Tuesday, August 23, 2016

The Vat Guild

The Lasers & Loincloths rules are intentionally light on setting details. I wrote it in a general tone to make it easier to adapt to different worlds and as a response to the baked in setting that is found in some flavors of D&D. It is still D&D though, so some setting assumptions are unavoidable, (class archetypes, spells list, domain play and others) but I omitted specific backgrounds, skill, alignment, and equipment list. These were the first things that had to go or be modified at my table, and I expect other DM’s want to adopt or define these things themselves in their own games.


My personal game is set on the planet Abbith, a quasi-post-apocalyptic-eastern-medieval-Lovecraftian-pulp-sci-fi-fantasy. Abbith is one part my own delirium, one part Hyborian Age, two parts Geoffrey McKinney’s Carcosa and at the least one part Planet Algol. I had almost forgotten that I just sort of wholeheartedly lifted bits of Planet Algol for the history of Abbith, and in the two years we have been playing the game some of these bits have mutated into their own Abbithian flavored creatures.  One of the factions that I stole was Algol’s Vat Guild, in my game it was originally sort of a throw away mysterious organization that conveniently provided healing services and the occasional mission. It has since become more important to the story because one of our original characters joined the ranks. So, with apologies (or not) to Blair @Planet Algol here’s the skinny on Abbith’s own Vat Guild.


priest_by_andimayer-d35fsim.jpg
http://andimayer.deviantart.com/art/Priest-190533406


The Vat Guild
A small and reclusive group of Priestly Bio-Engineers, the Vat Guild has harbored what remains of the knowledge and technology of the first men through the tumultuous epochs of humanities history on Abbith. Isolated in advanced bunker labs with their faces hidden behind rubbery skin suits, to the world at large they administer medical aid to those who can afford it and freely distribute foodstuffs to those who ask. Within the sterile walls of their compounds and underneath their fleshy armor the Vat Guild follows an agenda that dates to the first fall of man.


First dictum – We shall not govern


In order to not contaminate the object of their study, The Vat Guild excludes themselves from the everyday affairs of humanity and expressly avoids intercession in government. In an effort to ensure acceptance within human societies they offer the elite and ruling classes advanced medical services. To the masses they provide a protein rich foodstuff called drem made from reclaimed biological material. The only institution the Vat Guild openly associates with is the clergy of Shagor Master of Size. The religion of Shagor originates from seeds of text scattered by the Primordial Ones as their civilization collapsed. They planted the esoteric teachings so that future cults would rise around the basics of the scientific method. Today, when followers of Shagor reach a certain level of understanding, they are recruited to become Vat Guildsmen.


Second Dictum – Humanity is exalted above all, we shall preserve and improve the species


Since the fall of the Primordial Ones and through the chaos of history, the Vat Guild’s main goal has been the location, preservation, and improvement of pure human genetic strains. Over the millennia “humanity” on Abbith has been exposed to mutagens, non-human breeding, and powerful magics that have altered the original genetics of man. A few “pure” lines of ancient ancestry are still maintained and some are still to be discovered. The Vat Guild works to identify and preserve these original human genetics. Over the ages they have manipulated these preserved strains in an attempt to produce individuals of superlative physical and mental skill, working towards a day when they can resurrect the god like humanity of the Primordial Ones.


Third Dictum – We shall recover and understand the knowledge of the ancients


Starting with a bio-pool (the proverbial “vat”) and a complex of organic data servers, the Vat Guild has carefully preserved what little remains of the technology and knowledge of the Primordial Ones. Through the millennia they have always sought to acquire additional technological artifacts and knowledge. Careful study and experimentation with this technology has led to the Vat Guild having the capability to produce their own high tech equipment and advanced medical techniques. Among their capabilities are bio vats that can grow flesh, hybrid creatures that are used as servants, and the ability to create and condition clones.


flseh weaver.jpg
http://www.deviantart.com/art/Squid-Priest-294628251


The Vat Guild in L&L
A typical Guildsman is a level 5 cleric. They wear a fleshy green Vat Suit that encapsulates their body, It acts as medium armor +1 (+5 AC) and provides resistance to elemental damage. It is also capable of regenerating 1 HP per round.  They will carry ancient tech weapons including grenades.


A Vat Bunker is made of high grade white plasteel and its walls have 1000 HP per 10 ft section. It will be guarded by advanced sensors and at least four automated defense turrets. (AC 16, 30 HP, +6 to hit for 3d6 plasma damage.) Doors will have impossible locks. There will be 2d6+2 Guildsmen plus 1d6 attendant robots and 1d6 custom bio-forms in a bunker.


A bunker will provide drem if the local population request it. A bunker may also sell medical services. Sometimes Guildsmen will offer to trade services for particularly interesting specimens or if the subject consents to experimentation. Vat Guildsmen sometimes employ adventurers and mercenaries to recover known artifacts or assist with particular experiments.


Vat Guild Services Table
Service
Cost
Availability (roll 1d6)
Cure Disease
3000 gp
1-5
Neutralize Poison
4000 gp
1-4
Cure Blindness / Deafness
2000 gp
1-5
Restore Limb
5000 gp
1-5
Create Custom Lifeforms
5000 - 50000 gp
1-4
Create Clone
10000 gp
1-3
Condition Clone
10000 gp per level
1-2
Vat Tonic (healing potion)
200 gp
1-5

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