The last form of Communion to cover is Broken Communion, or "Psychosis Communion," the communion that arises from shared insanity and the attempts by the human mind to comprehend the incomprehensible.
Broken Communion is, perhaps, the most complex of the forms of Communion. Where True Communion embraces community and selflessness and Dark Communion embraces chaos and selfishness, Broken Communion embodies self-destructiveness, weirdness and mounting horror. It represents psychic powers as unnatural force, a peeling back the skin of the world to show the monsters within. As such, it festers and writhes in its own self-horror. Those who use Broken Communion become changed by it, but also change the world; they cannot control what they become, they cannot control what they spawn, and Broken Communion itself controls nothing. Things happen, sometimes for a reason, sometimes in ways that defy logic.
Broken Communion is a great "go-to" for forbidden powers, power that "costs your soul," or as a rich mine for horrors. Be sure to check out the additional articles detailing Psychic Diseases, Corruption Metatraits, and the Ghosts of Broken Communion. You can check it all out here.
Showing posts with label Ghost. Show all posts
Showing posts with label Ghost. Show all posts
Monday, November 18, 2019
Wednesday, January 24, 2018
Patreon Special: Sample Broken Communion Ghosts
Yesterday, I released a document on Broken Communion ghosts, including the means of creating your own. I want to follow this up with a few sample ghosts, in part to test how such rules work and make sure that I have all necessary pieces in place, and also to offer you, dear reader, an idea of what such ghosts might look like. Naturally, any of these can be dropped into your Psi-Wars game, but they can also be adjusted and used in a horror or Monster Hunters game.
This is a publicly available document, available for free and it should be fairly easy to divine how these ghosts are intended to work, but if you're not yet a patron and would like a better understanding of the system behind their creation, the design document is available to all $1 patrons, and can be accessed via the link above.
If you're a patron, check it out. If you're not a patron, you can still check it out! And enjoy.
This is a publicly available document, available for free and it should be fairly easy to divine how these ghosts are intended to work, but if you're not yet a patron and would like a better understanding of the system behind their creation, the design document is available to all $1 patrons, and can be accessed via the link above.
If you're a patron, check it out. If you're not a patron, you can still check it out! And enjoy.
Tuesday, January 23, 2018
Patreon Special: Space Ghosts Revisited
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Ghost Cvlt by Ramsesmelendez |
When I first dove into Communion itself, I wanted to break up the simplistic duality of “good and evil” that Star Wars offered. I don’t necessarily object to “good and evil,” I just find that it can sharply limit the sort of stories GMs might want to tell or what sorts of characters people want to play. I conceived of Broken Communion as the crux of that change, as it introduced something that both “Good” and “Evil” could face off against, (the “Ugly” of “the Good, the Bad and the Ugly”), or something that could redefine “evil.” What’s worse, someone who is selfish but mostly hurts themselves, or a broken person who hurts others without meaning to? I wanted Broken Communion to offer both a terrible evil to fight, and a terrible pain to heal, creating a tension that was neither really evil, nor really good, but still a potential problem.
The core of that “problem” would be in its effects on the psionic characters who interacted with it the most. Those who wielded it would find themselves corrupted by it, and those who entered areas sacred to Broken Communion would find their psychic powers twisted by it. I also suggested that Broken Communion, unlike other forms of Communion, might “create miracles on its own.” In principle, any form of Communion might do this (Miracles “just happen” all the time), but Broken Communion seemed especially prone to doing that.
I left the details up to the GM, but the theme of “haunting” definitely arose from the ideas in Broken Communion and the nature of its miracles. Where True Communion had themes of the holy and sacred and Dark Communion had themes of fantasy-esque “cool evil,” with raging orcs and demonic seductresses and dark wizards, Broken Communion had distinctly horrific imagery. The haunted spaceship, the mass grave, or the terrifying jungle full of stalking, squamous things might all be places steeped in Broken Communion. But I left the details of this up to the GM.
I have found, though, from the feedback of my fans, that many of you don’t really like this “leave the details up to the GM” mentality. It’s rife through GURPS, especially in books that don’t really succeed, while books that make those details much more explicit, including catalog books like GURPS Magic, or campaign frameworks like GURPS Dungeon Fantasy, tend to do really well. In retrospect, this makes sense: if you knew how to do it, you would, and you could ignore any details I give you that you dislike. If you can’t, a vague suggestion is of no help, but a highly detailed discussion of how it might work helps a great deal. Thus, it’s better to favor too much detail over not enough (provided that detail doesn’t become mandatory).
Thus, I came upon the handle of ghosts.
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