Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Monday, April 7, 2025

SPRAWL ZONE: THE BARRENS


Presenting the latest entry in my continuing "cyberpunk city kit" series. "The Barrens" -- two d20 random tables of site descriptions. Roll randomly or select from the tables to quickly build a scene or setpiece.  Written for Chromatic Shadows, but compatible with any other cyberpunk or modern urban adventure game. 
 

 

Description

The Barrens are a zone of crushing poverty and urban decay. Security checkpoints divide the Barrens from the wealth and safety of the neighboring Metroplex and CorpSec. There are occasional pockets of struggling commerce, and intact public services, but far more often the urban landscape is dominated by derelict buildings, overgrown lots, and bleak tenement towers. Between gang territory disputes and the slow rot of industrial buildings, the gravity of the occult world bubbles up just below the surface.

People

The Barrens flies under the radar of law enforcement and the megacorps. In this obsolescence, the underground thrives. Neotribal societies dwell on the margins and operators hold court in secret clubs. Gang and criminal enterprise flourish openly on the streets. Likewise, the Factions are free to conduct their operations away from prying eyes. The lowlife machinery churns in the shadows.

Occult World

Miles of dilapidated civilian infrastructure conceals the fallout from the Shadow War and the reality of the Occult World. Beneath gutted warehouses, or deep within abandoned tunnels occult secrets lie dormant. Long defunct Shadow Operations and Occult Asset experiments are hidden throughout the Barrens, but their uncanny influence bubbles up onto the streets and often twists local reality.



 Major Sites

  1. Tenement towers: cluster of massive 50 story concrete obelisks rises from a cracked industrial lot. Parking lot fans out in all directions, many cars clearly abandoned. Gated chainlink fence surrounds area.
  2. Housing flats: neighborhood sized zone of tightly clustered concrete bunker-like buildings. Small dark windows are cut into slab like facades. Cracked concrete sidewalks and strangled vegetation. Cars on streets are mostly stripped for parts, burned and covered with graffiti. Heavily armed drug gangs ruthlessly control access.
  3. Neo Favela: dense residential blocks built up into piecemealed multistory flats. Smaller improvised structures are stacked up in the narrow alleys. Snarls of cable dangle from stained brick facades. Corrugated metal sheets shore up leaking roofs. Tops of buildings bristle with antennae and second-hand satellite dishes.
  4. Courthouse: looming carbon stained building perforated with small inset windows. Facade fit with jutting angular pediment supporting a row of square cut columns. Graffiti covers wide stairs. Vagrants squatting and sleeping here at all hours.
  5. Commercial district: rows of graffiti covered brick buildings. Street level storefronts reinforced with heavy cages or boarded up and dark. Frayed canopies whip in the wind. Dimly lit apartment flats above.
  6. Office building: abandoned multi storey building built upon ground level parking garage. Windows broke and boarded up, chain link fence surrounds site. Layers of graffiti and evidence of recent habitation.
  7. Dilapidated port: empty warehouses and offices built up along a derelict waterfront terminal. Industrial refuse heaped in piles. Trailers and abandoned shipping crates rot on a concrete pad near a defunct rail line. Old docks jut out into the dark water. At night, unmarked trucks move in and out, and dark fishing boats can be seen docking here.
  8. Med clinic: interconnected modular tube-trailers set up on extruded concrete cradle-foundations. Steel ramps and narrow steps lead to the dented and locked security door. Entrance gated behind an automated UID scanner and a bank of security cameras. Windows are caged, many are boarded up. External HVAC unit in steel cages roaring and rattling.
  9. Overpass: concrete bridge 50 feet above. Homeless vagrants shuffle among crude shelters and fire barrels. Chain link fence cordones the area. Culvert pipes discharge a slurry of foul water into an oily stream.
  10. Warehouses: industrial neighborhood, looming concrete structures. Grime streaked and graffiti covered slab facades perforated with window slits and sealed cargo bays. Most are abandoned, but show evidence of recent occupation.
  11. Trestle: old steel cantilever bridge spanning a wide and murky river hundreds of feet below. Once served as a double track railroad bridge. Line is now defunct, and abandoned to rust. Along its length, improvised shelters and makeshift camps have been built.
  12. Derelict hotel: looming brick edifice, abandoned, takes up half of a city block. Twenty stories tall with numerous inset square windows. Dentil molding and geometric tiles adorn the facade. Row of bricked-up arches at ground level prevents easy access. One door has been carefully breached, and reinforced from within by the current inhabitants.
  13. Scrap yard: Stacks of flattened cars are stacked 20’ tall creating a maze of compressed metal. Huge crushing machines, claw cranes, and metal shredders roar away until nightfall. For the right price, the scrap yard keeper can make incriminating vehicles (and their contents) quickly disappear. Chain link fence surrounds area.
  14. Secure storage facility: large concrete block structure, with small caged windows wrapping around the upper levels. Garage bays and double-wide utility doors lead into massive freight elevators, and numerous locked storage pods within. Heavy camera security, and dog drones monitor grounds.
  15. Subway station: narrow stairs lead underground to winding passageways. Turnstyles fitted with scanners open to stairs leading to deeper sublevels. At night, the narrow train platforms are notorious for crime and gang activity. Security is absent, and the trains rarely run on time.
  16. Abandoned lot: tall chain link fence surrounds multiple conjoined lots. Brush and coarse grass grows from fractured asphalt. Hollow eyed vagrants squat here among crude tents and piecemeal shelters. Fire barrels burn all night.
  17. Parking garage: multi tiered wedge shaped concrete building covered with graffiti. Long running horizontal apertures at each level. Any cars within have been burned or stripped for parts. Ramps wind up to top. Neotribes hold court in the upper levels, and observe from the roof.
  18. Capsule hotels: blocky concrete warehouse with rows of small vertically cut windows. Automated entrance gate opens to a grid arrangement of stacked sleep capsules. Along the walls, tiers of capsules are stacked on multi-level catwalks, accessible by stairs and tube lift. Pods are fit with privacy seals, and accommodate a single adult.
  19. School: Bunker-like campus surrounded by chain link fence, and security gate. Buildings heavily sprayed with graffiti and gang signs. Windows and doors fit with security cages. Ball courts outside. Heavy camera surveillance and armed rent-a-cops on patrol.
  20. YMCA/ shelter: heavy angled concrete slab building with vertical support buttresses. Roof fit with a large glass dome. Inside, fitness rooms are repurposed as sleeping quarters, and the cafeteria serves as a soup kitchen. Deeper in the complex rooms filled with old fitness equipment, a drained swimming pool, showers and locker rooms.

 

Minor Sites

  1. Animal impound facility: brick and aluminum office with attached dog pound. Low warehouse with attached animal cages running beneath stained aluminum eaves.
  2. Repair garage: graffiti covered brick structure -- small office and triple garage bays. Parked cars jammed into a small lot directly in front.
  3. Laundromat: glass faced storefront on street corner, grime stained brick apartments above with blacked out windows. Inside, the hum of machines, micro laundry units stacked to the ceiling. Cats warming themselves in the windows.
  4. Video arcade: small warehouse repurposed as a gaming emporium. Raw industrial interior, rows of strobing AR enhanced video consoles and VR pods. Bar and pool hall in quieter wing. VIP catwalk above leads to private rooms where business is conducted. A known “neutral” zone. Thugs who start trouble are ejected by armed cybernetic bouncers. Repeat offenders are never heard from again.
  5. Operator club: armed and chromed up bouncers stand outside an unmarked backdoor leading into a brick warehouse. A dark narrow tunnel leads down several flights of stairs. A door opens into a cavernous underground sublevel thick with lasers, AR icons and thunderous bass. The dance floor is crowded with writhing freaks of every stripe. In the dark corners groups of hardcore operators hold court.
  6. Police station: large grey stone building on the corner of a city block rises 5 stories tall. Satellite modules and antennae on roof. Armored cruisers and utility vehicles parked on street. High security entrance foyer and garage bay lead into building. Rear parking lot filled with armored police hummers, and heavy utility vehicles.
  7. Fire station: squat stone building with two large red double garage bays. Narrow cut windows rise 3 stories to a frieze of ornamental moulding. Large siren fixed on roof.
  8. Playground: steps lead down into an abandoned children’s play area. Swings, slide and monkey bars all flecked with rust. Benches covered with graffiti. Makeshift homeless camp beneath pavilion.
  9. Micromart: small commercial building on street corner. Street facing windows lit with LED signs and AR projection ads. Inside, narrow aisles of instant food and snacks. Fridge cases filled boxed sandwiches, stim drinks, and beer.
  10. Liquor store: cramped space is cavelike and dim. Cameras everywhere. Narrow aisles winding through ceiling high stacks of cased beer and shelves of cheap whisky. Walk in fridge is filled with racks of cold beer and malt liquor. Clerk sits behind a bulletproof plexiglass kiosk. A dog drone is crouched near a sliding panel, and will rush to subdue any would-be thieves.
  11. Pawn shop: locked glass cases filled with discounted valuables: jewelry, watches, designer handbags, instruments, electronics, weapons. Clerk will buy high value items at 20-50% of their market value, no questions asked.
  12. Weapon supply:Cameras everywhere outside and in. Display racks behind ballistic resistant plexiglass divider. Array of firearms and armor on wall mounts. Glass counter units hold all manner of specialty gear, non-lethal grenades, and melee weapons: knives, swords, and shuriken. Military grade weapons, or machine guns cannot be purchased here.
  13. Grey market electronics shop: nondescript storefront on upper floor, accessible only by buzzer. Shop is packed with steel racks overflowing with computer consoles, modules and coils of colored cable. Glass counters showcase the latest iPilots and interface devices. Display cubbies hold drone units. The cyberdecks, and drone decks are locked away, and only available to reputable clients. Workshop in back for doing custom jobs.
  14. Chop shop: converted wing of a small meat packing warehouse. Small office for client intake. Central operating theater within an enclosed vinyl tent. Mechanical surgery table slides beneath a hulking robotic biotech module. Surgical tools, and vacuum sealed packages of prosthetics and robot parts lie on various carts and consoles. Behind a partition, recovery beds are divided by white privacy screens.
  15. Dojo: storefront in a run down strip mall. Polished wooden floor and thick sports matting on floor and walls. Wall-sized mirrors, nearby shelves with trophies and awards. Display case filled with sparring weapons. Classes run throughout the day, but at night “special” training occurs in the back studio.
  16. Japanese restaurant: neon fish and kanji signs hang in greasy windows. Entrance foyer opens up to a dim restaurant -- sushi bar, carved screens, booths and tables. Sliding screen opens to private Tatami room. Bamboo mats on the floor. A raised seating area fit with low wooden tables and cushions.
  17. Demolition site: not much gets built in the Barrens, but sometimes whole zones will get destroyed to make room for an expansion of the Metroplex. Area fenced in, heavy construction machines and drones are on site. Trucks ship the debris out to the Slags.
  18. Food market: small shops, and vendors cooking and selling street food. Streets lines with pop-up carts and trailers. Crowds of people mix here.
  19. Thrift store: small storefront with weather beaten canopy. Reeks of mildew. Floor jam packed with racks of old clothes and coats. Shelves overflowing with bric-a-brac, various random furnishings. Stack of old holovid sets tuned to a dead channel.
  20. Shitty deli: glass door leads to cramped, narrow space. High glass counter filled with various tube-meats, cheese product, and indeterminate pickles and salads. Plastic bins of stale bread disks. Scrolling LED menu on wall above, with AR pop-out elements. Wall mounted holovid set blasting at maximum volume.
 

 

 

Thursday, April 4, 2024

CHROMATIC SHADOWS COMPANION is LIVE!

 

After over a year of development, I am very happy to finally present the CHROMATIC SHADOWS COMPANION. A full length supplement for Chromatic Shadows: Occult Cyberpunk RPG. It's for sale on DriveThru, itch and my site. Please take a look!
 
 
CHROMATIC SHADOWS COMPANION is 113 pages of new mechanics, character options, and detailed lore to expand your occult-cyberpunk campaigns.

CHROMATIC SHADOWS COMPANION expands upon the original, near-future RPG where classic cyberpunk play meets eldritch horror and high strangeness!

CHROMATIC SHADOWS COMPANION is the sequel volume to CHROMATIC SHADOWS BASIC and an evolved vision of the game. In it you will find a wealth of new character options, new mechanics, and a deep dive into the darkest secrets of the Occult World!






CHROMATIC SHADOWS COMPANION contains:
  • New cyberpunk archetypes (Origins, Professions and a new Role: "The Generalist").
  • Lifestyle "upkeep" mechanics.
  • Ready to-play Neotribal options: Angels, Nils, and Proteans.
  • All new "Strange Attractor" background options.
  • Massive chapter of vehicle rules. Includes: pursuit, vehicle stunts, vehicle combat, and full vehicle upgrades.
  • All new drone rules. Customize your robot minions with a wealth of modular options.
  • Powerful new weapons, explosives, boosted cyberware, and hard armor.
  • Rules for playing on a “battle grid” or VTT with tokens or miniatures.
  • Full chapter on "Running Missions": negotiation tests, payout charts, "mission phases", heat, and blowback.
  • NPC creation rules, and pages of all new, ready-to-use antagonist stat blocks.
  • A full chapter of Occult Adversaries: Rampant AI, The Void Cult and Eldritch Horrors; their subtypes and occult powers.
  • Deep exploration of the shadowy Factions: The Hand of Moloch, Hegemon Group, Sentinel and The Society of Kether.
  • Huge chapter on Occult Assets. Detailed rules for their use and how to design your own. Numerous detailed and ready-to-use Occult Asset examples ready to drop straight into a campaign.
  • Much much more!
  • Requires CHROMATIC SHADOWS BASIC RULES to use
 



Friday, April 28, 2023

Announcing the Release of CHROMATIC SHADOWS BASIC!

 I am VERY pleased to announce the release of CHROMATIC SHADOWS BASIC, Occult Cyberpunk Roleplaying. Download the PDF now for FREE from DriveThru RPG and itch.io!


CHROMATIC SHADOWS is an original weird cyberpunk tabletop roleplaying game. The Basic Rules contain everything you need to jump straight into a strange new world of cyberpunk action and occult intrigue!

It's been ten years since the Collapse. As the world's three largest megacorps burned down, a highly secretive Shadow War ground to an abrupt halt. Now hundreds of black sites have been left to rot out in the Sprawl. Powerful, hidden Occult Assets lie abandoned, and eldritch threats are breaking into reality. You’re a street operator driven by an occult obsession. What will you do in the face of these incursions? Hold the line for humanity? Or blow open the gates to the howling darkness? 

CHROMATIC SHADOWS BASIC RULES introduces an original near-future setting where classic cyberpunk gameplay meets themes of eldritch horror and high strangeness.

  • 94 pages, full color, artistic and easy to reference layout

  • Operator archetypes and character creation rules

  • Options for playing a fringe Neotribal character type

  • Strange Attractors and Occult Sympathies

  • Complete hacking and drone rigging rules

  • Expansive list of weapons, gear and cyberware

  • A roster of Sprawl NPCs and eldritch enemies to slot straight into your campaign

  • Sample Occult Assets with ready to use story hooks

What is the game like?

  • Classic cyberpunk play, emphasizing character driven narrative
  • A unique urban sandbox, a Sprawl haunted by strange factions, and occult artifacts
  • Fast & fluid d6 dicepool engine
  • Streamlined and intuitive mechanics
  • Deep character building & tactical options
  • Niche protected character archetypes
  • Unique, setting specific mechanics like Occult Milestones, Synchronicity, and Resonance
  • Pays homage to classic RPGs like Shadowrun, Vampire the Masquerade & Call of Cthulhu
  • Inspired by the writings of William Gibson, H.P. Lovecraft and Mark Fisher


Friday, December 10, 2021

Chromatic Shadows Faction- THE VOID CULT

A Ravenous Darkness draws close, hovering in a spiraling iris. Eldritch energies hemorrhage through the wounds in reality made by man's hubris. The change has begun—prepare the crooked path. Those who usher its coming will be rewarded, and transformed. Every one else is a tool to be exploited or an obstacle to be destroyed.

A Corrupting Influence

Void Cult cells infect the sprawl like a malignant wound, their corruption spreads from the margins inward. The cult’s origin is shrouded in mystery--the member’s  identities and digital footprint are traceless. All attachments to the false world burned to cold cinders. With demonstrable power and dark prophetic authority, the Void Cult draws fanatical members into its ranks.

Claiming Nexus Points

Guided by hypnogogic omens, the Void Cult is spurned to seek out and claim Nexus Points—interstitial places in the sprawl where the skin of reality has worn thin. These sites are always tainted by some terrible trauma-- fallout from the Shadow War, a human tragedy, an environmental disaster. Here the cult performs rituals and hoards artifacts in order to commune with the Outside.

Artifact Hunters

The cult scours the sprawl for occult assets through their expanding secret networks. Artifact fragments and hypertech are relentlessly pursued, often in direct competition with the megacorps. The cult draws upon these artifacts to deepen their connection to the Outside, defend their territory and to destroy their enemies.

Eldritch Scars & Occult Gifts

Cult members are rewarded with Eldritch Scars—marks of favor from the Outside. The number of scars a cultist carries determines their rank within the hierarchy. Every initiated cultist carries a sign of corruption.  Black pits for eyes, boils that never heal, webbed hands, rubbery skin, shark-like teeth,  the pallor of the grave—these energies over time will overshadow a cultist, and subsume their humanity. A cultist gains a number of extra dice to all intimidation tests equal to their number of scars, and suffer an equal penalty to any tests involving empathy or appearance.

As cultist gains scars and rise within the hierarchy they also manifest “occult gifts”—terrifying powers fueled by the eldritch energies that permeate their being.

Dark Metamorphosis

Certain rare individuals are warped into something other than human. This “final gift” of the void,  is considered by the cult to be a true rebirth. A metamorphosis that brings them fully into the presence of the ravenous darkness.

Atavistic Saints

These “blessed ones” are atavistic cannibals, reduced to a state of perpetual hunger and alien malice. They never leave the nexus points. Blessed Ones are fanatically guarded by the flock, and continually gorged on the flesh of living victims. 

 

Cult Lairs

Void Cultists regard nexus points as sacred places to be defended at all cost. Nexus Points tend to be marginal spaces--buildings or underground spaces typically found in the Barrens or the Slags. As much as possible, the cult will live in these spaces. Acolytes sleep and eat in spartan, communal chambers, whereas the high priests claim private quarters.  The epicenter of outside energy is always reserved as the cult’s “inner sanctum”. These places become horrifying ritual chambers adorned with bleak, occult iconography. Here the gibbering “blessed ones” can be found skulking in the shadows near the bloodstained altars consecrated to blasphemous eldritch entities. The cult’s artifacts are held securely in these ritual chambers. Any given cult has between 1-3 minor or medium tier artifacts.

CULT HEIRARCHY

POSTULATES have no scars, and await full initiation. They don’t yet live at the Nexus Points, and their participation in the cult’s activities are limited until they have proven themselves. They still have identities and act as the necessary intermediary to the normal world that the cult has forsaken. (Postulates use any tier 3 or lower NPC stat block and have no Occult Gifts.)

ACOLYTES have 1-2 scars. They are the rank and file cult members, living in cenobitic community within the Nexus Points.They observe vows of silence and obedience, answering individually to the High Priest. Their lives follow a rigid pattern of ritual, work, &  meditation. Acolytes act as elite operatives of the cult when the need arises. Upon receiving their 3rd scar an acolyte is prepared for the priesthood, and the responsibility of founding their own cell. (Acolytes have 1 Occult gift.)
 
HIGH PRIESTS have 3-5 scars. They are the spiritual leaders of the cult, and the top of the hierarchy. They command the flock, lead the rituals, and have exclusive rights over any artifacts the cult may have acquired. (High Priests have 2-3 Occult gifts.)

BLESSED ONES have 6 or more scars, and have fully metamorphosed into bestial subhumans. They can not speak except in the tongue of the abyss, have little more than cunning animal intelligence, and suffer a perpetual cannibalistic hunger. They exist only to feast upon their victims, and worship at the black altar of their eldritch gods. (Blessed Ones have 4 occult gift.)



ELDRITCH SCARS

Roll or choose from the following table to determine the Eldritch Scars that warp the being of a Void Cult member. Use these scars as prompts to derive the final inhuman form that the cult’s Blessed Ones might take.

  1. Webbed hands
  2. Rubbery loose flesh
  3. Eyes like black pits
  4. Bestial double speech
  5. Needle like teeth
  6. Vestigial appendage
  7. Corpse-like pallor
  8. Balding in scabrous patches
  9. Tumorous growths/ postules
  10. Hands warped into talons or pincers
  11. Coarse black hair covers body
  12. Animalistic muzzle
  13. Long, ape-like arms
  14. Body slick with cold slime
  15. Patches of translucent skin
  16. Wriggling tubular growths
  17. Ridges and spines on  limbs and body
  18. Large tusks or fangs
  19. Lamprey mouth
  20. Extra fingers and toes




 

Chromatic Shadows: Universal Identification

  One last development post for 2025! I've been circling around the concept of  "universal identification" with respects to Ch...