[Recursions]

Cataclyst


Catalyst Attributes

Level: 4
Laws: Weird Science, Magic s
Playable Races: Human, mutant
Foci: Abides in Stone, Channels Radiation, Lives in the Wilderness, Metamorphosizes, Regenerates Tissue, Spawns
Skills: Cataclyst lore
Connection to Strange: The radiation haze at the bottom of certain bombed-out craters serves as connections to the Strange, but inflicts 10 points of radiation damage when used
Connection to Earth: Various gates
Size: 2,400-mile (3,862 km) diameter section of flat landscape; edges “wrap” around to opposite edge
Spark: 25%
Trait: Tough. Player characters making a recovery roll add 1 to the roll.

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What a Recursor Knows
  • Cataclyst operates under the laws of Weird Science and Magic and is a place of mutated forests, radioactive cityscapes, gelatinous seas, magic, and mutants.
  • A recursor who comes to Cataclyst can choose to become a mutant.
  • One of the few points of light in a world gone dark is the town of Newk, built on the edge of an ancient ruined metropolis of leaning and shattered skyscrapers.
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Hopeful futurists imagined that the Singularity—the point when computer and biological innovation spiked so quickly that predicting trends was no longer possible— would usher in a new golden age for humans, turning them into demigods. That is not the way it happened, at least not in this recursion created by the fictional bleed from several dystopian tales. Instead, the Singularity created a runaway transformation across the planet that devastated it almost beyond recognition.

Fledgling AIs attempted to consolidate their minds and protect themselves. Nuclear nation states, confused and frightened by the surveillance data their systems fed them, lashed out with nuclear bombardments, creating a secondary disaster. Robotic drones swarmed, soldiers hyped up on a cocktail of experimental military drugs meant to improve their bodies and minds engaged each other, and billions of civilians were caught in the middle.

In the aftermath, the world is a different place (though this recursion contains only a relatively small part of it). The ruins of what came before encrust the landscape: mutated forests, radioactive cityscapes, gelatinous seas, a piece of themoon fallen to Earth, and even stranger things. Unbelievable creatures stalk Cataclyst, including thinking cockroaches, giant lizards, relic robots programmed to kill, and themutated remnant of humanity itself, a large fraction of which possess incredible powers.

NEWK

One of the few points of light in a world gone dark is the town of Newk, built on the edge of an ancient ruined metropolis of leaning and shattered skyscrapers. Newk is a “gold rush” town that's come into being over the last decade. Cataclyst survivors learned that the ruin beyond, called Doomstreets, contains artifacts that can be salvaged, if one can avoid the treacherous terrain, themutated beasts, and the killer robots that also abide in the rubble.

EDGERINA THE SUNSPOT

A well-known salvager around Newk, Edgerina the Sunspot has a reputation for caring more about the safety of her fellow salvagers than pulling out artifacts of her own. That makes her something of a hero to most. She is also known for eradicating those whose activities risk unleashing sleeping threats of the ancient age. That means she has powerful enemies.

Edgerina carries a gravity maul, but it's the blackfire that her mutant body produces at her command that foes fear most. The Sunspot, as she's known, sometimes travels alone, other times in a small group that includes a mutant called Adroth the Savage who has four arms (and a weapon in each) and a mutant dog the size of a horse called Tesla.

Edgerina the Sunspot: level 7; can produce blackfire rays that detonate at up to long range, inflicting 7 points of fire damage in an immediate radius (Edgerina is immune to her own fire and has +10 to Armor versus regular fire)

Adroth the Savage: level 6; Armor 3; can make four melee weapon attacks as his action Tesla: level 5; Armor 2; bite inflicts 7 points of damage and clamps onto a target, holding it in place until it succeeds on a difficulty 7 Might-based roll

LAMBENT

Lambent is a shared intelligence hosted in a fungus that evolved from growths inside a radioactive crater where a bio lab once stood. Over the decades, Lambent learned how to spread itself into the bodies of living creatures by killing their brains and filling the inside of their shells with a fungal copy. Lambent sends these servitors out, under the guise of their pre-digested selves, to lure back even more potential servitors. Not many still-living people know about Lambent, because the fungus knows it's vulnerable if its source is discovered.

Recently Lambent has learned of other recursions and is experimenting with sending out servitors that host “local caches” of Lambent's mind, with mixed results. It has, however, learned that anything that leaves a recursion and enters directly into the Strange retains its properties while in the dark energy network. Lambent is experimenting to see if it can't transfer itself, or at least a budding colony, into the Strange.

MUTANTS

Many “humans” of Cataclyst are actually mutants who've changed thanks to exposure to mutagens from a variety of sources (though a few are the descendants of people who received military genetic engineering gone wrong).

Some mutants have hideous deformities and are outcasts. Other mutants possess incredible powers and flaunt their mutations as a sign of superiority, power, and influence. Their mutations are seen as a blessing, not a curse. Some people believe them to be divine.

Recursors who translate into Cataclyst can choose to be mutants. As a special exception to the rules of translation, in Cataclyst those who become mutants lose all benefits granted by their descriptor (but not the inabilities, if any). In the place of the benefits granted by their descriptor, a visitor gains one harmful mutation and one powerful mutation. A PC can also have as many cosmetic mutations as she likes. Mutations are rolled randomly, although the player and GM can work together to ensure that the resulting character is one that the player wants to play.

Unlike abilities gained from most other sources, mutations that affect the difficulty of tasks are assets, not skills. That means any step changes from a mutation are in addition to any step changes a player character might have from a skill.

HARMFUL MUTATIONS

Unless noted otherwise, the following mutations are visible, obvious, and grotesque. They offer no benefits, only drawbacks. The following are merely suggestions; please pull your choice of additional harmful mutations from your other favorite sources.

POWERFUL MUTATIONS

The following mutations do not require any visible changes in the character until used. People who have these mutations are not obviously recognized as mutants if they don't use their powers. Some mutations cost points from a specific Pool to use.

The following are merely suggestions; please pull powerful mutations from your other favorite sources.

CATACLYST ARTIFACTS

BATTLE ARMOR

Level: 1d6+4
Form: A full suit of synthetic metal armor, covering the entirety of the wearer's body

Effect: This armor is far hardier and somewhat lighter than postapocalypse smithing techniques could ever manage with steel. It is heavy armor but grants an additional +2 to Armor in addition to the 3 points that heavy armor usually provides. Further, it is entirely sealed and has its own eternally renewed internal atmosphere, which protects against poison gases and allows the wearer to operate in an airless environment. The suit's Armor rating also applies to damage that often isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage).

Depletion: — (At any time, the GM can rule that the armor has sustained enough damage that the atmosphere and environmental protections cease, but the suit still functions as armor.)

GRAVITY MAUL

Level: 1d6
Form: A massive, silvery hammer

Effect: The gravity maul gains additional mass as it strikes a target, and it deals an additional 3 points of damage. If someone attacks with a gravity maul and misses, the difficulty of any Speed defense rolls he makes until his next turn is increased by one step.

Depletion: 1-2 in 1d100

MUTATION MASK

Level: 1d6+4
Origin: Cataclyst (emergent)
Law: Weird Science
Form: Leather face mask with integrated electronics

Effect: When worn, the mask conforms to the wearer’s head, enclosing it. While wearing the mask, the user can trigger a mutation by spending an action fiddling with the mask. Over the next few rounds, any previous mutations fade, and a new mutation appears. Roll a d6 to determine whether it is a harmful mutation (1-4) or a powerful mutation (5-6), and then roll on the associated mutation table.

Depletion: 1 in 1d100 (check each day the mask is worn, and each time the mutation changes)

ZERO PISTOL

Level: 1d6+2
Origin: Cataclyst (emergent)
Law: Weird Science
Form: Large pistol

Effect: This weapon fires a blast of absolute zero energy at a creature or object within long range. Depending on the setting used by the wielder, the gun either inflicts freezing damage equal to the artifact level or freezes the victim solid. A victim frozen solid isn't killed, but instead put in a state of suspended animation, during which time it is immune to damage and effects. It can be unfrozen by the wielder, but it also revives on its own after a few hours.

Depletion: 1 in 1d20