Deals 2d8+2 holy damage. +1d8 damage to Dark Types and Corrupt Types. +2 damage if the Excal is being used to attack by a human.
Unique Saving Sword - If a human wielding the Excal drops to 0HP, they or the Excal can choose to expend a Battery and vanish in a flash of light, performing a teleport evacuation up to 100m away.
Module Slots +1 Yellow
Development Defeat a Corrupt Type of 6HD or more.
Vines
Requirements Has Type Plant
+1 HD
The Metallforme is adorned with a pair of little buds, like unbloomed flowers. When needed, these can open, and project a pair of long, grasping vines.
STR +1 DEX +1
Attack Vine Strike - Ranged (10m), 1d6 blunt, grapples on a hit.
Unique Lift and Drag - The vines are not quite as precise as hands, but can reach and apply force up to 10m away.
Module Slots +1 Blue
Development You (the human) must eat fruit from the Tree of Rain.
Boiler
Requirements Has Type Fire OR Has Type Aqua
+1HD Adds Type Aqua OR Fire
Hot steam curls on the breath of the Metallforme, and it develops sections (on flanks, a limb, the back) of integrated brass piping and machinery. The pipes are always hot.
CON +2
Unique Steam Explosion - When the Metallforme would deal fire damage, it can swap the type to water damage, and vice versa.
Module Slots +1 Orange
Development Defeat a creature that’s immune to fire damage by swapping the damage types to water.
Seethe
Requirements Is a Fume, 3 or More HD
+1HD +1AC
The Fume’s fur thickens and grows more brightly orange, its horns lengthen, and its soft pawlike hands develop long claws. Its eyes glow dull orange in the dark, now, and it has fangs inside that bovine-ovine face. However, it remains kind of goofy.
STR +4 DEX +1d4 CON +2
Attack Fire Breath - Deals 2d8 fire damage in a 10m cone, save for half. Expend 3 Rations as fuel to add +1d8 damage.
Unique Unquenchable - The Seethe ignores resistance to fire damage.
Module Slots +1 Red
Development Deal 20 points of fire damage that resistance would otherwise have protected from.
Plating
Requirements Has Type War
+1HD +2AC
Your Metallforme’s armour, if it has any, thickens and becomes fluted. If it had no armour before, it does now.
CON +3
Unique Guardian - As a move, your Metallforme can give another Metallforme or a human +2AC for the round.
Module Slots +1 Green
Development Take a 20 damage hit, and don’t hit 0HP.
Berserk
Requirements Has Type War
+1HD +2 to Hit -1AC
A strange energy fills your Metallforme. Their eyes seem furious, and any armour they have forms hairline cracks.
STR +3
Unique Rage - Your Metallforme gets a point of rage, per Deus’ barbarian.
Module Slots +1 Red
Development Deal 20 damage in a single hit.
Mimic
Requirements Has Type Figure OR Has Type Item
+1HD
WIS +2
Unique Disguise - With a minute’s work, your Metallforme can disguise themselves as an inanimate, stationary object, of a size in slots equal to their HD.
Module Slots +1 Orange
Development
Evade a dangerous enemy with Disguise.
Begin a victorious fight with an ambush from Disguise.
Heft
Requirements Has Type Stable
+1HD
STR +4 CON +4
Attack Ram - The Metallforme bodily slams into a target. Deals 1d4 blunt damage per HD possessed, caps at 4d4.
Unique Stoutness - For every HD the Metallforme has, now and in the future, it gains +1HP.
Module Slots +1 Green
Development Intimidate a Metallforme of equal or greater HD into backing down without a fight.
Cruce
Requirements Is a Bill, 2 or more HD
+1HD +1 Attack per Turn
The Bill’s armour turns solid black, and becomes covered in spikes and enamel patterns. Each Cruce’s patterns are unique, and reflect the human they’re linked to. Red light emanates from the eyeholes of their beaky helm.
STR +3 CON +3 INT +1d6
Attack Lance - The Cruce gestures as if stabbing with a lance, conjuring a glowing blue spear. 1d8+1 cold damage. +2 damage if used on the same turn as Dark Sword.
Unique Pride - Any time the Cruce succeeds on a save, it immediately heals 1d6HP. If it’s at full HP, it can restore 1d3HP to another Metallforme.
Module Slots +1 Red
Development Help your Cruce to construct a suitably ominous fortified lair.
Apex
Requirements Has Type Beast, At least 13 STR, 13 DEX or 13 CON
+2HD +1 Attack per Turn
The Beast grows wilder, longer in the tooth, keener in the eye, thicker in the fur, and more skilled in the hunt.
Development Defeat another Metallforme with the Apex upgrade in combat.
Hercules
Requirements Is a Stag, 4 or more HD
+1HD Adds Type War
The Stag’s armour grows thicker, its horn heavier, and around its leg and underside it is adorned with a thick coat of white wooly fluff. Its cartoon circle eyes become angry cartoon circle eyes.
Stats
Attack Horn Ram - As the Stag’s Horn Ram, but now dealing 3d6+3 damage.
Unique Heroism - The Hercules cannot be made afraid, and gains +3 Max HP per Green or Blue Module equipped.
Module Slots +1 Green
Development
Imago
Requirements Has Type Insect, 5 or more HD
+1HD
The Insect grows larger, with a thicker, spinier shell, more prominent antennae or horns, and a new distinctive feature, such as a bright shimmer on their wings or thick armour on their legs.
STR +3 CON +3 WIS +3
Unique Insect King - Insect Types without their own Imago upgrades will treat you with deference and respect, and cannot initiate combat against you.
Module Slots +1 Blue
Development Drive any other Insect Types with the Imago upgrade from the region you’re in, and keep them out for 100 Phases.
Geomancer
Requirements Has Type Earth, 2 or more HD
+1HD
The Metallforme develops a crown of stones or plants, and where they step, the earth cracks, or is unsettled, or sprouts small plants, as is appropriate.
INT +1d6 WIS +3
Unique Earthpower - The Metallforme can “tap” the region in place of expending a Battery when activating an ability. This can be one once per Day Phase per region, as the surge of energy is needed to recharge. Corrupted regions cannot be tapped. Some regions with an excess of energy can be tapped multiple times per Day Phase.
Module Slots +2 Green
Development Tap a region thrice in the same Day Phase.
Diver
Requirements Has Type Aqua
+1HD
The Metallforme’s skin, hide or scales thicken, and it becomes stouter and heavier.
CON +3 INT +1
Unique Diving Bell - The Metallforme is immune to damage from pressure, and has DR against water damage equal to its HD. When it dives, it can expend a Battery to create a 1m-radius spherical “bubble” which is equally waterproof and pressure-resistant. The bubble follows it wherever it swims. The bubble lasts 1 hour, then pops, unless another Battery is expended to maintain it.
Module Slots +1 Blue
Development Descend unaided to the bottom of the Shimmering Sea.
Horns
Requirements Has Type Beast
+1HD
The Metallforme develops an impressive pair of heavy horns, like a bull’s, ram’s or otherwise.
STR +1 WIS +1
Attack Heavy Horns - Smash a target, dealing 2d8 blunt or piercing damage, your choice. Deals +1d8 with a runup, and +1d8 to creatures with 2HD or less.
Module Slots +1 Green
Development Drop a total of 5 creatures to 0HP with a single attack.
Hadal
Requirements Has Type Aqua, 3 or more HD
The Metallforme darkens in colour, moving closer to black or indigo, and multiple parts of it become bioluminescent in various colours.
STR +2 CON +3
Attack Pressure Cannon - The Metallforme launches a high pressure jet of water. 3d8 water damage, max or a crit launches the target or punches a hole through it, as is appropriate contextually.
Unique Hadalproofing - The Metallforme now has DR against dark damage equal to its HD, and sees as well in pitch darkness as in light.
Module Slots +1 Red
Development Move between three regions in a single Night Phase.
Alloy
Requirements 5 or More HD
+1HD
+1 to All Stats
Attack Brand New Move - With your GM, create a new attack based on your Metallforme’s form, Types, attitude, and so forth. It can do more or less any damage type.
Unique Attuned - Select a damage type. Any time you take that type of damage, half it.
Module Slots +1 White
Development Avoid a total of 50 damage using Attuned.
Polyfacet
Requirements Has Type Gem
+1HD Adds Type World
+3 to One Stat of Your Choice
Unique Many Sided - Once in each Day Phase, your Metallforme can instantly configure a White Module.
Module Slots +1 White
Development Win a fight or solve a problem by using Many Sided to configure a White Module you have equipped.
Eusocial
Requirements Has Type Insect, 4 or more HD
The Metallforme vanishes into a mechanical fractal on the next Night Phase, then returns - accompanied.
WIS +1 XHA +2
Unique A Colony - The Metallforme now has 4 0HD versions of its basic form accompanying it. They’re smaller even than basic Metallforme, and lack Uniques, Module Slots, or Inventories, but can use a 1d4 damage version of the Metallforme’s first Attack. The Colony are a step removed from your soul, and are generally untalkative beyond single words.
Unique B Insect Cooperation - The Metallforme can transfer the bonuses from a subsequent Technovolta to a member of its Colony, if desired.
Module Slots +1 Yellow
Development Befriend 10 newly-met humans or Metallformes.
Halo
Requirements Has Type Holy, 2 or more HD
+1HD
The Metalleform is now surmounted by a luminous [ aureole / ring / crown ] of pure light. Other Metalleform find it inexpressibly beautiful.
XHA +3
Unique Sanctuary - Anything native to Telos that attacks the Metallforme must save or be unable to do so.
Module Slots +1 Yellow
Development Visit the Luminous Vale
Tsukumogami
Requirements Has Type Item, 2 or more HD
+1HD +1AC
The Metallforme is filled with a sourceless vitality and a closeness to purpose.
CON +1d6 INT +3 WIS +1d6
Unique Steward - Other Item Types around the Metallformes get +2 to all Saves. The Metallforme can expend a battery to turn a failed save by a nearby Item Type into a success (including its own saves).
Module Slots +1 Orange
Development Be the cause of another Item Type achieving Technovolta.
Grim
Requirements Has been destroyed and revived at least thrice, 2 or more HD
+1HD Adds Type Dark
A certain melancholy and access to darker forces can be brought about by repeated destruction.
STR +1 CON +2 WIS +1d4
Unique Inured - Rolls to avoid being destroyed instead target [6 + HD]
Module Slots +1 Red
Development Seal an Energy Geyser. This won’t be popular.
Drift
Requirements Has rolled on the Desynch Table at least once, 2 or more HD
+1HD
+2 to any Two Stats
A minor deviation from destiny, or the beginning of a much more serious problem.
Unique Anomaly - Suffer 1d3 damage to a random stat to succeed a failed save, succeed a failed check, go first in initiative, or dodge a successful attack.
Module Slots +1 Void
Development Roll on the Desynch Table three more times.
Chrysalis
Requirements Has Type World
+1HD
The Metallforme wraps itself in an opaque cocoon of mirrored plastic, full of shimmering light, preparing for a change.
+2 to Any Stat of Your Choice
Adds Movement Slow hover.
Unique Mirror Layer - While in the Chrysalis, the Metallforme has DR6 against light damage, +2 to Saves, and +2AC, but cannot Attack. After the Chrysalis unfolds, it can be resummoned for a minute once per Day Phase. Further resummonings in the same Day Phase cost an expended Battery.
Module Slots +1 White
Development After 100 Day Phases, the Chrysalis will unfold and another Technovolta will immediately occur.
DESYNCHRONISATION
Desynchronisation is the experience of finding yourself out of step with your Metallforme, which is similar to finding yourself out of step with part of your own mind. Desynchronisation is caused primarily by spending extended periods of time away from them, mistreating them, or certain corrupting phenomena abroad in Telos.
In some cases, you may need to save vs. Desynchronisation. Your Metallforme rolls, adding their HD (certain other things may add a bonus).
If you fail that save, or Desynchronise otherwise, roll on the
DESYNCH TABLE
Restabilise - You got lucky. Optionally, revert the effects of a previous Desynch roll. Otherwise, no effect.
Demodulation - The Metallforme ejects a randomly selected Module and refuses to absorb it again. There is a 2-in-6 chance the Module becomes Corrupted and changes in function.
Remodulation - A randomly selected Module Slot changes type - roll 1d6 on the table, ignoring the type it currently is.
Electrofire - Roll 4d6. You and the Metallforme take that much damage, split between you as you decide.
Degauss - You and the Metallforme lose 1d4 points from a randomly determined stat. You decide how to divide it up (i.e., if you roll a 3, and you don’t want to lose more than 1, your Metallforme needs to lose 2).
Mechanurge - Empower a randomly selected Attack the Metallform has access to, either giving it an extra effect or simply making it deal more damage. Weaken a different randomly selected attack.
Devolta - The Metallforme loses access to a randomly selected Unique until it next achieves Technovolta.
Overcharge - Increase the rank of a randomly selected equipped Module, then save or destroy a randomly selected equipped Module.
Deohm - Your Metallforme absorbs all Batteries within 10m, gaining a pool of Energy equal to however many Batteries it just absorbed. Energy is intangible, untransferrable, can be expended in place of a Battery, and can be expended to recharge a piece of electrical equipment fully.
Externalise - The Metallforme loses 1d3 Max HP and 1d3 points from a randomly determined stat, and creates a rank 1 Module of a randomly determined type. The type of the Module in question is themed after the Type or nature of the Metallforme.
Electroburn - Roll a d6. You and the Metallforme lose Max HP equal to the numbered roll. You decide how to divide it up (i.e., if you roll a 5, and you don’t want to lose more than 1, your Metallforme needs to lose 4).
Mechanoburn - Roll a d6. You and the Metallforme lose to Hit equal to the numbered roll. You decide how to divide it up (i.e., if you roll a 5, and you don’t want to lose more than 1, your Metallforme needs to lose 4). This can put you into the negatives.
Revolta - Randomly select one of the Metallforme’s Uniques. Make it more powerful, but add a cost or drawback to using it.
Regauss - Re-roll one of the Metallforme’s stats, randomly determined. Take the new result, better or worse.
Internalise - The Metallforme absorbs a random equipped Module and gains its ability permanently, freeing the slot it was in. It can’t equip other Modules of the same name in future.
Antithesis - Your Metallforme now has a weakness to a randomly determined damage type, taking +1d6 extra damage from instances of it.
Reohm - All Batteries within 10m of your Metallforme short-out and zap, dealing 1d6 nonlethal electrical damage per slot of Batteries (including partially-full slots), and destroying the Batteries.
Fate - Randomly select an uncompleted Development task. It becomes more difficult.
Anomalise - Your Metallforme gains the Corrupt Type.
Destabilise - Roll two effects on this table (though you can’t roll Destabilise again).
NON-EXHAUSTIVE LISTS OF EXAMPLE MODULES
Numbers in [square brackets] are called Variables. They go up by 1 for higher rank versions of the Module. (i.e., Stubbornness gives [1]DR, the mythical Stubbornness VII gives +[7]DR). Dice in square brackets increase in size a step (i.e., [1d6] → [1d8], or [1d12] → [2d6], &c).
The function of a found Module can be established with a Phase of study.
Red Modules
Ignition - Upon activation, your Metallforme is wreathed entirely in roaring, crackling flames. Anyone in physical contact with the Metallforme takes [1d6] fire damage per round. The Metallforme takes [1] fire damage per round of activation.
Stonecrack - Target creature saves or takes [1d6] ice damage. Earth Types take +1d6 damage. A Battery can be expended to add [1d6] damage and make it affect all creatures in a 10m radius. Effective on mundane stone and concrete.
Might - Adds [3] to your Metallforme’s STR score.
Lifesteal - Each time the Metallforme successfully deals damage, it regains [2]HP. +1 to Variables for Dark Types.
Scatter Blast - Upon activation, expends a Battery and fires out a [1]*10m cone of sharp shining shards, dealing [2][2d6] damage to all creatures in the area, save for half. Creatures within the closer half of the AoE take an extra [d6] damage. +1 to Variables for Gem Types.
Victory - When your Metallforme is on the winning side of a fight, it adds [1] Energy to a pool. Energy is intangible, untransferrable, can be expended in place of a Battery, and can be expended to recharge a piece of electrical equipment fully. The pool vanishes if the Module is unequipped. +1 to Variables for War Types.
Fuel Blast - Upon activation, deals [1d8] damage to your Metallforme, or expends a Battery. Target an area 20m in radius - all creatures within must save or take [2][d8] fire damage. The Metallforme can permanently burn and destroy other equipped Modules to boost the damage, +5 per burnt Module.
Prime Cut - Make a melee attack with a spectral blade of reddish light, dealing [1d8] slashing damage. If the final damage number is a prime number, deal an extra [1][d6] damage. Dark and Beast Types can alter the final damage number up or down by up to [1] point.
Orange Modules:
Amplifier - All other equipped modules increase their Variables by [1].
Sheathe - Expend a Battery to render a target weapon useless for [1] Phase. Guns won’t fire, blades become blunt, hammers go bouncy and rubbery, &c.
Power Exchange - Over the course of a Night Phase, turn 6 Batteries into 1 Power Core, or vice versa. Higher ranks of Power Exchange allow turning Batteries and Power Cores into other items.
Energy Saver - When your Metallforme uses a Battery, there’s a [1]-in-6 chance it draws power from it without expending it. The best version of Energy Saver in existence is Energy Saver IV, and it’s unique, because it took a lot of effort to [ make | get ], and the Metallforme that has it is pretty fond of it.
Blast Boost - Equipped modules with “Blast” in the name increase their Variables by [2].
Hero’s Journey - If you experience Technovolta with this Module equipped, improve the rank of another equipped Module by [1].
Calorie - When you, the human, eat your daily Ration, your Metallforme gains [1] Calorie(s). A Calorie is intangible, untransferrable, and can be expended in place of a Battery, or spent to give the linked human the effect of a Ration. The pool vanishes if the Module is unequipped. Beast Types get +1 bonus Calorie.
Nosy - If a module provides a piece of information you wouldn’t otherwise have, or answers a question accurately, increase its Variables by [2].
Yellow Modules:
Patch - When your Metallforme would experience any extra effect due to one of its Types, it doesn’t. This includes positive ones. Patch II only blocks negative effects.
Paramedic - If your Metallforme becomes bloodied (drops below half-HP), it immediately recovers [1d6]HP. This triggers once per combat. Metallformes with 13 or higher CON recover an extra [1d6]HP.
Parry - [Once] per combat, reduce incoming damage from a successful melee attack by your Metallforme’s hit bonus.
Disaster Response - If [3] or more allied Metallforme are bloodied by a single attack or Module activation, immediately produce a pool of [4][d10]HP in a glowing geyser of light, which can be divided as needed among up to [3] Metallformes.
Triage - While your Metallforme is bloodied, it has +[1]AC.
Reflect - Upon suffering fire, electric, or light damage, expend a Battery to halve it. The one who directed the damage at you takes the other half. Reflect II adds cold damage, Reflect III adds dark damage, Reflect IV adds earth damage.
Doctor - On your Metallforme’s turn, it can expend a Battery to immediately heal [2][d6]HP to [1] visible Metallforme that isn’t itself.
Invulnerability - As your Metallforme’s full turn, expend a Battery. Until the start of its next turn, your Metallforme is enveloped in a shimmering golden field of energy, and cannot take damage. Other misfortunes can befall it.
Green Modules:
Shield - In response to being attacked (after the roll has been made), expend a Battery and gain +[3]AC in a flash of light. This lasts until the end of the round. Metallformes with 13 or higher STR get an extra +1AC when activating Shield.
Ablative Armour - Your Metallforme has a pool of 6*[1] points which are removed before HP when taking damage. Electric damage bypasses Ablative Armour.
Stubbornness - +[1]DR.
Steelskin - +[1]AC. You can expend a Battery to reduce the damage of physical attack against you by [1d8]. +1 to Variables for Machine Types.
Explorer - If your Metallforme begins the Day Phase in a region you arrived at within the last [2] Phases, it gains a pool of [3] Energy. Energy is intangible, untransferrable, can be expended in place of a Battery, and can be expended to recharge a piece of electrical equipment fully. The pool vanishes if the Module is unequipped.
Anchor - After standing still for two rounds, you gain a pool of [5] points which are removed by damage before your HP, and cannot be moved by anything with less HD than you. +2 to Variables for Stable Types.
Travel Guide - Instead of having higher ranks, different instances of Travel Guide are attuned to different regions - for example, Travel Guide (Jiao Forest), Travel Guide (Factory) or Travel Guide (Concrete Hills). With a Travel Guide equipped, the DM will provide you with a list of the top three sites to see in the related region, any settlements in the region, and allow you to look at the current encounter table for the region.
Earthquake - [RARE] - Expend [6] Batteries. In [3] Phases, the entire region will be struck by a destructive upheaval of the ground, dealing [2][d8]+2 earth damage to everything in the region in a flash of energy, before continuing to topple structures, rip open chasms in the earth, hurl boulders, and so forth. Those, for example, inside buildings, or near unstable ground, must save or suffer further consequences. Triggering Earthquakes is a somewhat controversial move.
Cyan Modules:
Scan - Spend a turn to find out the HD, AC, equipped Modules and Types of a target. Range of [1]*100 metres. +1 to the Variable for Gem Types.
Meteorology - Your Metallforme knows the predominant weather in the region for the next [3] days. +2 to Variables for Air Types.
Echolocate - Take a minute to send out a ping, which goes out to a distance of [1]*500m and maps out a 3D image of the space, before returning to display it to you and your Metallforme.
Reference Point - Take a minute to select a given point as your Reference Point. You will always know the direction and distance of your chosen Reference Point.
Psychometry - Targeting a door, object or Module, expend a Battery to learn the answers to [3] questions about the previous being to use it. +1 to Variables for Mind Types.
Judge - Your Metallforme can supply a [1] word summation of the personality of any sapient being it observes for a minute. This naturally squashes nuance.
Module Seeker - Your Metallforme instinctually knows the direction of the nearest Module. Module Seeker II adds distance, and Module Seeker III allows you to filter for type.
Lightray - [RARE] - The Metallforme can expend a Battery to fire a ray which deals [1d6]+[1] light damage to a target, automatically hitting. If the Metallforme is holding a flawless gemstone, the Battery is not expended (though is still required). +1 to Variables for Gem Types.
Blue Modules:
Pilgrim - Your Metallforme senses automatically the location and condition of the next [2]*100m of a path you’re currently on.
Layer - Expend a Battery to summon a 10m square, 1cm thick translucent blue panel in any orientation or position. It hovers in the air, and where it would intersect with physical objects, it harmlessly melds its edges into them, airtight. The Layer has [2][d10]HP. If dropped to 0, it shatters like glass and vanishes.
Repel Blast - Target a point. Everything within [1]*10m of the point must save or be shoved to the edge of the affected area. Deals no damage on its own. Has no effect on Stable Types.
Escape Hatch - Expend a Battery to set the point where your Metallforme currently is as the target for this ability. When they next drop to 0HP, they will be instantly shunted here in a flash of light. Escape Hatch’s effect lasts for [3] Day Phases before fading.
Swap Out - When you equip this Module, select [2] other Modules you possess not currently equipped to a Metallforme. By expending a Battery, you may replace this Module with one of the selected Modules immediately. They physically swap places, regardless of distance. The selected Module cannot be Red or White.
Quickdraw - Tag an item of [1] slot or less in size. At any time, expend a Battery and place it directly in your Metallforme’s inventory, from any distance, if they have a free slot. +1 to Variable for War Types.
Imitation - If your Metallforme takes damage from a Module equipped by another Metallforme, expend a Battery, and this Module will transform immediately into a copy of it. The copy is [0] ranks higher. +1 to Variables for Item Types.
Burn Guard - A Metallforme equipped with this Module can turn a liter of water into 1 point of Burn Guard. The point-pool of Burn Guard can be up to [6] points in size. When taking fire damage, a point can be expended to reduce the damage by [1d6].
White Modules:
Triform Blast - Allows the Metallforme to fire a glowing, spherical projectile which explodes for [2]d6 damage. The module can be configured to deal fire, ice or lightning damage (changing the colour of the projectile, naturally).
Thermoblock - You gain DR[4] against fire. This module can be configured to change it to provide DR[4] against ice.
Chef - After being equipped for [4] Phases, this Module takes effect. When assisting in turning gathered resources into Rations, the Metallforme can create [1] extra Ration(s) from the process. This Module can be configured to allow the Metallforme to instead turn [4] Rations into [2] Luxury Meals, which are helpful for bribery and also provide temporary stat bonuses.
Pressure - Expend a Battery and target a square area [1]*10m on a side. A sheet of force slams down from above - everything in the area takes [3][d6] earth damage, and must save or be pinned in place til the end of their next turn. This module can be configured to instead deal water damage. +1 to Variables for Aqua Types and Earth Types (doesn’t stack).
Prism - You gain DR[4] against light damage. Can be configured to instead allow the Metallforme to expend a Battery to fire a rainbow ray that deals [4][d6] light damage, save for half.
Sacred-Profane - While your Metallforme has this Module equipped, it has the Holy Type. It can be configured to swap it to give Dark Type. This can’t be used to qualify for a Technovolta.
Holy Light - Expend a Battery and deal [3][d8] holy damage to a single target, save for half. Against Corrupt Types, deal an extra [d8]. Can be configured to instead heal for the same amount, and to give an extra [d8] of healing to World Types. +1 to Variables for Holy Types.
Multimodule - Expend a Battery, select [2] equipped Modules of any type. This Multimodule absorbs them, emptying their slots and gaining their functions as configuration options. They use the rank of Multimodule. This is quite difficult to reverse.
MISCELLANEOUS QUESTIONS
This post is pretty badly organised.
That isn’t a question.
So what part of Telos do I start off in?
Probably (subject to change), the Jiao Forest. Snow lies heavy on the greyish soil. Small structures are scattered throughout, most concrete, some assembled from scrap-metal. The trees, which seem a bit like hornbeams, stand twisted and blackened, yet somehow crowned with blue-green leaves in this wintry scene. The land is uneven, rising in steep-sided horsts and grabens. Off to the east, you can see “hills”, that seem to be structures of concrete. Off to the north, rolling clouds dominate the horizon. Off to the southwest, the electric-blue pillar of an Energy Geyser splits the white sky, which rolls with ice-crystals and vaporous clouds.
Where should I start looking for a way home?
Maybe your Metallforme has some ideas.
What even is Telos?
Fuck if you know. Hell, I only figured it out a couple hours after the dream that inspired this post. Maybe you’d like to dedicate your time here to finding out?
If there’s a big void under the land and I fall into it, do I just respawn on the edge of the ledge?
What? No. We don’t know what happened to the people who fell down there, but they sure didn’t come back.
What is there to eat around here? And to drink?
Well, the Jiao Forest is full of edible berries, and weird perfect oranges growing on shrubs that aren’t orange-trees, and the un-perfect, normal potatoes There’s probably animals, too. Somewhere. As for the drinking, well, the water in the streams is clear and pure. And in some of the structures in the woods, you might find some packaged foods or bottled beverages. So, you’re not in danger of dying (from hunger or thirst, anyway. Cold might get you).
Just how cold is it?
In this region, in Day Phase, it’s not cold enough to kill you, but it sure does suck. In the Night Phase, if you’re exposed, you’ll be dead in an hour. So far, you’ve probably been hiding out in a structure during the Night Phase, or if your Metallforme’s got fiery attributes, maybe they’ve kept you warm.
Why do you keep saying “Night Phase” and “Day Phase” like a boardgame designer?
Well, there’s not exactly a sun in Telos, but the light goes away and comes back, so? The terms are standard practice around here - so say your Metallformes, anyway. Apparently some humans came up with it.
I saw a flag the day before yesterday, hanging off a building - an eight-pointed white star, like a compass rose, on a bright orange background?
That’s a collector’s item, these days! The “Star Group” really made a mark on Vozduh, but they ain’t around anymore. It’s mostly a symbol of good deeds. Travel under that banner and you will be thought of positively - at least in the surrounding regions.
I saw a different flag yesterday - half red, half blue, with a black circle stitched in the middle. What about that one?
People still use that one, Though nowhere near here. Maybe go east if you’re interested. I wouldn’t, myself, but it wouldn’t be assured to end badly. If you travel under that, you might be thought of as a soldier.
What's that other flag I see scattered around occasionally? The one that resembles the sun with a river flowing out of it?
Don’t worry about that one. In fact, don’t go back to where you saw it.
What's this about “purifying” regions?
It's never a unified problem (probably?), but sometimes corruption and strange scourges befall entire parts of Telos. If you can see your way to getting rid of them, there’s always a resulting surge of free energy afterwards. Just one of the local principles, like consistent gravity back home.
So, aside from those Batteries, Modules and Power Cores you mentioned, what sorts of items can a player get in Telos?
Good question - here’s a d20:
Zapgun - Plastic casing, bright red, resembles a blocky light pistol with a huge square “barrel” full of copper pins. A “break action” opening reveals a slot for a Battery. Each Battery lets the Raygun fire six crackling blue-white beams of energy before being expended. The beams deal 1d6 electric damage. +2 to hit for anyone, from ease of use. Seems to discomfort Metallforme somewhat.
Power Torch - Heavy cuboid torch, black plastic and stainless steel. Small logo of a flying albatross on the handle. Absurdly bright and powerful conical beam, cold white. Definitely blinding if pointed at your eyes (or the eyes of a dangerous potentiafauna hunting you down). Has a tiny clock display on the handle which shows it has a total of 3d6 hours of active use left, next to a charging port. 1 Slot.
Metallpinger - Khaki plastic pistol grip, attached to a large, blinking, blocky screen, and a funny little dish. When you push the button to turn it on, it sleepily creaks to life and begins to ping. Reveals the presence of Metallforme in a 120m cone, in whatever direction you point it. Writing on the handle in German, Spanish and English says it was produced in the Republic of Texas. 1 Slot.
Smoke Core - Somewhat resembles a Power Core (i.e., cylindrical, glowing, mechanical), but while a Power Core glows white and occasionally rainbow, this one glows a yellowy-orange colour. The shell is also distinctly different upon inspection - much flimsier and cheaper-feeling, with some metal parts going rusty, unlike the pristine steel of a Power Core. Functions excellently as a hand-warmer, much like a Power Core does. When broken open, the Smoke Core releases a 120m radius cloud of thick white smoke, which disperses after an hour, or a minute in high winds.
Concussive Grenade - Pin-pulled and chucked, everyone nearby to the blast must save or be stunned for 1d6 rounds. Has unusually little effect on Metallforme. A black circle is unevenly painted on it.
Alembic - Made of blackened glass shot through with luminous crystalline flaws. Heavy, full of the residue of burnt stuff on the inside, and little flecks of gold. Odd thing. Completely impervious to heat and acid and extremely resistant to physical damage, which is possibly of use. 2 slots.
Gun Belt - Worn-old leather, heavy, seemingly military. Slightly singed. Allows 1 medium or 2 light guns to be carried without taking up Inventory Slots.
Self-Cooking Meal - An ingenious little device with a slot for a Battery is attached to a bag full of freeze-dried, well-preserved food. Has a little albatross on it. Plug in a Battery (it doesn’t expend it), and the little device cooks the contents of the bag in 10 minutes flat. It contains a solid 6 rations, and is (1. Steak and Ale Pastry 2. Chicken Korma 3. Spaghetti Bolognese 4. Macaroni and Cheese 5. Sausage and Mashed Potatoes 6. Bubble and Squeak)
Module Toolbox - “Toolbox” only metaphorically. A 1-slot hexagonal prism of what seems like glass, shot through with lightning-bolt-shaped crystalline flaws. Can store one of each type of Module within itself as shimmering lights, allowing for more efficient storage.
Night-Vision Goggles - Allows the wearer to see well in the dark. Heavy, but has stylish lines. Emblazoned with a red stripe, in which the word BÉÉSH is printed in blocky white font. Currently have 4 hours of charge left, have been somewhat jankily altered to allow for interface with Batteries. According to the plastic moulding, these NVGs were made in the Diné Republic.
Module Splitter - Large assemblage of shiny yellow-orange crystals carved from a larger block - one hexagonal prism, and two thinner triangular prisms at the side, all connected by somewhat unstable machinery prone to shorting out. Has the Star Group logo stickered to the side. The central crystal can accept a Module, and the port on the front accepts a Battery. When activated, the Module within is split in two, creating two more of itself, dividing the ranks between them. (i.e., drop in a Scan III, activate, create a Scan I and a Scan II). Modules with only a single rank put through the splitter are destroyed into beautiful brightly-coloured dust. 3 slots.
Stun Rifle - A shiny, fancy, stylish and futuristic gun. Remember, we’re talking 80s futuristic here. Smooth hardwood furniture, “barrel” consisting of multiple polished steel rails, top-loading Battery port. One Battery lets this medium gun fire 10 shots of nonlethal electrical damage.
Cozy Sleeping Bag - Lined with soft fabrics, plush and comfortable, has a sort of hood to cover the gap left for your face, if necessary. Come in white, black and dark blue, when you find them packaged up in old structures. Often packaged inside a heavy cardboard box with a smiling drawing of a Weddell seal on the outside. Usually it smells a bit dusty, but don’t sleep a gift bag in the mouth, or whatever.
Flare Gun - Bright-red light gun dealing fire damage. Useful for everything a flare gun is useful for. Thick knurled handle, very satisfying to hold.
Gas-Powered Portable Stove - 1 slot big, uses 1 slot big gas-canisters. Good for warmth and cooking gathered materials into Rations. The stove’s casing proclaims it was manufactured in the UK. Clearly, cheaply.
Raincaller - Large, 6-slot pillar of machinery, with folding stabiliser-legs, topped with a disc-shaped device with many complicated device, and a large glass canister of sand. If you load four Power Cores into it, one on each side, it can be activated to charge and launch the sand canister high into the air, rapidly calling in
Heating Blanket - Electrical blanket with a little wire running out the corner to a control remote. Heavy, shiny green and stiff. Cozy space for two.
Module Mailboxes - Two large cubes of greenish crystal with bright cyan starburst flaws in their centre. The flaws are perfect mirrors of each other. Each has some archaic computer equipment and electrical parts haphazardly attached. When a Module is put in one “Mailbox”, it immediately moves to the other one, across any distance. You can also push a key to “ping” the other Mailbox, which does nothing but make it beep a few times. Each is 2 slots big.
Geyser Siphon - Clumsy assemblage of spare, cheaply-produced metal parts, and a heavy “pack” with a strap somewhat resembling a gigantic Power Core. 3 Slots in total. If you get one and set it all up next to an Energy Geyser, it can be filled, allowing it to serve as an overly-heavy refillable Power Core. Most of the ones you’ll find are labelled “MOTH LABS - TO THE LIGHT”.
Odd Hat - Found buried in a snowbank. Stiff plume of feathers somewhat damaged, wide black brim somewhat bent out of shape. Sewn together with a heavy woolen cap with generous earflaps. Looks somewhere on the line between cool and completely stupid.
So, what about those other people that visited Telos?
Are you asking that because of the flags?
Anyway, here’s an unrelated list of cold-weather clothing, which you will certainly need to thrive here (or maybe even just to survive). Cold-weather clothing allows you to be comfortable outside in the Day Phase, and alive outside in the Night Phase.
“Star Group” Parka - Bright orange, blazoned with a white compass star on the arm and back. “ЗВЕЗДНАЯ ГРУППА” is marked across the back in white text above the star. Smells of ozone. While wearing this, you will be assumed to be a member of Star Group. Vaguely 1960s.
Vidyarthi Parka - Expensive-feeling, dark grey, high button-up collar. Vaguely 1960s. Labels written in devanagari assert the parka to be the property of the Vidyarthi Commission of Study. On the upper back, a stylish stylisation of a recumbent black lion on a white field is stitched on firmly.
Moth Labs Snowcoat - Old, large, somewhat musty dark green coat. Smells of tobacco, vaguely 1940s. Has a detailed embroidery of a moth in gold on the right front side, under the words “MOTH LABS”, and above the words “TO THE LIGHT”. Huge pockets provide +1 Inventory Slot.
Black Circle Snowsuit - Full-body white snowsuit with a hood that can fasten up to obscure all but the eyes. Has had a circle of black cloth sewn onto the back, but bears no other identifying marks or writing. If you are wearing this, people will assume you are associated with the people that wear that symbol.
Quiahua E.S. Parka - Very heavy sunshine-yellow jacket with a fur-lined hood. A large label on the right inside explains this belongs to the Quiahua Engineering Soviet, and we’d like it if you could return it to Camp B, please. Otherwise devoid of logos or symbols, and visually neutral. Vaguely 1970s.
Calcott Foundation Snowcoat - Venerable, stiff, grey-blue coat. Mostly unmarked, heavily lined with wool. Vaguely 1940s, smells of diesel. Handwritten labels on the inside of the collar and on the wide lapels indicate this belongs to the Calcott Foundation for Scientific Exploration, along with a little Union Jack. Each and every one of these coats also has an individualised nametag on the front of the pocket, which begs the question of - where are the people who were wearing them? If it provides a datum, nobody seems to have much reaction to this jacket if you go about wearing it.
How do I actually get Modules?
Dungeon loot, for example. Perhaps you can also trade for them. Or, even, intimidate other Metallforme into giving them up, if you’re feeling piratical.
What's the Shimmering Sea, then?
It underpins quite a few other regions, which hover just above it. You will absolutely know it when you see it.
How about the Tree of Rain?
That grows way off to the north of here. You should visit, it’s great.
And the High Security Vault?
Well, self-explanatory, innit. That’s way off to the south.
How are you defining “North” and “South” here, huh?
Compasses work just fine here, it seems, despite it all. If magnetic north changes, the world must change with it.
Can you get more than one Metallforme?
Well, do you have more than one self?
Obviously, the answer to both is yes.
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I bet this is in the running for “most obvious inspiration for a post on Nothic’s Eye”, but if you can guess the third inspiration (I’m sure I’ve mentioned it before) that is neither the dream nor the obvious one, I’ll draw you something.
Here’s a hint: it ain’t Pokémon.
For some reason, a random thoughts is that of Medabots or possibly one of the megaman games maybe battlenetwork
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