User:Paleomancer/Cosmythos
Contents
Cosmythos[edit]
An attempt to consolidate my incoherent ideas into a coherent gothic/cosmic horror and urban fantasy setting. Inspired by 19th and early 20th century horror/sci-fi/pulp fiction (Jule Verne, H.G. Wells, Mary Shelley, H.P. Lovecraft, Edgar Allen Poe) and modern gaslamp/urban fantasy/spy fiction (Girl Genius, The Laundry Files, the X-Files, the Dresden Files, Murdoch Mysteries).
Rule Sets[edit]
Going with the OGL SRD 3.5, because that is the framework with which I am most familiar and which has a lot of material available to it (including Pathfinder). I also will try to implement Epic 6 with some of the higher level materials to preserve the intrinsic hazards of horror and mystery.
Sanity/Taint[edit]
Need to rework Sanity and Taint; both are intriguing and genre appropriate mechanics, but making these work is the challenge. Making Sanity or Stress a measure of willpower, tying it both to spellcasting and emotional/mental resilience, seems the best path to go.
Character Creation[edit]
Ability Scores[edit]
For now, assume the standard "elite" array or 25 point buy (default D&D 3.5 rules). Such scores are not particularly "impressive," but that is kind of the point.
Hit points[edit]
Max hit points per level for players. It honestly doesn't add up to much anyway at low levels.
Races[edit]
The races permitted in game.
Human[edit]
Standard material plane species.
- Medium Humanoid.
- Base land speed 30 ft.
- Bonus feat at 1st level.
- +4 skill points at first level, +1 per level after.
Name[edit]
Blurb.
- Size Type.
- Base land speed N ft.
- Ability
- Ability
- Ability
Classes[edit]
One's vocation(s) in life. Cosmythos has an overlap between tribal/Iron age societies to near Victorian/Industrialized societies, and a lot of magic throughout. As such, some changes may be necessary...
SRD Classes[edit]
- Barbarian: Tribal warriors with Lantern ring emotional powers. Use magic even if they don't think they do.
- Bard: Intriguing, but culture specific...
- Cleric: No definite gods in this setting, but plenty of things that might be gods... revamped might make a good Cultist class.
- Druid: As with Cleric, but might make good cultists of the Heart of Darkness or the Mother of Monsters, as fleshshaping is part and parcel of said entity's domain.
- Fighter: Add more skills, expand to include both melee and ranged warriors, including soldiers.
- Monk: Interesting idea, but as with bard, possibly need changing.
- Paladin: Probably not appropriate as is, but could be tied to the Stars as a champion of sorts.
- Ranger: Expand to be more outdoorsy - hunters, explorers, etc.
- Rogue: General criminal/spy class. Shouldn't need too much modification.
- Sorcerer: Get rid of dragonblood, but see as wild magic? Maybe.
- Wizard: Add possibility of both mysticism and science, get Occultists and Metaphysicians. Core concept, if class needs work.
Tentative Framework[edit]
- Occultist: Intelligence-based study-caster - wizard.
- Thaumaturgist: Charisma-based faith-caster - cleric, druid.
- Mystic: Wisdom-based discipline caster - monk, paladin.
- Rogue: Split between spies and criminals.
- Fighter: Expanded skills and tactics?
- Tribal: Rangers and the like?
- Explorer: TBD.
- Name: TBD.
- Name: TBD.
Character Options[edit]
Feats and skills.
Gear and Equipment[edit]
Tools, implements, and gadgets.
Magic[edit]
What goes "ZAP!" in the night.
Magic is a crucial aspect of Cosmythos: a powerful and useful tool, but one that carries risk and requires personal sacrifice.
- Essentially arcane magic only, but divine spells incorporated into this.
- Base mechanics: Either spell points (simplified Psionics) or a small set of maximized spell slots (5e warlock).
- At will cantrips (a la 5e casters).
- Rituals... which even non-casters can use.
- Each mental ability score tied to a kind or practice of magic. Intelligence and Occultism/Metaphysics, Wisdom and psychic(?), Charisma and Thaumaturgy/Pact magic.
- Magic cost/associated with Stress.
World Reference[edit]
History[edit]
Cultures[edit]
Geography[edit]
Cosmology[edit]
Organizations and Key NPCs[edit]
Bestiary[edit]
Gameplay[edit]
About[edit]
Running a Campaign[edit]
Adventures and Mysteries[edit]
Mechanics[edit]
Some form of Epic 6-10 will be the basic rule form, barring any possible modifications. Player characters can begin as 1st level neophytes, or as more experienced, higher level characters.
Abilities[edit]
E6 point buy, possibly? Or use the 25 point buy "elite" array: 15, 14, 13, 12, 10, 8. No one score can be raised higher than 20 + racial ability modifier for mortal characters (players and most NPCs). Ideally, abilities will be important, but not vital.
Hit Points[edit]
Need to strike a balance between characters who drop dead in a blow and those who can withstand meteor strikes. Possiblities
- D6/D8/D10 at first level + Constitution score, then add +3/+5/+7 hit points only at every level after?
Permitted Classes[edit]
As yet, I don’t know what would be the best classes. Not all classes are thematically appropriate, and most are somewhat lacking in useful features early on (fighter/rogue/monk/barbarian/paladin/ranger, I’m looking at you). May modify 5e classes for 3.5e play.
Traditional Classes
- Barbarian: Doesn't quite fit into the setting as is. Variant would be spirit channeller, therianthrope, or alchemical warrior.
- Bard: Lore really doesn't fit into the setting.
- Cleric:
- Druid:
- Fighter:
- Monk:
- Paladin:
- Ranger:
- Rogue:
- Sorcerer:
- Wizard:
- Psion:
- Psychic Warrior:
- Soulknife:
- Wilder:
Darkest Dungeon Classes (Inspiration fo tweaking roles only; copyright remains with normal people):
- Abomination: Essentially an alchemical werebeast. See Barbarian.
- Antiquarian: Treasure finder - could be role within a scholarly class.
- Arbalest: Hand heavy crossbow. Fighters?
- Bounty Hunter: Updated Ranger variant, possibly.
- Crusader: Paladin variant?
- Flagellent: Interesting idea. Dated and dark, to be sure.
- Grave Robber: Rogue variant.
- Hellion: Barbarian variant.
- Highwayman:
- Hound Master:
- Jester:
- Leper:
- Man-at-Arms:
- Musketeer:
- Occultist:
- Plague Doctor:
- Shieldbreaker:
- Vestal:
Masque of the Red Death
- Adept:
- Athlete:
- Charlatan:
- Cowboy:
- Criminal:
- Dandy:
- Diletante:
- Detective:
- Explorer:
More solid ideas here:
- Occultist/Scholar: Wizard-analogue. Class features include rituals and limited invocations, maybe even 5e cantrips, possibly limited by stress/exhaustion.
- Cultist: Cleric/druid analogue. Similar casting, but limited to the domains of their patron. Possibly unplayable?
- Investigator: TBD.
Magic[edit]
Supernatural or esoteric power is intrinsic to D&D, gothic and cosmic horror, and fantasy in general. Here, strike a balance between overly powerful magic-users and hindered magic users. Additionally, all players technically use (amd can use) some form of “magic,” be it invocations, manifestations, summoning, gadgets, ritual, meditation, or emotion. There are no distinctions between arcane, divine, and psychic power - all come from similar sources. Likewise, even martial characters wield a form of eldritch power; cold steel and gunpowder are ineffectual against horrors of the darkness and the abyss. Magic is not “cheating” as some settings would have it; it is a tool by which mortals can withstand or defy that which is otherwise overwhelming and unstoppable.
Races[edit]
Playable species, which are also the majority of NPC characters that are not also cosmic or gothic horrors, or simple beasts. Encourage diversity of cultures and forms to avoid "Planet of Hats" situations as best as possible. NO inherently good/evil races. Some variant of the simplified races might be effective.
Common Races[edit]
- Human: Obligatory default choice. Possible focus on actual human strengths: Endurance? No elite form for maturity, due to status as bio-artificed servitors.
- Ghoul: Vaguely humanoid scavengers with an esoteric life cycle and a propensity for changeling-style substitutions with certain peoples. Mature form resembles massive Dali-esque eye thing.
- Deep One: Ancient aquatic people, fish-frog people of various forms, who rule most of the oceans. Master bio-artificers who occasionally send modified agents to observe humans. Mature forms resemble Harryhousen Kraken.
- Mole Person: Vaguely mole-like humanoids created by a long-dead civilization, possibly of human stock, and really hate enslavement. Burrowers.
- Rat: Rat sophants, have it about as well as humans do. Ruled by the sorcerous collectives known as Rat Kings. Tiny or small size?
- Whale/Cachalot: Not playable, but some whales are sapient. Many humans hunt these whales without realizing this, and these whales, being more like cachalots/orcas, also prey on humans without realizing they are sapient.
- Ophidian: Snake creatures with three heads. Culture tends to be scholarly and indigenous to the dreamlands. Eventually become hydras either through age or study. Followers of the Serpent GOO of knowledge, magic, and technology. Even their blue collar equivalent tend to be educated and cultured. Very dangerous, but uncommon and despise Luddite sentiments with a passion. Prone to collective mentality (with a lot of debate) and rules-lawyering (snakes as lawyers XD Never heard that before). Approximate elf-equivalent, though more indifferent than arrogant.
- Cthonnian: Burrowing worm-squid things, comparable to Mongolian Deathworms. Younger specimens are human sized. Adults outsize tankers. Infamous for city-sinking exploits. Live in magma. Warlike and expansionist.
- Ichorite: Tentacle creatures in roughly (gingerbread) humanoid shape. Player-appropriate starspawn.
- Puppeteer: Collective term for a several unrelated parasites, anyone of which may or may not be suitable. The Nudibranch type are dreamlands visitors who possess mortal hosts for shelter and experiences, and may or may not be reasonable about it. The Mi-Go type are immature Mi-Go spores that infect mortal brains, and can swiftly mature to form adult Mi-Go, consuming the host. The Polyp form is a sophant cancer similar to the Mi-Go, only it tears its way out. The Hellwasps are a collective hive that infiltrates and possesses a host's body, turning it into a living hive. The last are the Great Race, a partially aetheric species of great age that possess mortal hosts to study and learn about the period, usually leaving their hosts (physically) unharmed, if unnerved.
- Selenite: Indigenous moon people, both insectoid and reptilian. Resilient, and prone to distrust outsiders. Actually from a neighboring planet, but survived on the world's moon when their own incursion happened. Elements of Mi-Go plus Moon People from Melies film.
- First Ones: Ancient beings that forged a civilization on the world. Bioartificers without peer, but unfortunately the Faceless Messenger made their creations destroy them. Master scientists, scholars, and inventors, inspired by the Elder Things.
- Doppelganger: Shapeshifters from the dreamlands, born of mortal trauma in conjunction with the Dreanlands. Have initial affinity to specific mortal, and can either choose to mimic them, replace them, destroy them, or choose own separate path away from them.
- Homunculus: Frankenstein's monster. Generally intelligent and cultured, as in the original novel. Not prone to evil, but face considerable prejudice. As an artificial people, have no innate culture of their own as yet.
- Nightgaunt: Strange, shadowy gargoyle-like beings with no face. Somewhat unfriendly to other peoples.
- Alp: Apparently "elf" is related to an old german/english word meaning nightmare. Appropriate, the Alp are what would happen if Primates used mind control instead of negotiation to form social groups. By human standards, an Alp is a sociopath.
Classes[edit]
The desired standard of difficulty is Rogue, so modify casters and bolster fighters?
Setting is quasi-victorian/medieval/post-apocalyptic. Classes should reflect this. Division between classes of free peoples versus those in thrall to various great Powers.
Fighter class: Soldiers, Gladiators, Paramilitary, Slayer, Thug, etc. Rogue class: Drifter, Spy, Performer, Conman, etc. Monk class: Might fold into Fighter class or make prestige class. Investigator: Might be Rogue variant? Adept/Cultist: Basic magic user (adjusted to high difficulty; reduced spell access and frequency, more skills). Divisions based on traditions: Intelligence (Occultism), Wisdom (Animism), Charisma (Deism).
- See Ghostwheel's Thaumaturge for ideas and implementation. Might define separate cultist class (i.e. Arcane is mortal will, so weak but subject only to own ethics and limitations; divine is patron gift, so subject to faith, obedience, and patron's agenda - I like the idea of reversing the usual divine magic is "better" theme in D&D).
Variant class: Deviser/Gadgeteer/Etc. Mad scientist and scholar into lost or experimental technology, i.e. ancient sorcery.
Scholar/Cultist[edit]
Wizard/Sorcerer/Warlock-like spellcaster, based on 5e Warlock. Practices Occultism (Intelligence), Psionics (Wisdom), or Theurgy (Charisma). Possibly split into three classes? Occultist is the classic wizard-like scholar meddling in matters best left alone (familiar, tome, rituals, cantrips, invocations, discoveries, Mystic Arcanum). Psychic is the classic seeking inner strength best left alone (). Theurgist is the classic priest/cultist worshipping and calling up things best left alone.
- Spellcasting: Limited number of spell slots, all of the same level.
- Cantrips: 5e style at-will cantrips, mostly utility, some combat, including basic combat cantrip Eldritch/Psychic Blast or similar. I like these, but perhaps too much power for characters?
- Secrets: Warlock "Invocations" modified from 5e?
- Tome: Eldritch text used for study and rituals.
- Familiar: Personal companion and ally.
- Blade: Bound weapon used to further magic?
- Rituals: Ability to perform certain functions, but takes time and sometimes resources. Also usable by other classes, though Scholars tend to be best.
- Mystic Arcanum (Capstone): Powerful ability usable 1/day. certain 4th level spells?
Soldier[edit]
Standard fighter class.
- Choose specialization: Gladiator, Gunslinger, Weaponmaster, Archer
Options[edit]
Reduced or simplified spell lists, reduced emphasis on magical items, means to defeat opponents through strategy and planning over rough combat.
Monsters often too hard to defeat directly, need research, strategy, and planning to win. Don't want Elder Gods rising, automatic loss.
Examine feats, prestige classes, etc.
Look to Tome of Prowess for skill ideas. Even if go back to normal skills, some modification is necessary.
Equipment[edit]
Consolidate similar weapons and armors; add more later weapons. Reduced access to potent magical items, more complicated creation process (quest line), and focus on properties rather than modifiers (flaming vs. +1 swords). Rules for minor charms and other folklore-type trinkets.
Examples
- 1) Firearms: Primitive to less primitive. Standard item for soldiers, though more like handheld artillery.
- 2) Icon/Staff: Cultist Focus for wielding powers.
- 3) Tome/Scroll: Adept device used to store exercises and rituals, helping to prepare spells. Scrolls might grant a bonus/be required for certain spells as focus.
- 4) Alchemy: Ancient alchemy + modern chemistry.
- 5) Devices: Arcane and occult science. Often comparatively potent.
- 6) Quest Items: Think the Sun Sword used to fight Count von Strahd in Ravenloft or the Mad Science equivalent of a nuclear weapon. Might have to craft it, find it, or destroy it. Creation is difficult or impossible for the characters, but not perhaps for mighty empires.
World/History[edit]
Very Earth-like world, default name of Iota. Inhabited by a handful of intelligent species, and constantly visited by a slightly larger number of nearby neighbors.
Geopolitics ranges from isolated tribal societies, to pastoral kingdoms and rising magitek industrial powerhouses. Magic is known and potent, but taps into the dangerous realm of the Dreamlands.
Key cities include analogues to R'lyeh, Atlantis, Carcosa, Kadeth... As well as more mundane human metropolises.
Limited planar access, mostly the Dreamlands and Mirrored Realms.
Mists, clouds, and other atmospheric phenomena often conceal horrors. The Sun and the Stars provides some protection, but not in the mists, nor underground or in the ocean's depths.
Deities: The King in Yellow, the Faceless Herald, the Gatekeeper, the Devouring Night/Winter, the Heart of Darkness, the Worms of Conquest, the Triumvirate of Worms, The Pallid Mask, The Ebon Mask, The Crimson Mask.
Creatures: Wendigo, Fungi from Yuggoth (parasite/manifest), Great Race of Yith, Cthonnians, Deep Ones, Humans, Ghouls, Nightgaunts.
Cosmology[edit]
Cosmic Powers[edit]
Various powerful beings play games with the lives of mortals. None have a true character alignment, being unspeakable and unknowable horrors that warp space and time to their ends.
- The King in Yellow: A patron of despair, decline, and decadence, but also creativity, compassion, and curiosity. It rules over the perpetually lost city of Carcosa, a gateway into the known afterlife, which it also rules, to which all mortals travel after death.
- The Starry Messenger: A dread trickster, fully versed in mortal virtues and foibles, and also quite possibly the cruelest being in the entire cosmos. Known for its Esca Stones, glowing crystals that lure mortals into sadistic sport.
- The Heart of Darkness: A dread being contained at the core of the world, believed to be the progenitor of monsters and mortals alike. All life stems from its blood, and will, according to myth, one day be returned to it. Similar beings are believed to dwell within other life-bearing worlds.
- The Fateweaver: Mysterious entities that order and manipulate the cosmos according to some grand design.
- The Howling Maw: A terrible extradimensional predator that feeds on the very essence of time and space, eventually bring an end to whatever world it invades. Contained for now, it sends aspects of itself (the Wendigo-like Husks) to establish footholds for future feedings. Brilliant in spite of its deranged predatory mindset.
Gothic Powers[edit]
- The Worms of Conquest: Ogdru Jahad-like worm/wyrm beasts, and the nearest equivalent to dragons possessed by this world.
- Echidna: The Mother of Monsters, a result of First One experimentation that wiped out their civilization. Feared by its victims and children alike, and corrupted by the Heart of Darkness.
- "The Red Death": An insidious escapee from the Fateweavers, who seeks to conceal itself from their everpresent judgment. To this end, it has corrupted every civilization it encountered, seeking to hide within the darkness of mortal evil.
Monsters[edit]
Normal animals (vermin become animals), aberrations (native servants or extraterrestial beings), outsiders (extradimensional beings), humanoids (basically animals with sapiance), some magical beasts, constructs (includes robots and golems), undead, plants
Probably not monstrous humanoids, dragons, giants, fey.
Flying Polyp/Teratomid: Per the laundry files, a living cancerous cnidarian infection. In sufficient numbers, is deadly even to advanced beings. Can use the Aetheric Currents to travel between worlds.
Wendigo: Bloodthirsty ice spirits in thrall to the Devouring Winter. Alternate between friendly and psychotic. Wendigo possess sufficiently starved mortals, and take over if the mortal commits cannibalism and has a cultural taboo against such an act. In this way, they are never truly killed.
Migothian Fungi/Myco: Powerful species of superintelligent fungi people. They exist in several forms, including as semi-parasitic/semi-symbiotic hyphae growing within the nervous system of animals (including humans), as vaguely humanoid beings seemingly covered in fur, and as alien space-lobster/bee things with glowing heads and multiple wings. The Myco rule over many worlds, and are interested in the world for its significance to the GOO. They are among the few beings who actually have a decent ratio of wins:losses against the GOO, but are definitely not friends of mortals, who they see as test subjects, pets, and potential hosts.
Ghoul: Mysterious beings that feed on carrion and rot, but pay heed the great creator entity, the Nuclear Chaos and Butterfly of Change. Elder ghouls resemble city-sized floating head eyes as from Dali's work the persistence of memory, and sing their eldritch song for all eternity. They often replace mortal children with their own offspring, raising the taken child to act as their representative while their own child gains experience in the ways of mortals.
Ophidian: Dreamlands serpent creatures, resemble a snake with three heads, whose prehensile bodies and mouths are used in lieu of hands. Gifted psychically, and may eventually grow new heads, becoming a mighty Hydra in time.
Travelers: Fill in name for time-traveling archivists and scientists from an ancient mortal civilization. The Travelers may journey across time and space, temporarily or permanently replacing the minds of others to sate their curiosity. Not good or evil, they regard most races as real humans often regard insects: interesting, amusing, and sometimes scary little beasts, but not something one needs to accommodate in all but a general sense. Generally take a dim view to those who would needlessly slaughter mortals for sport or entertainment. Are terrified of the Flying Polyps, who destroyed their original homeworld.