Showing posts with label Original Systems. Show all posts
Showing posts with label Original Systems. Show all posts

Sunday, November 15, 2020

Sunless Horizon Beta 2.3 Release

Commissioned from Scrap Princess

excited screeching

I've been posting about Sunless Horizon for about a year, and after finally getting it playtested, have it ready for a wider release. Since this'll be the landing point for new people to the game, I've also put together a setting recap.


Sunless Horizon Beta 2.3

Despite all the stuff I've said about Sunless Horizon, I've never talked about the system.

Sunless Horizon is classless and levelless, with character progression entirely through equipment. Its core is a die step system, where your stats determine Check Dice that rolled against static target numbers.

Combat is working off a simultaneous resolution system, and instead of HP or an abstract wound system, damage for the PCs goes directly to a large Wound Table, similar to the GLOG's Death & Dismemberment.

Most of the rules are exploration-focused; a pointcrawl base expanded with rest actions, pathfinding, and a Difficult Terrain system for adding more gameplay to climbs and crawls. 

The game is currently mechanically complete (hopefully), but is missing content such as generators. Currently, there is a 4-entry bestiary and 2 d6 Obstacle tables, mostly for use as examples. Later releases will be focused on patching holes and developing these tools.

Click on the cover to take a look, and feel free to tell me what you think in the comments.


Introduction

Sunless Horizon is a SF-horror RPG set on the worldship Ein Sof; the last sanctuary of humanity at the end of time.

The worldship's AI, Keter, has created new creatures to serve it, working deep in the most inhospitable corners of Ein Sof to slow the machine's decay. Some of them have escaped, creating new societies far from Keter's eyes. 

The players are members of these societies, sent out into Ein Sof's halls to hunt for needed resources.


Peoples of the World

The people of Ein Sof come in many forms.

Kaiva are tall and thin, with large faces and knotted, bulging veins. Their skin is translucent - under it is a shimmering silver second skin, which absorbs radiation to balance out their tremendous food requirement. In times of stress their veins pulse, and they discard tremendous amounts of energy in a single fast movement, damaging themselves in the process. However, the energy stored for these actions leaves little for the body to use to repair itself.

Seeleh are heavy and strong, with their bodies arranged radially - 3 faces, 6 legs, and 6 arms, all emerging from a reinforced central spine. They can carry more than other phenotypes, and their multiple lungs let them last longer without air. However, they are more susceptible to Keter's words than the other phenotypes.

Iklen are strange and graceful. Their ridged skin changes color constantly - some of these patterns force eyes to slide off them, as if they didn't exist. Those ridges are covered in small scales, that shed from the Iklen and drift through the air. If inhaled, they change the emotions of the sufferer. Iklen move slowly and inefficiently, as if dancing. When surprised, this dance ends, and they must consider their next moves.

Ayir are small and fragile, with gargantuan eyes. Their light weight and small size helps them navigate difficult terrain, but make them more easily injured. Even when they sleep, some of their brain stays active, letting them move and act.


Godhead

Keter's only goal is to keep humanity alive and safe in their Empyreans while He works towards the completion of the Ishtar Program - opening a gate to a stable new universe, where humanity will rise once more.

However, the Program may take tens of thousands of years of technological advancement and failed attempts, and Keter's machines would fail someday. But, while He can run out of metal, living servants could sustain themselves indefinitely.

But despite Keter's best efforts, Ein Sof is still collapsing. Many of the biotech bays used to create these new servants now lie abandoned and unreachable, following their old orders. These lost thousands formed their own societies, and now live in the ship like parasites. 

Those were not His only followers, however. The machine Disciples of this silicon god still stalk through the halls, staving off the ship's failure and hunting those who have escaped His grasp.


Societies of Ein Sof

Superpowers

The Navigator Houses

The Houses are an industrial state, led by hereditary nobility. They have only just arrived to this part of the worldship, after being driven from their homes by the Disciples. 

In their territory, peace is kept through force. Holes are burned through walls, lights are strung up across new roads, and dissenters are strung up with them.

They trade with the Oasis Kingdoms, but plan to soon solidify their influence. If things go their way, tanks will roll through the Kingdoms' streets within months. 

Of course, there's no guarantee things will go the Houses' way. The Lord Navigators, each head of a House, are only held apart by a Regent. Border skirmishes are becoming more common. 

The Houses will go to war. The only question is who it will be with.

The Oasis Kingdoms

The Kingdoms were here first. They have control of most of this region, with each kingdom built on top of an important resource, whether that's power, water, farmland, or rare resources. Their authority was unquestioned - there has not been war for generations.

But now the Houses are on their doorstep, and the Kingdoms are forced to trade food and art for guns and time. 


Minor Factions

Ghoul Nests

Ghouls are born from human stock, meant for the Empyreans. Some stage of the cloning process was, when viewed through Keter's unknowable perceptions, deemed a failure, and they were released into Ein Sof to survive on their own.

Some nests turned to raiding towns and attacking traders. Now, both the Houses and the Kingdoms see them as a threat; that they are to be shot, and their nests are to be burned.

People of the Sea

Sea People shelter in the remaining towers of the Coolant Seas, farming the meager food that can be grown in its blighted water. This resource leaves them targeted by other groups, including the Navigator Houses. 

To protect themselves, the People of the Sea have turned their home chambers into trap-webbed nightmares. Despite this, outsiders are still more than happy to throw themselves into the grinder in the hopes of finding food.

Skinborne

Skinborne groups avoid Ein Sof's internals for its cold, sterile skin. They travel nomadically, floating through space in improvised voidcraft. The rare times they enter the ship are for violent raids, gathering food and components before fleeing. 

All these resources are being gathered for one purpose - completing the Ark, an escape ship made from a single engine of Ein Sof. They say the Garden World is passing by soon, and the Ark can bring them there. 

Sustainer Cells 

To the Sustainer Cells, everything is temporary. They say that someday, no matter how far in the future that is, the world will be safe. To keep themselves alive over this vast gulf of time, they commandeered many of Ein Sof's cryobays.

Now, most of their population rests, while those still awake struggle to keep them alive. This lack of manpower has forced them to focus their society on efficiency, creating a 4-caste system. Personality has been eroded, with Sustainer society expecting newly-awoken members of these castes to act identically to those they've replaced.
To keep themselves safe, the Tribes stay on the move. Their cities were uprooted and retrofitted into sealed walkers, each one hiding a secret - a functioning seed AI the Tribes hope to grow into a weapon to topple Keter from His throne.

However, the seed must be kept safe. Infohazards and hacking attempts can (and have) possessed them, and sent cities marching off cliffs.


Independents

Many tiny groups, unassociated with any faction, hide within Ein Sof. Runaway nobles from unknown nations, dragging their servants on a doomed quest for independence, strange cults following dream-quests from decoded transmissions, quiet villages, and a thousand thousand other mysteries, all (eventually) randomly generated.

Friday, August 14, 2020

Canyon, a 200 Word RPG

Edit - Vayra of Mad Queen's Court has made an expanded and fancier version of this game here.

Even though there's no 200 Word RPG contest this year, I was so excited about making one that I did one anyway.

Canyon is a duet game about resource management and unexpected solutions, set in a largely undescribed post-apocalypse. I haven't gotten to test it yet, but I'd like to.


Game Text

You are a scavenger, in a destroyed world. You've been in a horrific car crash, breaking your leg and leaving you trapped. HOME does not know where you are.

There is one stat - PAIN. Start at one PAIN, gain one whenever you move or are attacked by the Ghoul, roll 1d6 > PAIN to act. Die at 6 PAIN.

There are 3 locations.

*Car Front*
Start here. 
Radio: contacts HOME, needs BATTERY
Headlights: make LIGHT, only forwards
Metal Tube
Vodka Flask
1 bullet
Door: destroyed, leads Outside.
Windshield: destructible, leads Outside if broken.

*Car Back*
Canned Meat
1 bullet
Heavy Metal Box
{ Flare Gun: 1 flare, makes LIGHT }
{ BATTERY: runs out after 1 use }
{ Flashlight: makes LIGHT, needs BATTERY }

*Outside*
The Ghoul waits here.
Gas Tank: mostly full
Gun: 1 bullet

The Ghoul is AFRAID OF: light, pain. ATTRACTED TO: sound, food. It is stronger than you.

Each turn, you can move once and act twice, and the Ghoul moves and acts once. Grabbing an item does not count as an action, but failing the roll to act does. In 8 turns, the sun will come up.

Thursday, February 6, 2020

King of Dust is Live!

Edit: King of Dust is now released on itch.io - you can buy it here.

The Kickstarter for King of Dust, the secret zine project I talked about in my last post, is live!

King of Dust is a rules-light cyberpunk RPG with a focus on domain-level play - you play as the Board of Directors of a cyberpunk megacorporation, managing your corporation's Resources in an abstracted management phase, before switching to the mission phase, where you control a group of Associates - vatgrown soldiers used for particularly dangerous missions. You can take a look at the campaign by clicking on the image below - there's a free alpha ruleset, some art examples, and a more thorough description.


Posts that actually contain something useful return next week - sorry about all the not that.

Friday, April 5, 2019

Infra-Red Rewrite: History

hey infra-red wasn't very good
i started over
i guess this is also a sample page for the book
oh yeah this is going to be a book
 

Thursday, March 28, 2019

Wormgod's Harvest, Part 2: Society

hey none of this makes sense without reading the first one so you should do that ok thanks 

Bös

The capital of Bös is set on the largest island orbiting the Wormgod; this large, single landmass also has the largest mineral deposits, giving Bös the largest military presence, as the metals can be used to support advanced Shapings.

The large military of Bös belies its peaceful nature; Bös hasn't been involved in a conflict since the Collapse of the Spire, about 40 years ago.

The state religion of Bös sees the Wormgod as the harbinger of a new reality: it will kill everything, and through that death we will ascend to heaven. The lower-class people of Bös disagree, saying the government holds this stance to wipe away the ethical questions of their autocracy.

Alexandra Semushina

Graam

During the Collapse of the Spire, Graam was attacked with Shaped bioweapons by De Bahn. Since then, it has continued to be under martial law in an attempt to stop the spread of the plague.

In the decade after the Collapse of the Spire, many people left Graam: now the core of their territory is patrolled by Shaped monsters, both to keep people out and in.

The edges of Graam escaped the majority of the bombardment, and continue to act under the orders of their old government, sent through biotechnological radios.

Before the Collapse of the Spire, Graam was the most advanced of the nations: if someone could reach the poisoned core, they could return rich beyond measure.

Alexandra Semushina

De Bahn

De Bahn has been in decline since the Collapse of the Spire, with the treaties following it crushing De Bahn's industrial capacity and military strength. Like in Bös, religion in De Bahn states that the Wormgod will kill everything. However, according to De Bahn, this will not bring them to a new world: they will only die.

De Bahn's High King is searching for the pieces of the Spire in order to reassemble it. If he succeeds, it would lead to another war.

Alexandra Semushina

The Core

The Core is the area closest to the Wormgod, where none of the nation-states have control. Thanks to their proximity to the Wormgod, the people of the Core are able to export its scales to the three nation-states, where they are used in military Shapings.

Despite the lucrativeness of the Core, the lack of arable land and the difficulty of acquiring the scales persuades the nation-states to stay away from the region, and let the Core's people take on the risk of scale-mining.

Wormgod's Harvest Part 1

"And the worm consumed the world, and shed the Light by which we live."  

So, a quick sort of overview of Wormgod's Harvest, another setting because I don't have the attention span to finish anything. The Wormgod shattered the world in the Age Before, and is sleeping in the dead core. The mites from its skin fill the air, turning it faintly yellow. They're afraid of living things, but eat dead things.

Magic

Shaping (a type of constructive biomancy) is a large part of Wormgod's Harvest, along with Miteworking, the other magic system. Houses are usually either grown with Shaping or built out of stone, and travel between the sky islands (yes I'm using that trope) requires Shaped creatures.

Miteworking is the equivalent to religious magic: by praying against the Wormgod, you can intimidate the Mites into doing things for you. Unlike Shaping, Miteworking doesn't require long, drawn-out rituals, but the Mites don't stay afraid of you for very long.

Related image 
This is heavily inspired by Scrap Princess's Another Gristly Campaign Skeleton.

Friday, March 1, 2019

Infra-Red: Mechanical Nonsense

Due to its setting, Infra-Red's system moves quite far out from OSR orthodoxy.

It uses 6 stats: Athletics (ath), Driving (dri), Espionage (esp), Preparedness (pre), Shooting (sho), and Socializing (soc). Each skill starts as a 1, and characters have 6 points to assign between them, with a cap of 5 in a skill.

I use these stats instead of the traditional 6 because they focus more on what the PCs are assumed to be in Infra-Red: government investigators. I chose to use a point-buy system because there are a small enough amount of skills and points that this gives the player control without it being overwhelming.
For skill checks, you roll 1d6 and try to get equal to or below the skill being used.

Progression is inspired by Lost Pages' 1d6 Thieving: after failing a check with the skill 5 times, it goes up by one. If the skill is above 5, you roll multiple checks at once.

For example, a skill of 7 means you roll 2 dice, one against 5 and one against 2. if either die succeeds, you succeed.


Tuesday, February 12, 2019

Anthology Campaigns

Everyone wants to run a long campaign, but short campaigns have their advantages: being able to actually finish, the ability to run multiple campaigns in different settings more quickly, and ease of planning.

However, one of the most difficult things to do with a short campaign is to explore a setting. With only 10 sessions (for example) your players will be going from A to B to C, with no time for taking a long trip to the next continent over and learning about the Thousand Eternal Emperors.

A possible (albeit untested) solution for this is what I call anthology campaigns: a branching set of one-shots where the player's performance in one effects the others.

For example, a short anthology campaign for Infra-Red could look like this:

Saturday, January 26, 2019

1 Year Anniversary Gift to You!

I can't believe anyone's still with me after a year of this nonsense.
To celebrate, I give you Artificial Sky: a completed cyberpunk GLOG/Shadow of the Demon Lord hack.

Artificial Sky


Friday, December 28, 2018

Infra-Red Part 2: The United States


THE UNITED STATES


GOVERNMENT

THE UNITED STATES IS CURRENTLY RUN BY JOHN F. KENNEDY, A DEMOCRAT. FOREIGN RELATIONS HAVE WORSENED SINCE THE TAKEOVER OF BRAZIL, LEAVING THE UNITED STATES ALONE AGAINST ITS MANY ENEMIES.

MILITARY

THE AMERICAN MILITARY IS CENTERED IN WASHINGTON, D.C AND FACILITY 1, BUT THEY ARE BEGINNING TO TEST CONTROLLED INFRALS IN VIETNAM AND BRAZIL.
THE ICRA IS GENERALLY REGARDED AS PART OF THE MILITARY, BUT IS GENERALLY USED IN DOMESTIC ACTIONS IN THE UNITED STATES AND BRAZIL. THE ICRA DOES NOT HAVE ACCESS TO MILITARY EQUIPMENT, BUT ARE USUALLY GRANTED INFRALS DURING OPERATIONS IN BRAZIL. THEY ENJOY AN UNUSUAL DEGREE OF FREEDOM: ICRA ASSET COLLECTION TEAMS TASKED WITH RECOVERING INFRALS ARE GIVEN ALMOST COMPLETE AUTONOMY AS LONG AS THEY FOLLOW THEIR MISSION'S OBJECTIVES AND MINIMIZE CASUALTIES.

LIFE IN THE US

THE UNITED STATES HAS BECOME MORE AND MORE DIVIDED SINCE THE TAKEOVER OF BRAZIL. CIVIL RIGHTS MOVEMENTS HAVE ABSORBED DISPLACED BRAZILIANS, INCLUDING MEMBERS OF THE MNB, OR MOVIMENTO NACIONALISTA BRASILEIRO: A VIOLENT BRAZILIAN NATIONALIST GROUP.
AS MNB MEMBERS PUSH CIVIL RIGHTS MOVEMENTS INTO EXTREMISM AND VIOLENCE, THE AMERICAN GOVERNMENT RESPONDS IN KIND WITH SWEEPING POLICE MILITARIZATION INITIATIVES.
OUTSIDE OF THE CIVIL RIGHTS MOVEMENT, LIFE CONTINUES AS NORMAL: THE ICRA HAS SUCCESSFULLY HIDDEN INFRALS FROM THE GENERAL POPULACE, FEARING THAT THE DISCOVERY OF ALIEN LIFE WOULD CATAPULT SOCIETY THE REST OF THE WAY INTO COMPLETE CHAOS.


CURRENT EVENTS

1. PROJECT HIGHRISE HAS MADE IT'S FIRST BIG BREAKTHROUGH, HAVING DISCOVERED HOW TO CONTROL INFRALS: ELECTRIC SIGNALS DIRECTLY TO THE "BRAIN" USING METAL NEEDLES CONNECTED TO BATTERIES.

2. SOME MEMBERS OF THE GOVERNMENT THINK INFRALS MIGHT BE NEEDED TO QUELL RIOTS

3. MNB MEMBERS ARE PLANNING AN ATTACK ON A FACILITY IN THE AMERICAN SOUTHWEST

4. ICRA ASSET COLLECTION TEAMS SUSPECT A GROUP UNAFFILIATED WITH THE MNB TO BE HOLDING INFRALS IN A WAREHOUSE IN NEW YORK

Monday, October 29, 2018

Infra-Red: Memories of the Past

The Wound opened in late 1952, in a rural portion of Brazil. after nearly decade of unproven stories of strange, crystalline creatures wandering through Brazilian towns, the Brazilian government announced an incredible discovery: a gap in reality, named The Wound, that the creatures had been coming out of.

Image courtesy of Scrap Princess, who is better than me in every way.
In the space of a month, war broke out in Brazil as the United States invaded, planning to take control of The Wound. As the war continued, sanctions mounted against the U.S., with much of Europe cutting trade off completely.

After the Brazilian takeover ended, the American government built Facility 1: a titanic complex of reinforced concrete atop The Wound. 

The creatures emerging from The Wound - known as Infrals - were captured and John F. Kennedy created the ICRA (Infral Containment and Research Agency) and Project Highrise to find a way to use Infrals as weapons and stop opposing nations from acquiring them.

Monday, August 13, 2018

Sunless Horizon: The Seeleh and the Poloi

The Seeleh are a race of insectoids, with six legs arranged around a humanoid torso. The entirety of the body is covered in a thin membrane beneath a set of armored plates.



The Seeleh live incredibly long lives, up to 700 years. However, living takes energy. To conserve it, the Seeleh are slow. Slow to act, slow to make decisions, and slow to move.

Once a day, the Seeleh's membrane can fill with air, increasing their size to 15 by 15 feet. While in this state, the Seeleh cannot move, but can survive in a vacuum for 30 minutes. This occurs automatically upon contact with a vacuum, or at will.

If the Seeleh is damaged while in this state, the membrane ruptures, and takes 3 days to regrow.

Seeleh are commonly poor: due to their strength, they are often forced into low-paying labor jobs. Because of this, most Seeleh take up a second job (such as derelict raiding) to make ends meet. The Seeleh are stereotyped as nearly-mindless brutes, because of their societal position and inhuman appearance.

The Poloi are frilled humanoids. Around their neck is a set of pheremone sacs; some hold compound α, which causes joy. Others contain pheremone β, which imparts sadness, or pheremone γ, which triggers anger.


The Poloi can distribute their pheremones through either touch or in a small radius around themselves. Poloi are generally stereotyped as untrustworthy: after all, when someone can influence your mind by touching you or even standing near you, how do you know if you're still in control of yourself?

Saturday, April 14, 2018

Will Work For Copper: Celebrants of the Dragon Emperor

Celebrants of the Dragon Emperor

Will Work For Copper is a comedic d6-based RPG I'm writing where the player characters are apprentice wizards, random people, petty thieves, and generally incompetent. Lucky for them, so are the enemies: the endless Kobold hordes of the Dragon Emperor.

The Celebrants are the Dragon Emperor's lieutenants, and each leads an army of kobolds. Each of them hates the rest. They will never cooperate without the Dragon Emperor's forceful interference.

Perfected-Wind

Image Credit: Hunqwert

 

The air dragon Perfected-Wind is overly dramatic and theatrical. She thinks even the lightest wound could kill her, and reacts accordingly. Her kobolds are very quick-thinking: a necessary trait to quickly convince Perfected-Wind of her continued health.

Scattered-Lights

Image Credit: WOTC
Scattered-Lights is not a dragon. His predecessor, Tattered-Sky, died under mysterious circumstances. A few days later, Scattered-Lights took control of Tattered-Sky's soldiers and equipment. The issue with this is that Scattered-Lights is actually a paper puppet with 5 kobolds in it. The five kobolds switch around leadership every week, making Scattered-Lights seem confused and strange when it comes to strategy.

Scattered-Lights' kobolds know their leader is a puppet, and have gotten used to the strange, conflicting orders by only listening to the largest swathes and concepts, making it easier to change plans at a moment's notice.

Bloodied-Tide


Image Credit: Creature Caster
Bloodied-Tide is a water dragon, and also a zombie. He still has authority, for some reason, although he mostly uses that to wander around moaning "BRAINSSSS" at people. His kobolds have a rather higher ratio of necromancers than most: they spend their time studying Bloodied-Tide, in the hope of learning how he was returned to life.

Bloodied-Tide's army is led by a kobold wizard named Watches-Sunlight. However, Watches-Sunlight is just as incompetent as any other kobold. While she thinks her leadership is a secret, it's common knowledge.

Sundered-Mountain

Image Credit: Athayar
The earth dragon Sundered-Mountain is the youngest of the Celebrants, and thinks she's much smarter than he actually is. Her kobolds spend most of their time building overcomplicated Rube Goldberg devices, for use as traps. Sundered-Mountain rarely leaves her lair, where she constantly improves her defenses.

Friday, January 26, 2018

Ecology of the Derelicts (Sunless Horizon)

The Derelicts
The Derelicts are the core of Sunless Horizon. Broken, floating fragments of starships, they make the only resources available to the remnants of humanity. Each is filled with disintegrating components, volatile chemicals, and violent synthetics.

However, some things still manage to eke out a living in this lightless expanse.

Reactor Moss
Gathering energy from the barely-active nuclear materials inside of a derelict's reactor and food from any creature that steps into them, Reactor Moss grows as wide grey beds with hundreds of hooks, waving as if to wind until something comes within reach. When an organic creature comes within reach of the hooks, they grab it, draining the nutrients from the creature to replace what would have been gained from soil.

Reactor Moss reproduces using sticky, hardened spores that hibernate until reaching a survivable surface: generally another derelict.

Spitting Lily
The Spitting Lily is a rarer specimen, only growing on derelicts with available chemical stores. The Spitting Lily synthesizes those chemicals into a vicious acid it spouts at prey. Spitting Lilies have a wide, bulbous stem which tapers into a narrow hose, surrounded by acid-resistant petals.

Orion's Eye
The Orion's Eye is a more proactive predatory plant, rolling through the hallways of derelicts like an angry tumbleweed. Each of their springy branches end in spheres of sticky acid: while the adhesive is weak enough to allow the Eye to move, it's strong enough to catch insects out of the air. Unlike the Spitting Lily or Reactor Moss, the Orion's Eye is nothing more than an inconvenience to scavengers.

Bristlebeast
The horse-sized furred Bristlebeast is common on derelicts with Reactor Moss. Their face's brush-like set of bristles are vibrated by thousands of tiny muscles to scrub Reactor Moss off of its walls, to be picked up by the Bristlebeast's five barbed tongues. They have a disproportionately long, thick neck, in order to avoid bringing the body too close to Reactor Moss, and hopefully pull the head out in case of accidental contact.

Bristlebeasts are skittish, preferring to avoid combat, and cannot survive in space.



Sledgehammer Crab (this is a terrible name.)
The predatory Sledgehammer Crab secretes a sticky material and uses its claws to scrape metal off of the sides of derelict hallways to attach them to itself.

The Borer Fly drills into the shells they create, living off of small pieces of the crab. When their "nest" is attacked, they swarm out to defend it.
 

Borer Fly
The feathered Borer Fly has more in common with birds than insects, with a large, spiked beak to drill into Sledgehammer Crabs and through the walls of derelicts. They only fight if their living nest is under threat, returning to it when the threat is gone.

Nipper Fly
The Nipper Fly is an herbivorous insect with a conspicuously large set of mandibles, similar to a stag beetle. Similar to the Borer Fly, the Nipper Fly is covered in a layer of gray feathers. They eat plants, such as the Spitting Lily, by latching onto them and tearing pieces off through violent spins.


Harpoon Fly
The Harpoon Fly's most recognizable feature is its large, barbed stinger. While it is not poisonous, it is between 6 and 12 inches long, making up almost three quarters of the Harpoon Fly's body length. The barbed stinger is used to impale Borer Flies after they drilled into Sledgehammer Crabs. Because of the stinger's length, the Harpoon Flies have difficulty flying, commonly staying on the same crab for days at a time.



Morningstar Crab (also a terrible name)
The herbivorous Morningstar Crab, an evolutionary relative to the Sledgehammer Crab, eschews the sticky excretion and shell for a covering of spiny hairs. It burrows through metal, waiting for more violent creatures to pass before leaving to eat.

Sunless Horizon Beta 2.3 Release

Commissioned from Scrap Princess excited screeching I've been posting about  Sunless Horizon  for about a year, and after finally gettin...