Recursion Info

Jan 14, 2018 3:19 pm
When a recursor translates to a new recursion, they find themselves with general knowledge of the new Recursion.
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Ruk (pronounced like duke)

What a recursor knows about Ruk
- Ruk operates under the law of Mad Science, an it is a place of extreme biotech and body modification
- Ruk has hiden in Earth's shadow since before humanity evolved, and it comes from another place in the universse, apparently having fled an unremembered disaster
- Feuding factions rule Ruk; a faction is like a religion, corporation, and governing body rolled into one.
- The True Code is the ancient knowledge of Ruk, much of which is lost, though many still cleave to it and attempt to rediscover it.
- The All Song is the communal web of knowledge, insight, and inspriation that many in Ruk rely on, though many believe that reliance comes at the expense of the True Code.

https://www.montecookgames.com/wp-content/uploads/2014/07/RukMap.jpg

Ruk Attributes
Level: 4
Laws: Mad Science
Playable Races: Humans
Foci: Adapts to Any Environment, Infiltrates, Integrates Weaponry, Metamorphosizes, Processes Information, Regenerates Tissue, Spawns
Skills: Ruk Lore, All-Song Navigation
Connection to Strange: Anyone in Ruk can see the Strange in the distance. At the edge of the recursion (called the Periphery), this view is very clear, while elsewhere it is pale and misty. Typically creatures in the Strange cannot see Ruk, nor enter it.
Connection to Earth: Various gates
Size: 200 miles across × 50 miles thick (320 km × 80 km)
Spark: Nearly 100%
Trait: Strange. For any creature with the spark who attempts to recognize and understand the Strange and its denizens, including identifying translated visitors from alternate recursions, as well as identifying and understanding cyphers, the difficulty to do so is modified by one step to its benefit.
May 18, 2018 4:24 pm
Ardeyn (pronounced like Ar-dunn)

What a Recursor Knows About Ardeyn
• Ardeyn operates under the law of Magic and is influenced by Sumerian myths.
• Spirits of the slain live on in Ardeyn, and they are drawn into the subterranean Night Vault; a recursor who dies in Ardeyn would leave behind a spirit subject to the same rules of death.
• The Maker and Seven Incarnations who safeguarded Ardeyn are dead or missing, except the Betrayer (who was the Incarnation of War before he murdered the Maker).
• Strangers called kray continually test Ardeyn’s borders, and they sometimes find cracks through which to enter, thanks to the efforts of the Betrayer.
• The entire land of Ardeyn is built upon the petrified body of a god called Lotan the Sinner.

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Ardeyn Attributes
Level: 3
Laws: Magic
Playable Races: Humans, qephilim
Foci: Abides in Stone, Awakens Dreams *, Carries a Quiver, Casts Spells *, Channels Divine Blessings *, Channels Sinfire, Embraces Qephilim Ancestry, Goes Berserk *, Keeps a Magic Ally *, Lives in the Wilderness, Names *, Practices Soul Sorcery, Shepherds the Dead, Slays Dragons, Smites the Wicked *, Soars Across the Sky *, Speaks for the Land *, Throws Boulders *, Wields Two Weapons at Once, Works Miracles
(Foci are from players guide/core book, except * which are from In Translation)
Skills: Ardeyn lore
Connection to Strange: Creatures native to Ardeyn can see and travel directly into (or fall into) the Strange from the edge of the recursion. Creatures native to the Strange can see into Ardeyn, but cannot normally enter.
Connection to Earth: Various gates
Size: 900 miles long × 300 miles wide × 100 miles thick (1450 × 480 × 160 km); see The Shape of Ardeyn, page 165
Spark: 80%
Trait: Brash. For any creature with the spark attempting to overcome or ignore the effects of fear or intimidation, the task is modified by one step to its benefit.
Apr 27, 2019 3:32 pm
The Graveyard of the Machine God
Attributes
Level: 6
Laws: Mad Science, Psionics
Playable Races: Human, sacrosanct
Foci: Awakens Dangerous Psychic Talent, Conducts Weird Science, Integrates Weaponry, Processes Information
Skills: Machine God doctrine
Connection to Strange: Where the silicone deity’s heart would be is a sphere of static the size of a small city. Matching its frequency (a difficulty 3 Might-based task) allows passage from the recursion to the Strange and vice versa.
Connection to Earth: No direct gates; various gates in Ruk and Atom Nocturne lead to the Graveyard of the Machine God
Size: Core dead mechanical god is 100 miles (161 km) tall; debris clouds stretch several times that size beyond it
Spark: 25%
Trait: Tough. Player characters making a recovery roll add 1 to the roll.
What a Recursor Knows About the Graveyard

• The Graveyard operates under the laws of Mad Science and Psionics, and it is composed of a region of debris orbiting around an inactive cybernetic body the size of a small moon.
• Machine life infests the body of the dead machine god like bacteria still living on a corpse.
• The Graveyard is rife with a dangerous nanovirus that gets into everything.
• Sacrosancts are "self-made" machines that still revere their defunct cybernetic deity.
Sacrosanct: autonomous mechanical droids, they appear as conglomerations of metal and less identifiable synthetic materials, living flesh fused with that metal, fine gears, and sparking wires. Sacrosancts have a machine language of computer tones and flashing lights, which allows them to communicate vast amounts of data in short periods to each other, but it is less useful for communicating with nonmechanical entities. The more aggressive (and less intelligent) razor-droids look similar, except they possess a bounty of whirring and cutting blades.

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