<details>
<summary>reality anad eldritch elements ss13 properties and anomaly components</summary>
* black shimmer - tearing, shifting, hardened, corrosive, devouring
* white fog - shifting, fading, phasing, soft, decaying
* red flicker - faded, ethereal, psychologically damaging, infectious, mind altering
* blue sinking - heavy, sinking, weakening, phasing, melding, merging
* green growth - all affecting, growing, unstable, vitality, life death cancer growths, cure dissease,
* cyan fractalization - rupturing, fragmenting, crystalizing, copying, replicating, shattering
* yellow tremor - shifting, oscillating, dissruptive
* magenta delamination - sharp, stinging, delaminating, needlely, change
**reality and eldritch foundation**
* flux - alcaline, fortifying, sturdying, improving, exausting, slowing processes down
* voidflux - corrosive, weakening, immortality, anomalous, energetic, infusing, parasitic
</details>
shame
sin-society-virtue > inversion-inverse_sin
lust-shame-love >
gluttony-guilt-fuffliment >
greed-anxiety-asspiration >
sloth-guilt-calm >
wrath-fear-stability >
envy-envy-ambition >
pride-pride-worth >
<details>
</details>
# planescape events
## random events
### hive ward
#### crackdown incident - heads
a criminal wave incited by the revs in the market ward resulted in crackdowns from the guard and fated as they investigate and raid *chaos* and other suspected indviduals dont get swept up. the investigation and crackdown will eventually die down as they loose the lead
### lower ward
### cleric ward
#### crackdown incident - tails
revs are engaging in organized criminal activity across the region raiding and mass stealing at night intitialy. mainly targeting the fated. however chaosers have joined in for unkown reasons inciting chaos in areas around the revs's activites that sweep up anyone who gets intersected
### market ward
### guildhall
### lady's ward
### quests related random events
*will trigger randomly tied to the quests... may lead the player to a quest just cause nonsence or make player think... o shit this was going on even before i came to it as a quest*
please read alongside or after its tied quest otherwise nothing will make sense
#### revs - crackdown incident
if the player gets to interact with them and has some positive rep they may get to join in on the organized raids of cleric ward. inciting a minor side event of particapating in a nightly stealth raid of fated teritory for profit and revs rep
#### fated/guards - crackdown incident
if the player knows that it is the revs behind the crackdowns and not the chaos then they can put up this information for a bounty and rep... bonus points if they point out at least one of the hideouts responsible for planning this
#### changeling - encounter timeframe 1-2 (+3 if special conditions are met)
the odds are boosted by former player actions. mainly previous encounters reported or greatly by directly thwarted kidnapings making the changeling more desperate. the odds are boosted if the player directly investigates the dissapearnces
* the player has miniscule chance of encountering the changeling in the act of kidnaping within ward district
* the player has tiny chance to encounter a body if they report it they get some gold and increase the "heat" the ling is under.
* the player has miniscule chance of encountering a live kidnaping if the citizen survives/good observation is made. the clue that the person kidnaping the citizen is a former victum potentially linked to a former corpse if one was also encountered. at timeframe 3 the kidnapings are more divserse. with the ling attempting to lure their target to a remote location. in this state the ling will always have the same form of a former victum. at any timeframe chasing the ling will result in a chase however that is a trap. to lure the player into remote areas and seperate them from any other people that may be present. then the ling will attack them. however if the player is not alone the ling wont attack but meerly loose them at time 1-2 the ling cannot be cornered for it will shapeshift often and be lost very easily. at timeframe 3 the ling will if unable to seperate the player. eventually lead them to its hideout
#### the changeling - revs encounter
if the player is in good ties with the revs around changeling timeframe 3 they may ask the player alongside a team to check out a revs hideout that has gone quiet. the player may scout alone ahead or join with the main group either way they will encounter the changeling.
without the player the squad will be wiped. with the player... that depends on their ability to sus things out. reagrdless of anything if anyone escapes the ling will relocate to a worse hiding spot and may be caught by the guard. especially if reported as it retains a singular form in timeframe 3
#### food shelter -
the player may randomly encounter a food shelter when in the hive district.
it is full with the hungry and meek. providing free food. they seem to quite the ample supply
the player could get some free supplies from it
##### if the player is investigating the food shelter quest they have higher odds of locating it
##### if the player has compleated the food shelter quest and reported the thief. the food shelter will be raided and wont offer food anymore
#### rouge gods
* the lost -
* timeframe 1 - the lost looks disheveled and injured and sticks out greatly amongst the crowd outside of the hive district
* initial encounter option 1 - markets
* the player while exporing the markets may encounter the starnge looking person looking for supplies and medicine. the lost will beg the player for money or medicine to tend themselves
* initial encounter option 2 - guardsmen house
* if the player for any reason gets themselves in a "guardsmen" station be it crime quests or reporting crime may encounter the lost. seeking asylum from starnge people hunting them however the guards send them off unintersted.
* random encounter option + initial encounter 3 - hunted
* the player may encounter the lost within any district outside of the hive district being chased by cultists. if left alone they'll escape if barely
* random encounters
* the player may rarely find the lost scamming a person despretaely needing money
* the player may rarely encounter the lost engaging in trades in the market district. they may trade with the player for all sorts of junk
(the player is being nat 20 charismad) with seemingly exotic goods and great deals. in truth they are nothing special
* timeframe 2 - the lost looks better their wounds tended but they look more desperate
* random encounters - alongside all encounters from the first timeframe
* the lost can very rarely be found stealing near the player. altough their slight of hand is avarge their perception and charisma helps them steal well
* extremely rare encounter where the lost tries to steal from the player. if the fail a perception check a higher value item simply dissapears. if they succesed they'll notice the lost near them but fail to notice they are being robbed unless a nat 20 is hit
* rare encounter. if the player sucseeds a perception check they may notice the lost. and the notice strange people are trying to encircle them... they may alert aid or ignore the lost will escape in any case
* rare event where the lost is lost and seeks directions to a nearby guards outpost
* final event - this is the last interaction the player may get with the lost prior to them entering bad timeframe (will not trigger if the player has interacted with the lost and has agreed to aid in finding a safehouse unless a lot of time has passed and they were unable to)
* the lost will be found at a guard facility discussing joining them. this time they are able to trick them into leting the lost in. (lost quest enters bad timeframe)
## quests and factions
### the changeling
timeframes - some quests are timed and develop overtime even if ignored by the player. the timeframes vary and its up to the DM to choose when to up the timeframe. timeframes describe the initial state of quests prior or at the begining states of player interactions
?quest? - deisgnation for a spitball quest. i could use ideas and input for those
* DM biography
a elusive and powerfull entity from the flesh realm has managed to breach within the city. it stowed away within a traveler from the flesh realm. and fled loose within the streets... the changeling is a shapeshifter capable of assuming the identity of any entity of roughly its biomass. it is a dangerous and very powerfull combatant capable of rapidly manifesting flesh weaponery and tendrils. avoid direct engagment it is also quite elusive and slippery. its true goal is to embed itself into high ranking position and procreate. its true form is quite powerfull and viceral
* timeframe 1
mysterious dissaperances have begun occuring within the ward district. more mysterious than usual. as dissapearance victums have been occasionaly spotted after their dissaperance yet they evade interaction with citizens or guards that recognize them. few bodies have been found
* player interaction
* the player may aid in the investigation by finding random events. if they actively seek them the odds will be boosted. this will generally put heat on the changeling and lower its fatality rate. this will weaken it in timeframe 2
* if the player somehow defeated/aided in defeating the changeling (very hard) the player would get the bragging rights for defeating an elusive foe early on... some factions may respect that
* timeframe 2
the mysterious dissaperances within ward district have ceased however overtime dissaperances within the cleric ward have begun. this time the guards are taking a more intense investigation
* player interaction
* if the player has been aiding in investigation in timeframe 1 the changeling will be more sloppy due to increased desperation this will increase odds encountering random ling events. somewhat proportional to the player's investigation effectiveness.
* the player may start/continue their investigation by actively seeking random events. boosting the odds of finding them.
if they were really good at both investigations and really put pressure the ling may be found by the guard in the act. the player's aid would be recognized and rewarded with gold and rep for all non chaotic factions
* timeframe 3
all mysterious dissaperances have ceased a total of 11 cleric ward citizens have dissapeared. the guard lack leads and are searching blindly
* player interaction
if the player and the guard put enough pressure on the ling in frame 1 and they will still have more random events to keep pressuring it. this time in the events the ling will maintain a singular form allowing tracking. the form will be of a previous victum. the leads here are as follows... all dissaperances and attempted kidnapings... the ling tried to lure/kidnap towards a rebel safehouse... an empty one that is. quite hidden and obscured. where it nests. if its located the ling will be there with the remaining missing citizens.
* endframe
if the ling is not killed in any previous timeframe and the player fails to locate its hideout
the ling will dissapear. and become a NPC in the fated harboring its mystery.
also there will now be rumors of parasitic larve lurking about in hive and cleric wards
### rouge gods -
* the lost one
* DM biography a lost soul wanders the city alongside the player. hunted by a large cabal of cultists following a foreign god. the indvidiual hunted is meek and unable to deffend themselves yet wield inhuman briliance and a crippling dissease. the lost one may be encountered in several ways several times mostly in need. if the player aids them then the quest to aid this person begins
* description. the lost one a white haired foreigner with a starnge disseasee of the skin peeling off and tearing in places exposing flesh and bleeding... later found coated in bandages. despite their feebleness they have unusually high amount of health and unaturall regenrative capabilities allowing them to live on and fully recover the injuries despite the disease.
(the dissease is not infectious at its congenital).
their most notable property is their inhuman perception and intelect. only with it were they able to survive this long being hunted. (they basically have maxxed out charisma inteligence and perception. and then some and can easily engage in subtrufuge and make people do what they want offscreen.)
*the lost's only goal is to be safe from the around 60 cultists prowling the city for them. the lost know they cant just run off into a portal and leave them behind... they managed to follow them all the way to here... they can surely follow them elsewhere to*
* base timeframe 1 -
several random events may allow the player to encounter the lost one. some more dire than other but in all they'll need aid. if the player aids them the lost one will express their gratitude but wont have anything to offer the player. they'll state that they need shelter as they are being hunted by foreigners.
* goal - the player has to eventually by gaining enough rep with any faction OR if they clear the changeling's hideout tell the lost to reside in a safehouse. either of a faction they requested. if sucsessfull enter the housed timeframe
* wrong goal - if the player tries to deliver the lost to any place that wont provide adequite security such as generic hotels. they will advance to base timeframe 2
* ignored - if the player ignores the lost or is to slow to aid them they will move to base timeframe 2. they may gain extra time if they aid the lost in random encounters.
* base timeframe 2 -
the lost was unable to be given shelter and will continue to evade the cultists. the random encounter events will become more dire. the goal remains the same
* the lost will refuse to take refuge in unsecure shelter locations knowing they;ll be found and hunted
* ignored 2 - if the player still fails to locate a safehouse for the lost enter rough timeframe
* housed timeframe - the player was able to locate a safehouse for the lost. the bad isnt over but now the lost can provide some value in turn. safe from imediate danger the lost can go out from time to time.
* the lost will now offer to aid the player in turn for the player's help. the lost can do one of the following at a time
* aquire value - using their smarts they can think of ways to make some credits. when the player visits the lost they'll have a bit of money. altough the lost will keep some for themselves
* seek intel - the lost will get people talking. anything the player seeks in form of intel... the deeper the intel the longer it will take (aka DM hint tokens)
* offer guidance - the lost can ponder the player's issues comming up with solutions (aka. more DM hint tokens AND diceroll advantages in specific cases in the fields of wisdom charisma and intelligence)
* there may still be random events that threaten the lost
* the lost may occasionaly request medicine if their condition flares up. if not given they;ll be unavilabe for some time
* bad timeframe - the lost on their own altough barely were able to locate their own were able to weezle their way into the guards faction teritory into relative safety. triggers a special encounter that follows a special event. if the player declines they will try to kill them to keep the secret. if the player escapes they can alert the base in question. for a small reward (weather they aid themselves is up to them)
* evil offer special encounter - IF (the player mostly ignored the lost prior this event OR have proven themselves to be violent/greedy/psychotic) the cultists will intercept the player despite wharever they are doing and offer great sum for them to join a raid on a guardsmen facility. the player is not the only city resident who is joining on this operation. the goal is simple KILL THE LOST. if the player accepts the raid event will execute as the player being a particapant. upon completion they will get a lot of gold but nothing else. if they decline the cultists will try to kill them
* guardsmen raid - a violent event where the cult of aproximately 50 members give or take some casualties since the start of the campaign + 12 or so random adventurers who were hired in.
* if the player fails to interact in any way the cult will sucseed by default. there will be news of a terror group raiding and slathering a guardsmen outpost for seemingly no reason. (the lost will die)
* if the player alerts the guard the guard will still be slautered but the lost will escape
(if the player hasnt aided the lost much prior to this event the lost will flee the city. otherwise they will once again seek the player's aid if the player accepts timeframe 1 is repeated until a safehouse is located but with far lower cult interactions otherwise the lost will flee the city)
* evil route - if the player kills the lost the cult will give them a large sum of gold and insist on aquiring the corpse. if the corpse is not retrived the lost will come back to life and flee the city. and the cult wont pay the player.
* ghost
reveal magic will allow you to sense they are nearby
while true sight will let you see them from any distance...
* DM bio - a person with no memory name or identity. seeking who they are
* description - the ghost wields the following properties
* the ghost can. as long as not directly observed by any sentient being. instantly teleport to any location they have a memory of. this means that the ghost can easily evade people by just moving between blindspots. trying to catch the ghost requires high agility checks to see if you can round the corner or turn around faster than the ghost can teleport away. you could however also try and sneak up on the ghost
* the ghost CAN sense when they are being observed perhaps they can feel when they cant teleport freely trough ~~anomalous~~ magical means. altough they cannot tell who or from where
* the ghost cannot be seen beyond 7 meters. within 3 meters it can hide abnormaly well from the focus of attention. easily blending with crowds and being inconspicuous in general
* the ghost cannot be remembered directly. while percieving them is not interfered in any way one's memory of the ghost's appearance decays rapidly (in terms of player description. you just describe that the entity infront of them has many characteristics. but the second they look away they forget said characteristics) in story terms this allows the ghost to very easily evade the law or any consequences for that matter.
* there are only 2 things that can be remembered when peering at the ghost... the ghost's voice is remembered so the player can recognize them when they talk to them even if they dont see them...
and a vauge sensation of black and gold
### the athar (defiers/lost) - - -atheists - - -
* rescue the lost cleric
* DM biography
a member "spy" of the athar got caught while collecting blackmail from the believers of the source. they are willing for any independant to try and break them out from the prison. most certainly a hard quest. the player is on their own here
*this quest can be aquired easily by asking around in the atheists bases. and or overearing them talking about it.*
*open ended sandbox quest... prison escapes cant be easy im sure of that*
?not sure what details to add to it?
### believers of the source (godsmen) - - - buddists - - -
* collecting whitemail
* DM biography
This is B variation of rescue the lost cleric. meaning the two are tied togeter.
when interacting with the buddists the player may overhear about the topic or even enquire about it if they already know from the atheists.
the buddists will lament that they would wish to know WHAT the spy where and whom they learned it from and if they were able to pass on the intel. but they dont have anyone capable of making him talk and the mercykillers arent interested in assisting.
this quest rquires relatively good relations to take the quest normaly. and solid charisma skills to prove they can make the prisoner talk.
if taken the player will be given the access to easily enter the prison and make the prisoner talk. from here if they make them talk by any means they can report the buddists to compleate the quest... they may also try and break the prisoner to compleate the atheist quest. this will obviously result in loss of rep for the buddists and mercykillers without god tiers of gaslighting charisma and deception
### the bleak cabal (bleakers/madmen) - - - nihils - - -
### the doomguard (sinkers) - - - chaos guards - - -
### dustmen (dusties/the dead) - - - stoic mortuary - - -
* ?perhaps a dissease outbreak terror plot themed around the dead in the mortuary?
### fated (takers/the heartless) - - - rimworlders - - -
* ?tax collector? - does the player pay taxes. their random ass appearance would be quite odd perhaps if the guard get em to get an ID they'll have to pay taxes now
### fraternity of order (guvners) - - - natural law - - -
### free league (indeps) - - - anarchists - - -
inciting chaos in the market ward. were able to pin it on *chaos* resulting in a crackdown in the hiveward. to be fair for reasons unkowable chaos kinda joined in
### the harmonium (hardheads) - - - guard/1984 - - -
#### aiding the changeling investigation
if the player proves themselves capable investigating the changeling they may join with guard in the later timeframes. of that quest
### mercykillers (the red death) - - - killers - - -
* food shelter
* DM bio
the killers have an open request to independants to aid in the hunt of a unkown thief(hive resident) from the market ward. locate and bring in the individual/s
(spoiler answer - a hive ward citizen stole large volumes of food from the market district masterfully with hardly any trace to donate to a hive food shelter.)
the player may stumble upon this quest as a bountyboard request or if they ask around
* part 1 -
the player will be given a basic report containg everything known about the incident. it is not much both the guards and the killers were unable to catch on any leads.
"incident report form a local guardsman tasked with the case - over the course of several days market stalls shops and stores were systematically stolen from without a trace or any signs. the only goods stolen were various food items totaling roughly 12000 gold. no witnesses have come foward and no reports of sightings of a perpetrator were reported"
the player will have to perform a leap in logic and seek for a food shelter in the hive district. they had a random chance to encounter it even outside the quest for free food. but are nearly guaranteed to encounter it after the quest is on.
the player may notice that the food served fits the description of the stolen
* part 2
there are no other leads the thief was capable of masterfully covering their tracks.
the only proper course of action is for the player by 1 way or another. be it charismatic questioning threats or just sneaking in the back to check for notes or receipts to find who delivered the stolen goods...
if they sucseed in any of that they'll get a name. but nothing more. alone a name is not good enough to report for quest completion. in the endless sea of names in hive ward
* part 3
the player has to seek out the identity behind the name by questioning. idealy taverns and pubs. and via one way or another extract intel of the location of this person
* part 4
the player if sucsessfull will have the location of the thief's shack and may report them or bring them themselves. the thief will be arrested and executed and the food shelter will be raided by the mercykillers to retrieve what's left of the stolen goods... the hiveward will go hungry tonight... (quest compleate. gold and mercykiller rep)
the if the player seeks to confront the thief they will attempt to reason with the player. begging and the sorts to not be reported. stating that the hive ward is stricken with hunger not helped by the recent crackdowns. the man. a master thief wont have anything to pay the player to let them go but will offer to steal for the player either a fixed sum OR a specific item the player may desire... or a favor to aid in a future quest that may require subterfuge
(quest ended. favor gained)
### revolutionary league (anarchists) - - - revs - - -
#### assasination request - the archivist
### sign of one (signers) - - - imaginationers - - -
### society of sensation (sensates) - - - art deco - - -
### transcendent order (ciphers) - - - hivemind - - -
### xaositects (chaosmen) - - - chaos - - -
doing chaotic things god knows what they are up to... do they know?