Deluge Development Part 1

Greetings from the Internet’s secret back alley,

Earlier I promised to share some of the development I did for my Deluge campaign. So here’s a couple of things I’m using for my campaign.

I’ll be using Diaspora for characters and base system with a little bit of Star Blazers Adventures for survivor village statistics.

Diaspora is a hard science sort of game, so some of the skills don’t apply to a survival game. I removed the skills Energy Weapons, MicroG, Culture/Tech, and stripped the [space] trapping off Navigation, Gunnery, and Engineering. I added the skills Scuba and Ballistic Weapons (Bows, Crossbows, Slings).

This simple skill conversion covers all my requirements for the story I want to weave. The Profession skill acts as a catchall for player desires.

Character Generation Phases are an important part of Diaspora. They are no less so for my Deluge game.

Characters: 10 aspects, 3 stunts and everyone starts with 5 Fate points.

Phase 1: Growing up – You grew up in the hot wet ruins of Deluge. What did you learn?

Phase 2: Starting out – Village life. It takes a village to raise a child in the future. What was yours like? Choose a motivation as one of your two aspects.

Phase 3: Close encounter of the third kind – No one knows what they are. But, at some point everyone sees one. What did your glimpse teach you?

Phase 4: Disaster – It rains everyday. Some days are worse. What was your bad day?

Phase 5: Here and now – Why are you here? What are you doing? Choose a duty as one of your two aspects.

Note on the “Have a Thing” stunt: that advanced piece of equipment you wanted? It’s ancient tech from before the rain. That makes it T0 at the highest level (T-1 is normal for PCs, lower is always available). Usually these things are special versions of existing equipment. This stunt can now include modified ammo types or special loads because ammo is becoming increasingly scarce. When your special ammo is gone, though, it’s gone. Time to pick a new stunt.

Deluge has a sanity check; Diaspora doesn’t. But Fate has a way of simulating this.

Sanity composure hits: terrifying things such as:

  1. The first time you get hit in a fight
  2. The first time a bear talks to you
  3. The first and every time you see an angel

These all cause Composure damage. The first damage rule is from Diaspora and I won’t be changing that. The other two (and anything else your Gm (I) wants) will call for the player to make a flat 4df roll to resist, modified by your Resolve.

Here’s my table:

  1. Talking bear: Sanity check = +1
  2. Seeing a giant octopus or intelligent squid: Sanity check = +2
  3. Alien angel creature: Sanity check = +3

Example: Billy Bob has ducked into a dark cave to avoid a cannibal raiding party. He should have checked better before entering. A deep gruff voice growls, “Who goes there?” Billy turns to find himself looking down the gaping maw of a massive shotgun held one-handed by the paw of a 10-foot tall grizzly. The GM calls for a flat roll of 4df. Billy rolls a -1. His Resolve is +2 and because it is greater then the bear’s +1 rating, it adds an additional +1 to his roll, making it a +0. Billy is about to take a 1-point hit to his Composure when the GM offers him a Fate point saying, “This is a creepy cave.” If Billy accepts the Fate point, he takes a 3-point hit to Composure. He may need to buy off this damage with a Consequence such as “I wet mah pants, dang.” He can also deny the compel at the cost of a Fate point he may need later. He’ll still take the one Composure if he does, though.

Villages are going to have a stat block, but I haven’t finished thinking about it yet. I’m thinking that the random tables will be providing some of the aspects that villages will be using. Possibly more on this later.

Diaspora recommends the use of imagery as a tool for delivering story points, so here are mine. I chose three to start with.

  1. An ancient stadium half-flooded with black sea water and wrapped in jungle creepers. A crowd screams for blood as twelve convicts are led to two oar-driven whale boats and armed with wicked harpoons. A ripple in the black water betrays the presence of something huge, intelligent, and many-armed as it races towards the boats. Jetting around the various floating debris and artificial islands dotting the arena, it closes in on its meal.
  2. An insane bear named Charlie standing many times the height of the humans it guides. Its thick fur scarred in ritual patterns. Its voice wrinkled by time and alien knowledge. It rambles and stares at its surroundings, seeing nothing and yet something more. A failed experiment given new and terrible potential.
  3. In the heat of the jungle, bacteria and fungus grow in infinite number. The old ways are gone forever. Those who embraced the ancient before the fall carried the future in their dreams of steam and independence. A village viewed from above is lit in brilliant blue-white arc lights. Freshly hand-wound generators turned by methane made in industrial anaerobic digesters. Anachronism made modern by a new order of brass and cog.

Weapons and equipment:

Anything could be justified with a stunt.

The state of the art varies by village from late Stone Age (T-4) to later industrial (T-1). The players’ starting tech will be decided by their home village. The average is crossbow, iron spear or sword, and leather armor. The typical vehicle is a cart and ox affair. In more elaborately supplied areas, the occasional cart and elephant will be seen.

Description: The Sundown World

The sunset world has passed into darkness and storm. The fall did not come as anticipated. Another intelligence has chosen our world for its home. As H. G. Wells once wrote, “Yet across an immense ethereal gulf, minds that are to our minds as ours are to the beasts in the jungle, intellects vast, cool and unsympathetic, regarded this earth with envious eyes and slowly and surely drew their plans against us.” They came unbidden and unnoticed and in the blink of an eye, our world fell to eternal storm. The rain became our master. One hundred and fifty years later a new human stalks the jungles. A hardier breed resistant to disease and wound. Lean and hungry, these new children stalk the ruins of the old world, searching for their heritage and building their new world on the bones of the sunset world.

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