groves of terrestrial tube-worms which filter out the dust and chemical contaminants of the air.
2
spiny, neutrally-buoyant cacti floating in an elastic
web of vines under tension - slamming into creatures who blunder into
that web incautiously.
3
scraggly fruit-trees with roots and boughs that grow
intertwined with each other and with the walls and roof of their home -
their fruits thin and black and seedy.
4
tremendous tubers that glow with a slimy coating of bioluminescent, symbiotic bacteria, their leaves broad and white and shiny.
5
a plethora of predatory plants - pitchers and flytraps and so on.
6
great warty red gourds with translucent flesh that flash in pin-points irregularly with absorbed neutrinos.
D6
This dungeon garden is tended
1
to by a crew of goblins whose botanical knowledge is inversely proportional to their enthusiasm about gardening.
2
by an affable old otyugh who fertilizes it with collected waste.
3
by an albino dryad with gouged-out eyes, hair thin like fungal hyphae.
4
by a retired adventurer, still wise to the dungeon-ways - they will defend this sanctuary to the death.
5
by a silent, faceless golem molded from blue-grey clay - a sword impaled transversely through its head.
6
by a clutch of chattering skeletons who strip the flesh
from intruders to feed their plants, then animate the bare bones to
join their number.
D6
This dungeon garden is designed
1
in concentric circles, the inner circles lower & more lush and elaborate.
2
to be the pleasure-retreat of some under-noble - at its center is that under-noble's cozy yet richly-appointed cottage.
3
to lay along the serpentine path of an artificial stream, making up the serpent's flanks.
4
in fields of orderly interlocking geometries - it is a farm as much as a garden.
5
as a sort of living airlock between a more breathable cave system and one full of toxic, stale air.
6
to appear as a natural oasis of underground flora rather than a tended space.
D6
In this dungeon garden you may encounter
1
a wayward giant shrew, snuffling about for a route up to the underlands closer to the sun.
2
an ornery hermit full of cynical wisdom, who lives and rolls about in a big snail shell.
3
swarms of pollinating bats that drink blood opportunistically.
4
skittering alchemical drones, like dog-sized wingless
mosquitoes made from filigree of copper tubing and bulbs of glass - sent
out by their wizardly master to suck up ingredients. If obstructed in
their mission they can spit streams of acid.
5
a blind and furless great ape who lairs nearby and
sneaks into the garden to pilfer fruit and suchlike high-value food
items - the ape's got a hair-trigger temper, is strong enough to rip
your arm clean out of its socket, and is infested with so many parasites
that just touching it is enough to risk catching them.
6
a pitflower cuckoo - a vegetable creature blooming with
superstimuli to sound and smell, designed to broodily parasitize places
such as this garden.
D6
This dungeon garden's boundary
1
is a fence of barb-cut bones.
2
is a moat of briny hard water populated by oversized, predatory barnacles with barbed, flesh-ripping cirri.
3
is a curled-up cave wall painted with a trompe l'oiel of verdant surface vegetation.
4
is an ashlar wall with carefully-placed holes that produce a whistling song.
5
is a crevasse of some lightless depth, criss-crossed by spindly stone bridges.
6
is a coiled vermiform fossil.
D6
From this dungeon garden you might harvest
1
a strong, straight-growing stipewood that makes for good crutches, splints, and stakes.
2
nuts that act like flashbangs when smashed.
3
nodules that can be crushed to extract a musk that mimics the scent of a dragon.
4
a drug that lets you astrally project your soul half
the times you take it, and just gets you high enough to believe you did
the other half.
5
flowers that can be boiled into a tea that acts like a truth serum on those who drink it.
in the rimey northern reaches of the Canadian Rockies.
2
in a pocket-space that can only be found by following
certain pilgrim-paths in the Pyrenees that predate the coming of
Christianity.
3
strangely snowless among the peaks of the Tian Shan.
4
in a corner of the Drakensberg, and only appear during certain celestial alignments.
5
at the dry & dusty southern tip of the Andes.
6
nameless & geologically-impossible somewhere in the north pole.
D6
These mountains of madness are
1
sickly things, rotten from within by a strange silvery radiance that leaks out from within as will-o'-wisps.
2
near-agless, thick cords and veins of their structure
standing against erosion and gravity, reinforced by some unknown energy,
the lacuna between these timeless components worn into deep &
honeycombed crevasses.
3
volcanic, emitting a feverish heat and sometimes spewing poisonous, invisible clouds of gases.
4
sheer, unevenly-stepped things, their cliffs engraved
with unwholesome shapes that might be unlikely natural formations, or
the rough hewings of an unaesthetic hand.
5
unstable, but not geologically - landmarks and safe passages shifting by the day.
6
blasted by unforeseeable winds and storms, horned with branching fulgurites.
D6
These mountains of madness are home to
1
giant land-conches that leak a numbing slime - if they
come across you sleeping they will lick the flesh from your bones with
long radulas without you ever waking.
2
tall, headless man-things whose necks taper to an antenna-point which receives commands from some unknown signal-source.
3
big, hateful rats which bear heavy, worm-filled boils.
4
infectious octopi that can wriggle beneath your skin and convert your muscle fibers into more of themselves.
5
fat saucers of fungoid flesh which hover about with an ululating whimper. They can swallow things of an improbable size.
6
great cats with grinning, eyeless faces, and toxin-leaking spines instead of fur.
D6
An expedition to these mountains of madness
1
was funded by crypto-Posadists in communist Albania. It went horribly wrong.
2
was launched by a tech billionaire & adrenaline junkie who thought Everest was for pussies. It went horribly wrong.
3
was put together by the Jesuit Order. It went horribly wrong.
4
was arranged by the occult department of the University
of St. Andrews, who believed that it was the location where their
relic-corpse of St. Andrew was washed ashore from. It went horribly
wrong.
5
is being organized by a new religious group called the
Brethren Stars - whose leaders were all born from donations to the same
sperm bank. It will go horribly wrong.
6
is being assembled by a militarized branch of NASA with
the mission to tame & colonize the unusual spaces of the Earth
rather than look among the stars. It will go horribly wrong.
D6
These mountains of madness bear ruins
1
of a temple complex constructed by an offshoot-species
of Rhynchippus, uplifted into sapience and manipulative dexterity by
ray-finned arachnoids from somewhere in the embrace of Cassiopeia. The
art and records of the complex indicate a shift from worship of the
arachnoids to a more existentialist faith recognizing a waning divinity
in their communities after their once-benefactors infected them with a
sterility-plague and left the planet.
2
that grow from their stone like mineral-vegetable
hybrids. Flickering holographic "ghosts" found in the ruins suggest the
ruins were grown by a species non-native to Earth, as they bear a
dizzying variety of forms with no resemblance to any Earthly life. Those
the "ghosts" pass through find themselves porous.
3
built by a culture of intelligent Xenarthrans sometime
around the mid-Eocene. The ruins are apparently the palace of a "sacred
king" type figure, constructed according to occult principles so that
when the exactingly-cultivated "sacred king" was sacrificed their mind
would be sent beyond the bounds of space-time.
4
of a last redoubt raised haphazardly by a species
anatomically resembling labyrinthodonts to survive some mass extinction
event which swept the planet several hundreds of millions of years ago,
yet is not reflected in fossil records or any other signs detectable by
human science.
5
built from the fossilized bones of an entire and as-yet
unknown sub-species of homo sapiens. It's unclear if the sub-species
built the ruins themselves.
6
assembled by a collective of fungal symbiotes that
arose in the wake of a mass-extinction, glutted to easy intelligence by
the abundance of rot. The original purpose of the complex seems to have
been to launch chunks of the Earth impregnated with spore-infused
embryos of the fungal symbiotes into space, on collision courses with
other planets deemed likely to bear life.
D6
In these mountains of madness is entombed
1
an old god and its cult - slithering, prolapsed things -
who've attained a sort of immortality by devouring & defecating out
each other.
2
a gateway of stable superheavy needles that sing in
energetic vibrations. The gateway leads to the Field of the
Ultra-Spectral Rays spoken of in Swedenborg's unpublished work The
Daughters of Wormwood, where the spiral winds descend from Nith, glutted
and open to negotiation.
3
a sorcerer from the modern day who hoped to use his
advanced knowledge together with his magic to conquer early agrarian
humanity - however a miscalculation saw him trapped in these mountains,
forced to enter a long period of hibernation to survive.
4
the vermiform Bgnghaa-Ythu-Yaddit, which torturously
bore the people of red vapour from their shrouded world within the
nebula Zlykariob before its doom. If unleashed, the people of red vapour
will attempt to optimize the Earth for caloric production, and restore
their vessel with a planet-consuming feast to take to the stars once
more.
5
the eggs of Glorious Echrr, which mutate those who touch them into that great one's children.
6
a living, borborygmus extrusion-portal leading to the
fabled Viscous Vortex of Sillhaa, wherein one can reshape their atomic
nucleii into new and imperishable forms, or else suffer a nigh-infinite
hellish implo-explosion into a conscious though powerless singularity.
on an island off the coast, kneeling humanoid forms of dimpled fulgurite on the beaches triangulating its location.
2
atop a butte, traces of glowing pseudo-circuitry crawling across the stone.
3
in a new and wettened valley the craft carved out in its descent.
4
sinking into a bog, the animal wildlife of which is extinguishing itself in dancing hysteria.
5
in a desert created by the crashed alien craft's
impact, the dunes of particles of disintegrated matter already shifting
to cover the craft up.
6
in an evergreen forest, at the end of a lollipop-pattern impact zone of a line of toppled trees and outwards-flattened crater.
D6
This alien crash site has been found
1
by a paranoid fugitive who uses remotely-controlled drones to patrol the bounds of their booby-trapped territory.
2
by a news crew circling it in a helicopter, sure to put a weirdly political spin on the matter.
3
by a deep-state deep-cover agent who's in so deep he doesn't even consciously realize he's working for the government.
4
by a popular survivalist streamer currently broadcasting the discovery to their tens of thousands of viewers.
5
by a spells-and-crystals wiccan-type who's thinking up what sort of cult they can form around it.
6
by a bunch of guys who were camping out nearby for a bachelor party and are completely fucked up on psychedelics.
D6
The craft at this alien crash site
1
is a slatted vantablack arrowhead, a liminal otherspace of white pillars and white lights visible through the slats.
2
resembles layered pancakes - the higher the smaller -
of billowing silvery fabric, thrusting out with fraying corridors when
interaction with the outside world is needed.
3
is a tall pentagonal pyramid made out of pitted grey stone, which leaks a greasy nano-fluid from its pits.
4
is a seemingly-impossible spear of guttering green plasma that is solid to the touch.
5
is a smaragdine, shuddering quadrivalvoid with tendrils of oily ebony flesh reaching out to caress its exterior.
6
is an oblate spheroid of bismuth-esque, near-liquid
shifting metal, with a random protrusion of pipes apparently providing
both thrust to and entrance into the craft.
D6
The crew of the craft at this alien crash site
1
died soon after the craft crashed - they were more like
organs of the craft than independent organisms, and without its
holistic system they were unable to survive.
2
were already dead a while before the crash - slain by a techno-mimic that disguised itself as a key component of the craft.
3
have entered cryptobiosis to await rescue, whenever it
may come - they resemble pangolin-scaled pinecones with extruded limbs
and sensory-stalks resembling chewed bubblegum.
4
have largely survived, though injured and maimed, and
seek to hollow out humans to use as drones so that they can acquire the
materials they need to repair their craft and return to the stars -
without a corpse-drone as an intermediary they look like grasshoppers
covered in foam and bubble wrap instead of chitin, and with long, bent
arms facing forwards instead of hopping legs.
5
weren't actually in the craft, but were piloting it
remotely, via something similar to but not quite like hyper-geometric
holograms, quantum entanglement, etc. The crash rent their minds from
their distant bodies, creating a psychic & technologically-enabled
maelstrom centered on the crashed craft.
6
almost all died on impact - there is one survivor,
driven insane by contaminants in Earth's atmosphere, who's ranting in
their ultrasonic language and shooting a laser-rifle at anything that
moves. They look like a peeling, fleshy onion with bony jaws jutting out
one end, and asymmetrical thorny spines poking out for limbs.
D6
This alien crash site is contaminated
1
by pools of psycho-reactive ooze that spawn off manifestations of your fears when you get near them.
2
by scattered things like slivers of bone, which expand into impaling spikes when they detect nearby movement.
3
by Eugenic Council-approved reproductive spores, which
will cause organic being that inhale them to internally incubate clones
of the crew of the craft.
4
by heavy clouds of purpling miasma that soften and gouge holes into exposed flesh.
5
by a radioactive intelligence that glitches your tissues into growing teratomatic nodules under its control.
6
by fat parasitic worm-things that the aliens used to
refine organic compounds into fuel - be careful when excising the
things, because they can be quite explosive.
D6
If you get there fast, you might be able to loot from this alien crash site
1
a hypo-space cube, with six faces that can be depressed
to open a portal into an expanded sub-realm that's very useful for
storage.
2
a hyper-evolutionary serum which, when injected, induces rapid and universally beneficial mutations.
3
a symbiotic bud of nano-filaments that lets you not
only communicate with those you've connected to, but also draw out their
secrets and lies.
4
precious nodules of pure platinum.
5
a lump of meta-material that adjusts its physical properties according to the thoughts of the one holding it.
6
a "belt" that can be adjusted to buoy its wearer in just about any level of gravity.
made from a millstone with a widened central hole, grains of gold-dust ground into its grain.
2
a spiral of shingles or tiles like a curled-up pangolin or coiled crocodile.
3
carved from the horn of a truly dire beast.
4
a tiered cone of packed orange earth, its banks held steady by bands of black ironwood.
5
made of shards of fine, pale porcelain glued together by resinous vines.
6
an interlocked hexagon of yellow, red, blue, pink, and tan clay bricks.
D6
This wishing well lies
1
atop a high and rounded hill, emerald-green with its turf.
2
beside an acidic oasis in a desert of ash.
3
some ways up a mountain-side riven by crevasses and ice-cold streams.
4
in the middle of a heather-field ringed by pink-granite boulders.
5
on the protruding fat lip of a lake-facing cliff.
6
in a soft-floored cave behind a waterfall.
D6
This wishing well's water
1
is slightly gelatinous, and smells of saffron.
2
has veins of coppery sheen shivering and incandescing within.
3
is silvery, and pulses as though it's got a heartbeat.
4
is unclearably murky, the dark swirls within suggesting unsettling omens.
5
doesn't ripple smoothly, but rather crinkles into crystalline micro-shapes.
6
is greasy and iridescent.
D6
This wishing well's power is accessed by
1
simply drinking its water.
2
bathing in its water.
3
throwing a coin into its depths.
4
bleeding into it.
5
staring into its surface until your reflection appears, then beating your reflection into a shattering death.
6
beating the right song into its water - a song known only to sages.
D6
This wishing well grants wishes
1
by mutating and brainwashing the wisher into a form that would most closely achieve their wish.
2
via controlling minds - feed others the water of the well, and they will be compelled to fulfill your wish.
3
via the accelerated tectonic shifting of geography -
better hope your wish can be granted like that, or else you're just
gonna cause a lot of earthquakes.
4
with an instantaneous and immense release of energy -
which takes the form of a sinuous purple bolt which rockets up from its
depths - wishes which require subtle or ongoing operations are
ill-matched for it.
5
related to the removal of things and phenomena from the world - the well's water becomes like a perfect acid to these things.
6
relating to people - fulfilling them by creating simulacra of people from its water.
D6
This wishing well's power stems from
1
its contents being distilled from a marid drawn by conjurative magic from the elemental plane of water.
2
the magic seeping from the opalescent bones of an arch-wizard who was drowned in it.
3
its position at a nexus of geomantic energy-flows.
4
a legendary warrior's miraculous feat - drawing the
well up with the thrust of a spear, and thereby proving reality an
illusion before their might.
5
an ancient spring which it draws from, created in a contest between gods.
6
a meteorite that lies at its bottom, the glow of which is translated to wish-power.
a shipping vessel with a belly of modular compartments stuffed with rare elements and alloys.
2
a swift courier carrying information too dangerous to broadcast, on cubes of imperishable adamant.
3
a pilgrim-vessel bringing the faithful to a place of cosmic importance.
4
a once-unconquerable dreadnought outfitted with the cutting edge of its past time.
5
a terraforming vessel bubbled with microbiomes.
6
a pleasure craft which sequestered the ultra-rich in unimaginable splendour.
7
a scientific vessel measuring galactic anomalies.
8
a veteran warship bearing scars from many battles.
9
a nomadic habitat for lifelong spacers.
10
a prototype propelled by an experimental drive.
11
a cyclopean asteroid-miner, half-digested hillocks of ore still borne in its gut.
12
a cryopod carrier with a hold full of frozen colonists.
13
an explorer charting unseen frontiers.
14
a historical artifact preserved for its legacy.
15
a key minister's extravagant personal transport.
16
a troop-carrier used for planetary invasions, loaded up with drop-pods.
17
a medical vessel bringing miraculous treatments to colonies without the infrastructure for them.
18
a cycler making regular transport-rounds within one system.
19
a tug for stellar megastructures.
20
once the flagship of a now-thoroughly-discredited ideology.
D20
This derelict spaceship might be found
1
by its distress beacon’s message, garbled to an inhuman pitch.
2
by overhearing rumours in a scavengers’ den.
3
on a swiftly decaying orbit around a stormy gas giant.
4
by investigating mission logs that ended abruptly.
5
in a prodigious leak of government cover-ups.
6
in a neglected corner of space where there shouldn’t have been any traffic.
7
halfway embedded in an icy comet that should have mutually vapourized it on impact.
8
parked on the severed, skeletal arm of a spaceport.
9
based on hints in an old shipman's song.
10
by its minute occlusion of a solar system's star.
11
stuck in a Lagrange point among other interplanetary detritus.
12
by buying a drink for its deranged last survivor.
13
by the bizarre digital censor-shadow it casts on star-maps.
14
by following notes on a discarded cocktail napkin in a station's recycler-pile.
15
with a preserved, genetically-programmed blood sample drawn from a navigator-caste who was onboard it.
16
landed on a volatile-rich moonlet.
17
by stumbling into the warp-sinkhole it left behind.
18
based on the testimony of the last band of survivors to escape it.
19
based on the guilty confession of someone responsible for its disappearance.
20
by folllowing coordinates that insert themselves like a memetic virus into innocuous statements and computer code.
D20
A deadly threat present on this derelict spaceship is
1
its onboard artificial intelligence, glitched to violent paranoia with sporadic control over the ship’s systems.
2
the xenospore-infested corpses of its original crew, driven by coopted intellect to spread and fester.
3
a mercenary kill-team dispatched to cover up an oligarch’s scandal the ship is implicated in.
4
an opportunistic predator native to the void between worlds, extracting minerals and organics.
5
magnetic mines placed by a paranoid crewmember.
6
a killer robotic skeleton able to steal and wear other's flesh as a half-living disguise.
7
a deranged cannibal who's survived eating the rest of its crew.
8
a swarm of technorganic nanomachines fusing flesh and machinery like a hell-cancer across it.
9
the semi-incorporeal, ultra-terrestrial entity summoned by a cult which hid among its passengers.
10
the experimental automated spacesuits it was outfit with - now wandering husks rattling with the bones of their once-occupants.
11
an extraterrestrial knight who practices a bizarre
(from a human perspective at least) form of chivalry, using the ship as a
trial-ground.
12
a poltergeist which haunts it - the maddened gestalt of
its crews' minds torn from their flesh by some obscure electro-magnetic
phenomenon.
13
its surgery-bot, whose programming was damaged by radiation, making it obsessed with turning living creatures into art.
14
a tribe of degenerate mutant clones, meant to be emergency back-ups for dead crewmembers - gone horribly wrong.
15
a self-mummified psychic who survived the ship's
general failure via mentally-imposed torpor, seeking to lure people in
and break their will so they can take a new, healthy body.
16
that the genetically-modified plants used as a
supplementary food/oxygen source aboard it networked & gained
sentience as well as a hatred for animal life.
17
the alien from Alien, but like a bit different - maybe
it's got tentacles instead of claws and the stabby-tail, and lays eggs
in your brain that make you hallucinate, for example.
18
a great amoebic slime, hiding in the ducts and the
interstitial spaces aboard the ship - an ambush predator waiting for the
right moment to emerge and absorb.
19
a hungry gang of rival salvagers.
20
a cabal of vacuum-adapted post-humans who view the presence of their less-evolved kin as an insult.
D20
What makes this derelict spaceship difficult to navigate
1
its own brittle, decayed structure, which any solid shock risks breaking.
2
is its malfunctioning artificial gravity generator, which changes its direction unpredictably.
3
are the bulkheads separating and sealing off its
various sections, which can only be safely opened with keycards
scattered about.
4
is its fuel leaking into various sections, creating pockets of poisonous & explosive gas.
5
is that its automatic locks between pressurized and
depressurized sections aren't working properly, meaning opening the
wrong door could get you sucked out into space.
6
is its warped hyper-geometry, tesselated out by a flaw in its drive.
7
are the pools of acid which dripped out of its batteries.
8
is its unintuitive layout.
9
is that its spectrum-opaque chassis makes it impossible to scan from the outside.
10
is the disruptive radiation emanating from its reactor.
11
is the web of silk-steel alloy disaster-webbing unleashed across the ship to hold together fractured sections.
12
is that attempting to connect to its internal mapping will glitch out your system and feed you nonsense.
13
is that some immense force has bent it out of shape.
14
is that all the signs are in some language there's no publicly-available translation for.
15
is that its lighting is glitched-out, and blindingly-strobbing.
16
is that its wiring has become fucked-up, and parts that shouldn't be electrified have become electrified.
17
is the plasmatic fog which has gathered in its passages, restricting line of sight.
18
is its misleading signage, likely mistranslated.
19
are the big holes punctured through it by meteorites.
20
are the tangles of dangling wires, tubing, and flex-ducts lining its hallways.
D20
Besides the usuals, salvaging this derelict spaceship
1
will get you a lot of money, like, a lot a lot of money.
2
will earn you a hell of a lot of rep with scavengers, which you can use to make them back off claims or work with you.
3
will get you an experimental weapon which can wreck just about anything without exotic defenses.
4
will get you blueprints which can be used to greatly upgrade your own ship.
5
will grant you an intact module which you can transplant whole onto your own ship.
6
will bring you to the attention of a corrupt space-sheriff looking to shake you down.
7
will net you a contract from a corporation impressed by
your results, who want you to retrieve the important parts of one of
their own lost vessels.
8
gains you some exotic materials that would be worth some serious favours to the right buyer.
9
will get you an anomalous power-core that keeps working regardless of interference or resource draw.
10
will get you the experience you need to become an expert in dismantling spaceships with minimal risk to yourself.
11
will get you some primo blackmail material on some powerful corporation, government, or NGO.
12
can get you a handy, tanky, crab-shaped cargo-loader robot.
13
can get you a lot of goodwill and favours from the friends and family of those lost on it.
14
will get you a signal-spoof which allows you to disguise your own spaceship as the wreck to remote detection methods.
15
gets you an alien artifact that does weird shit.
16
can net you a canister of bio-nanites that can heal
just about any wound and replace limbs and organs by flowing into and
merging with your flesh.
17
provides clues that make up a sort of map to an even bigger, juicier haul.
18
can get you some cool and expensive cybernetic implants.
19
can get you a smuggled crate of good-ass space drugs.
20
will get a self-righteous squad of space-police on your ass.
is flame-scarred, charred and dim in the smoke-filtered light, perpetual blazes towering titanic over its skyline.
2
is collapsing into its own over-loaded & aquifer-drained foundations, leaning skyscrapers making a labyrinthine arcade of its downtown.
3
is crampedly-dense and piled upon itself, ever-bright gaudy & anarchic architecture jutting together.
4
has been overgrown by urban gardens and oppidan farms, a true concrete jungle.
5
is sprawling, cracked and sun-baked, the reek of roasted garbage mixing synaesthetically with the heat-haze.
6
is always dark, always raining, slick and black with mold - the rich live high and shining with artificial rainbows, the poor barely keep their heads above the flood.
D6
Crime became law in this future crime city
1
because psychology was proven to be false, meaning it was normal to be like the Joker.
2
because a corrupt corporate pothead pushed through legislation that made it mandatory to include marijuana oil in fuel, filling the city with a narcotic smog of slovenly belligerence.
3
because libertarians went too far, and made everything legal.
4
because liberals went too far, and made it illegal to arrest anyone.
5
because of the rising of Cthulhu out of the ocean, or something near enough like him, which caused a localized psychic zone wherein the sensitive were driven to shout and kill and revel and enjoy themselves.
6
because the keys to the city were given to a nefarious character, who then used them to unlock all manner of mayhem upon it.
D6
The mayor of this future crime city
1
is a fiery reformer who is currently being held for ransom by a gang of former mailmen who can throw paper with deadly accuracy.
2
is an inveterate playboy by day, but by night dons a costume and beats up those who oppose his criminal enterprises.
3
is an actual, literal goblin, summoned up from the underworld by the city's chaos.
4
is secretly gathering all the most evil criminals in the city to overthrow the federal government and have himself elected as crime minister.
5
is a musclebound blockhead installed by those who assumed he was as dumb as he looks - though he isn't, and has his own subtle agenda.
6
is a feckless and sweaty appeaser, making regular televised appearances to tell people that everything is fine in the city - though it most assuredly is not.
D6
The good fight in this future crime city is still fought
1
by a cell of militantly pacifist Quakers, whose non-violence ends up helping them as much as it hinders.
2
by a convoy of cyber-truckers fused to their vehicles by a mad scientist.
3
by the luchador Tremendo Rex - though he has been struck down several times he always returns - in truth his mask is lined with magneto-cybernetics, which allow his personality to possess anyone who wears it.
4
by a crew of kind-hearted though abjectly freakish vigilantes who wear ratty old mascot costumes.
5
by a citizens' militia as anal-retentively disciplined as the city is anarchic.
6
by a commune of troglodytic cannibals, who aren't moral paragons by any means yet still relatively decent sorts for this city.
D6
The public transit of this future crime city
1
is streetcars, but they have been taken over by hoodlums and equipped with bladed rails that carve their tracks into any surface.
2
is a subway system - all the cars have been joined together, each converted into a mobile den of vice, together a veritable hell on wheels.
3
is a rickety monorail - and the price of admission now is to go "mono a mono" with another rider.
4
was dismantled for scrap, though death-trappy gondolas and ziplines are constantly being set up to fill the void.
5
was some ferries, now converted into the floating fortresses of crime-lords.
6
is buses, now bristling with welded-on armour and mounted guns.
D6
The popular new drug on the streets of this future crime city
1
is "speckled jenkem" - the fumes of fermented feces from people infested by mutant tapeworms - its high is often compared to suffocating in the warm and nourishing confines of a giant's lower intestine.
2
is the lost (and now found) episode of a defunct podcast - it is of such perfect mediocrity that listening to it induces a blissful torpor.
3
is adrenochrome extracted from the brains of terrified people - no longer exclusive to the elites, now everybody can get a hit.
4
is the powdered horns of wooly rhinoceroses - a species transgenically re-created in this city due to its lax scientific ethics, to the dismay & crushing deaths of many. Snorting the keratinous stuff prionically reshapes brain-tissue, imbuing the user with false memories and feelings of prehistoric majesty.
5
is "the derp", a strain of herpes which causes lesions on your genitals & your prefrontal cortex, causing libidinally-charged and uncomfortably-Freudian hallucinations.
6
is "black ice" - a sentient variant of crystal meth which grows parasitically in and on its users, and links them into a psychotic hive-mind.