Nutrients
can come from the sunlit lands above, washed down in rivers, lost,
searching or stolen from the surface. (This includes the party. If
they die, they will almost inevitably
be
eaten by something eventually. Nothing is lost.)
In
the lightless seas, vents gasp out heat and strange chemistry to feed
the ecology of those abyssal deeps. From strange planes or portals,
sometimes edible things come through.
In
between, strange fungi and odd organisms slowly transmute stone,
water, heat and air to eatable food.
It
is never enough. Everything is hungry, all the time. In the cities
the poor are hungry and the rich, insanely wealthy as they are in
gold, occultum and silk, are also hungry.
Cities
in the veins are made possible by a few factors. The careful tending
of every available resource. Relentless recycling, no waste is
thrown away. The fact that they
occupy
volumes, not flat two dimensional plains. Every area of the veins may
be a 20th as productive as a surface desert, but the controlled
volume extends 360 degrees around each
city,
giving a vastly increased surface area of workable land. The use of
generative magic is vital. As is cannibalism. The slave labour force
of a city in the Veins can be directly
transformed
into agricultural produce, either to feed the free population, or to
trade. They can even transport themselves to the point of consumption
or sale.
The
low caste population can likewise be transformed into a food source
for the upper caste and military in a state of emergency. They will
not be informed of this ahead of time, or
at
all.
Eating.
Rather
than obsessively tracking food, adding another element of accountancy
to the game, it is assumed that the party is constantly foraging and
re-supplying. They are on the border of starvation at almost all
times. The counter-
effects
of starvation vs drive and determination are considered to even
themselves out in most cases.
In
the Hungry stage, bonuses are given for finding and eating food.
If
the team fails to incur regular bonuses they enter the Starving
stage.
In
the stage, negative effects are incurred for not eating food when
available.
if
the team incurs too many negative effects they enter the third stage.
In
the third stage, terminal starvation sets in and character
performance decays.
An
edible opponent is one whose
biochemistry matches yours. So, Drow, Toraptoise or Dragon but not
Cambriman, Silichominid or Archean.
The
food creation abilities of a Cleric or Magic User, or careful
explicit food-and-encumbrance keeping can keep a party out of Stage
One if they wish it to, so long as a meaning ful amount of food is
generated or carried each day.
(A
real caver used about 6000 calories each day, though DM's may wish to
be more forgiving.)
Stage
One; Hungry
Bonuses
for Eating
Eating
the flesh of an edible opponent.
This
gains you XP equal to the HP of the creature consumed.
Eating
the flesh of a PC or henchman.
This
gains you XP equal to the HP of the colleague consumed.
Stealing
food.
The
party can re-roll a failed caving or climbing test either once each
or once collectively.
Paying
for food.
Ten
calories cost 1. You must buy at least 2500 calories, spending at
least 250. Party gets XP equal to the cash spent, up to 1000.
Provoking
a combat encounter simply to get food.
Party
adds d4 to intimidation tests over the following 24 hours.
The
party must do one
of these every three days. If they do not, they move to the second
stage.
The
party can ignore the effects of a day if they spend the whole 24
hours resting, conserving energy and doing nothing.
So
if they have spent 3 days exploring, and gained no bonuses, they can
simply sit down to wait. If someone turns up, they can buy food,
steal food or just kill and eat them to avoid moving to stage two.
Stage
Two; Starving
Negative
Effects for Not Eating.
Eating
the flesh of an edible opponent.
Doing
this puts you back in stage one. Failing to do this if it is possible
reduces every roll by 1 for each failed opportunity.
Eating
the flesh of a PC or henchman.
Doing
this puts you back in Stage One.
Stealing
food.
Doing
this puts you back in Stage One. Failing to do this if it is possible
reduces every roll by 1 for each failed opportunity.
Paying
for food.
Ten
calories cost 1. You must buy at least 5000 calories, spending at
least 500. This puts you back in Stage One.
Provoking
a combat encounter simply to get food.
Doing
this puts you back in Stage One so long as you get the food.
The
party must do one
of these every three days. If they do not, they move to the second
stage.
The
party must act, if they spend the whole 24 hours resting, conserving
energy and doing nothing they get another -1 to every roll.
If
your starvation minus to rolls hits -5, you enter the third stage.
Stage
Three; Dying
You
Must Eat Or You Will Die.
The
good news is that the madness of hunger now cancels out the -5 you
had to your rolls. You are now too crazy with hunger to be slowed
down
Every
member of the party loses one level, as per the level drain spell,
for every 24 hours they spend in this stage.
Consuming
an edible opponent entirely.
Doing
this puts you back in stage one.
Consuming
a PC or henchman entirely.
Doing
this puts you back in Stage One.
Stealing
food.
Doing
this puts you back in Stage Two.
Paying
for food.
Ten
calories cost 1. You must buy at least 10,000 calories, spending at
least 1000. This puts you back in Stage One.
If
a party members level hits Zero, They starve to death.
This ties so nicely with Joesky's latest post
ReplyDelete"Eating the flesh of an edible opponent" is the best thing I've read all week.
ReplyDeleteOverall the rules are pretty ingenious, too.