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Tuesday, March 31, 2015

Sycroaphim: The Krakken & the Murr



Out of all the Sycoraphim, they say the Krakken fell the farthest. Deep in the impossible space of Antigenesis, the angel twisted and burned away, becoming something more monster than man. The Krakken was the first of the Fallen to learn how to craft their own Hells, to shape and mold the non-real fabric with their intrinsic divinity. However, it was clumsy and panicked, creating an infinite ocean. There, It became a being of impossible size, flailing in an ice-cold ocean of madness, mountain-sized tentacles stretching in every direction, trying to find something, anything, to hold onto.

The Krakken's dreams eventually forged themselves into the "Angels of the Sea", the Murr. While the Dragon-kind or the undead are terrible, at least they seem natural--beasts made by sane gods. The Murr are not a race so much as they are a bad dream of a race--beings that are a stitch-work of sealife and human. While every Murr is a unique creation, many of the "foot soliders" appear something close to the record of Doktor Maria Licta's Tome of Unnatural Visages:

"The creature was twice as tall as a man. The face was in vaguest nature a human, with six eyes of varying nature and a mouth big enough to devour a man's head, rows of needle-like teeth one after another. Skin was gray and pallid, with a slime encompassing it. The body was the most humanish part of the abomonation, but with two arms on the left side and one on the right. The right most arm ended in a claw like a gigantic crab, and the torso ending in 15 tentacles like a squid, each having a maw-like bundle of teeth at the end. The creature was not impeded by gravity, but instead appeared to float or swim through the air. It was strong enough to shatter a solid wall of the cabin, and only by the sheer luck and grace of Zha did we dispose of it."

Gauntlets that are crafted by Krakken are dispised by any Hell-crawler, as they are cold and damp and filled with sea water. Being destroyed by a demon is at least an honorable death compared to the banality of drowning. The Murr guardians are constant, and Krakken dreams many large and horrible monstrosities.

Cultists of Krakken are rare--Krakken does not bargain or deal, it merely is. Some that have fever dreams or nearly die in water will sometimes hear the Sycoraphim's call as they near death, and others may find some brokerage with the Murr on occasion. Some may even feel the desire to worship the creature simply due to its unimaginable and might. In the end, though, Krakken is a creature that is impossible to comprehend or communicate with. It simply waits for the day that the floodgates of reality can crash down, and it can come to our world and devour...

So yeah, a *smidge* of  Lovecraft, I admit. The Murr are a lot of play on the Grindygriss from 'The Scar' by Mievielle, with their ability to just decide what their body should look like and ability to just shift a few body parts around and ignore gravity. 





Monday, March 30, 2015

Welcome Back!

Good day all.

Glad to see that I still have some interest here. Hope you had a good month.


BAD NEWS
Everything's the Same: So the big mighty changes I was hoping to accomplish...didn't. I'm not quite ready to move to another site. So for right now, we'll stick around a bit longer. I don't want to oversell this--this is a amateur blog site, I'm not becoming a major powerhouse in the gaming industry without some winning Power ball numbers or anything. At best, the goal is to basically make a better blog/website that might expand a bit and give me some room to put some PDF's down, and maybe brag about my far-from-professional cooking. What? I enjoy cooking and my recipes sound like they're being delivered by Dr. Doom.

GOOD NEWS
Mechanics: I've got the bare bones of the mechanics pretty well settled on. I'm cleaning a few things up, but Unicorn is now a bit of a merger between the old and new, and it's rapidly becoming something that I think will work out. The nice part about this has been kicking things and seeing what sticks and what falls out of the tree, so to speak. The easiest way to describe it so far seems to be some kind of weird transporter accident between ORE, FATE, and Storyteller. This is...not at all what I was originally planning on. It's been really intriguing to see. I've never really had a game mechanic grow like this one. I don't know if I've become a better game designer in my old age or what...

Actually getting Mechanics to Work: The basic parts are down and organized, if not entirely legible to people outside my head. Now I've got to work on some of the specifics.

Bad Guys Getting Badder: A big part of what's been stalling me has been the mechanics I want the bad guys to use. I've been able to pencil some ideas down, and I'm trying to codify them into a set mechanic. I was able to expand a bit more on some of the other vague shadows I have in place of villains, and I'm starting to try to fit them into the mold of the game...if that makes sense.

More Good Guys: I've always had another character concept down, but I needed to really get how I wanted the bad guys to work before I thought I could really pull them off. I...still need to work on the bad guys, but at least I've got an idea enough for them to work. So yes--more character concepts to play with!

Oh yeah, Magic: I've got the meta...um, meta-physics fairly well organized at this point. It's not going to rattle people's paradigms of the supernatural, but it'll work and it's gameable (obviously a high priority).

So, we should have a bonus post or two to make up here this week and get back on track. But I just wanted to post something so you all knew I was still alive.