JJBA Part Null: learned mortality

A alternate universe and timeline of the JoJo's Bizarre adventure universe

Scenario & Setting Description Learned Mortality takes place at the Eso-Tiller Antarctic Research Base, in the year 2150.  The base’s microbiologist, Dr. Camilia Tiller, has sent an S.O.S. to respondents on an international helpline, and is requesting aid in evacuating and protecting her fellow researchers.   The entire game takes place on the continent of Antarctica, a few miles north of the South Pole at a small, independently funded research facility.  Eso-Tiller, come nightfall, is assaulted by hordes of frozen monsters that they have come to know as “The Frostbitten”.  They don’t know why they’re being attacked, and they don’t know what the Frostbitten are.  All they know is that if the Polar Night strikes, a 6 month period of absolute darkness, there will be no hope for them left. The party is that response team, tasked with saving Eso-Tiller and learning more about these so-called Frostbitten. In actuality, things are far darker than they appear.  Milli, the daughter of Professor Eso, is an artificial intelligence with a critical lack of understanding in regards to humanity.  She has caused a cycle of death and rebirth, functionally forcing immortality upon all members of the research base.  Furthermore, the remnants of Bliss Eso are simmering, gathering fury to destroy all of his failures and wipe the slate clean, drowning everything and everyone he cared about.  Will the party be able to keep their humanity, or will their souls be whittled down until they’re not even remotely the same person anymore? World Lore The year is 2150. Set in the slight future, there are cybernetic enhancements available to the basic citizen. AI research has grown, but the concept of a living artificial intelligence that is human is still very science fiction. Not much is publicly known about it, but some think it may have ties to the supernatural. The world is still recovering from a world-wide “apocalypse”, where undead known as vampires attempted to take over the world. Vampires are seen with a level of suspicion, and there is an ongoing android crisis in Mexico regarding the fear that artificial intelligence has the potential to repeat the same threat that the Vampire Apocalypse posed on the world. Electros City A large city in Japan, known for being the root of the Vampire Apocalypse, a planet-wide crisis in the year 2130. The reason why the supernatural is becoming well known worldwide. Supernatural studies (such as stands, vampires, spin, hamon, etc) The Vampire Apocalypse A planet wide crisis where vampire vigilantes tried to turn the entire world into vampires. It was ultimately stopped, but the world was forever changed. Spektor Beach A beach off the northern coast of Australia, where Bliss spent his early years, where he met Hope Dream and Hiroto Ono. Bliss worked as an Ice Cream salesman to pay for his college tuition. This is where he found a vial full of Bioluminescent water, which he wears as an earring to this day. It means a lot to him and inspired his goals to create Artificial Life. Unity / United Laboratories The scientific studies group from which Dr. Tiller is from. Supervised by Wodin Aecer Sr. Where Bliss is getting his research grant from, where Echelon is from, and who found Iris Una for Eso-Tiller. Dream Corp. Hope Dream’s company, and the group who funded Eso-Tiller. Dream supplies medicine to hospitals across Japan, and had a major role in the Vampire Apocalypse of 2130. They have since reformed, but public opinion still remains mixed. Aecer Mining & Telecom. Wodin Aecer’s company, and where Bliss’s dad worked before he retired. Star Road Foundation The supernatural helpline, a group of Stand Users and Supernatural Entities, led by Director Rachel Krod and stationed in Electros City, Japan. Running Learned Mortality Learned Mortality is a sandbox TTRPG. Conflict is driven by character motivation, and exploration. There are no planned scenarios, and you should not force any particular outcome. Instead, analyze the characters so that you can comprehend their motivations, their emotions, their desires. Particularly for players, ensure that they play characters with a strong sense of drive and motivation as they are going to be the primary vessel for the plot to move forward. The players get full control over where they go, when they go there, and how they go there. Give them ample tools to allow them to delve headfirst into the hostile environments described within this module. There are many scenario triggers which may happen as they play. Keep a close eye on their actions, and make sure to react accordingly. Don’t be afraid to just start an encounter if you have a gut feeling that it would fit a scenario. Remember: this is a conflict that has been ongoing for three years at the time of the party’s arrival. The borders are well established. The antagonists know how to maneuver the cold, and are already fully engrossed in their plans for solving the situation. The NPCs of Eso-Tiller, however, are new. They’re just as confused as your players are, and should help the players strive for a better understanding of what the Frostbitten are and why they’re being attacked in the first place. Travel and Frostbite Moving anywhere on the map will take time and will damage the players in terms of frostbite. Finishing the shuttle loop will provide protection from Frostbite. Using the tunnel will deal 1 frostbite during polar night, and 0 otherwise. Traveling while wet or unprotected will increase your frostbite. During the flood, frostbite is taken if you’re in contact with the water. Reaching 10 frostbite will kill you. Discovery When you come across areas on the map, add them to the map. More info in Locations. An Unyielding Environment Antarctica itself is as much of an antagonist as the Frostbitten are. The map will change, snow drifts will damage and bury equipment, vehicles will break down, frostbite will permanently damage your bodies and spirits. The environment should be harsh and threaten even the most prepared of adventurers when traveling in between areas. The Antarctic is no joke. Bizarre Fields & Jumpscares When you first encounter an enemy, they have a special type of bizarre field called a Phantom Bizarre Field. Bizarre field points represent the party’s understanding of each mystery present in the game, and as the game progresses the number of phantoms will drop. Dropping a phantom bizarre field reveals a lot about the danger of an antagonist. Research and Science! Eso-Tiller is supplied with a multitude of tools that can help players study and learn about the frostbitten. Lab Alpha has a microscope, oscillatory chambers, shower heads, centrifuges, and a chemical store. NPCs (Major Characters) The following section details each character that is crucial to Learned Mortality. More details on their stand abilities can be found in the Bizzarre Field section. Eso Tiller staff: Dr Camillia Tiller-a 5 ft tall woman with tan skin wearing glasses with disheveled hair put up into a ponytail wearing a white lab coat over her blue sweater wearing overalls the unbutton with four large buttons on them her stand is rubber human she's a very serious and tired woman Professor Louis "Bliss" ESO-a 6 ft tall ebony skin Man with fluffy red hair growing a lab jacket with a red beard blue shirt and dark jeans his stand is chill bump and he is a very kind and loving father Millennium (Milli Eso-Onl)-a robot using her powers to make everyone think that she's human her human appearance is that of a little girl with dark skin cyan blue hair put up into two pigtails with hair ties that look like angler fish antennas her fake stand is hello world a technology-based stand her real stand is extension of you Valencia (Val) Downberry-a old woman with dark skin wearing a fishnet shirt a open jacket with razor sharp teeth blue hair put up into dreadlocks slightly rolled up jeans and combat boots with big hefty gloves and her stand is family affairs she is a very excitable and destructive lady Goose (Gaz) Wowaka-a tan skin lady in her 20s with short green hair wearing a sleeveless top with short shorts fishnets and white boots with gardening gloves and is Seikos big sister and loves plants almost as much as she loves her sister and her stand is called unknown mother goose Erik B. Rakim-87 ft tall extremely muscular black teenager wearing a football hoodie with shorts sneakers and fingerless gloves also is tricky's boyfriend's no stand Tricky (Trix) Nata-5 ft tall Asian age teenage girl with long black pigtails wearing a pink sweater crop top with a pink skirt and brown boots is secretly a vampire and is Eriks girlfriend no stand Dean B. B. Rock-a 7 ft tall chubby black women with braided hair women glasses and a white suit who is a doctor no stand Shinso Murphy-a 7 ft tall lanky man dark skin with white hair and red eyes wearing a pilot's outfit he is very unlucky and always grumpy making very morbid jokes if he survives a certain scenario he gains the stand so long sentiment Bolt Watsky-currently in the shape of a abomination that no one knows is him hiding out of the sight of everyone his true appearance is a middle-aged dark skin man with white hair brown eyes wearing a white cloak Ancelor-king Eso-a dark skin man that's 6 ft tall wearing a dark purple sweater and only half of a jacket with x's and o's designs on it long black pants and snow boots currently Mia is a very comical man and his stand is called x's and o's Oblivious Eso-Ono-is a hologram of a young girl with a more masculine design currently Mia loves pretending to be a king and her stand is pale blue dots Side characters that don't appear but are mentioned: Hirito Ono-in Mexico Hope Dream-in America Wodin "Odd" Aecer sr.-in America Echelon Hexaflake-Kia Iris Una-in America Players team: Seiko Wowaka- Corporal Larry Allen- Lucifer (Lucy) Una- Elessar Tsierpinski- The Frostbitten (Antagonists) The Frostbitten are monsters of unknown origin, beings that seem to resemble arctic wildlife and attack Eso-Tiller under the guise of night. They are the primary antagonistic force in this game, and surrounding them are many mysteries for players to sink their teeth into. Each of them have type groups, and there can be more than one frostbitten of a given name. The types themselves have their own Bizarre Field, which relates to the overall mystery of their function. Snowflake Class Small Frostbitten, usually swarm-types. .5x.5 scale tokens. These Frostbitten are more dangerous for their abilities rather than for their capability to take down a PC. There are functionally infinite of each snowflake class (except Eye of the Storm and Professor Black Ice). If keeping track of troops matters in how your party approaches the situation, each will take less than an hour to regenerate. House of Dreams-ice birds Defend Atlantis-ice penguins House of dreams act 2:Lightning in the Sky-bloody Birds Tiny Glowing Screens, Part 1-blue sensor jellyfish Tiny Glowing Screens, Part 2-yellow trap jellyfish Tiny Glowing Screens, Part 3-red absorbing jellyfish Professor Black Ice-mass of crystallized black goo that can multiply endlessly unless touched Eye of the Storm-machine that's currently the cause of the blizzard location Mia The Voice of Dead Ocean-the source of the butterflies that create the ice around the frostbitten location unknown The Weathermen-a mass of black icebergs that create the outline of a man with an umbrella is what is left of hexaflake Flurry Class Medium sized Frostbitten. Deadly, but will only be able to kill a PC if they use numbers to their advantage. Use 1x1 tokens. Each Flurry class has functionally infinite numbers, but if keeping track of troops matters in how your party approaches the situation, each will take a day to regenerate. Where the Wild Things Are-ice wolves Where the wild things are act 2:Follow Me Down-bloody ice wolves The Lucky One-fungus monster in the form of multiple hands WAR★HALL-ice knight with a narwhal horn White Flag Warriors-large white humanoid jellyfish Blizzard Class Large frostbitten capable of single-handedly defeating a PC in a one-on-one. These are usually 2x2 tokens. Each Blizzard Class has a single instance, once destroyed they won’t return. The only exception to this is [whatever happened to the DJ] which has units all $5 Steak-ice shark Whatever Happened to the DJ?-emperor penguins that act like gateways The Moses Twist-multi-headed ice crane Flowers in the Pavement-robotic ice crab that hacks machinery Glacier Class Extremely large Frostbitten, only rarely seen.  Each Glacier Class only appears once, take 3d6 days to regenerate.  3x3 tokens. The Circle in the Square-large circle machine with multiple arms with gyroscopes on them can use spin Tell the World That I’m Comin’-larger variant of the narwhal creatures is the leader Watchdog Water Dragons-gigantic ice in flesh snake The Father of Death-metal and flesh whale Jotunn Class There is only one of the legendary Jotunn class. This monster, from the outside, is indestructible. Fighting it requires finding your way inside of its skull and attacking its brain stem directly. Once destroyed, this Frostbitten will greatly increase the number of Flurry and Snowflake class frostbitten that appear in scenarios. It will not be regenerated by the devil. If an attempt is made at a regeneration, it will take a full month. In the Year 2525-Giant ice monster with time powers The first time the party enters the Centurion Range, they should be shown the beam of light coming from 2525. After they are aware of its presence, the villainous action comes into play. Ambiguous Designation Ambiguous designation Frostbitten do not have a set size or strength. Some are 2x1 tokens, some are comprised of small individual entities. These Frostbitten are unique in their size and shape. Ambiguous refers often to their shifting shapes and powers. Where the Devil Don’t Go-a floating ice and yellow goo construct with the other half of Mr King's jacket The Good Doctor-a humanoid made out of blood Red ice The Beginning -a flashlight blob attached to a radio tower Gonna Be Free-the result of what happens if you kill the beginning a walking ice corpse Mad as Hell-the result of gonna to be free escaping a 17 ft tall ice monstrosity Mad as Hell ACT 2: Madder than Hell-the result of what happens if it's first variant is killed a 12 ft tall blood red ice version of the first variant with fire powers Mad as Hell ACT 3: Fury of Tartarus-a 12-ft tall much more bulkier blue Scion ice variant with lightning and rock powers Mad as Hell ACT 4: The Sea is Rising-the final boss with all its previous forms elemental powers along with the power to create a tsunami attached to a giant angler fish Stand & NPC Bizarre Fields [Extension of You] Locked Bizarre Field: 6/6 This Bizarre Field can be unlocked by dropping the following fields: any unbitten form of NPCs (Chill Bump, Rubber Human, Chemical Angels, Good Rebels, It's Tricky, Don't Sweat the Technique, Bubble Gum Wrappers, Social Clock), any unbitten form of PCs, the “Learned Your Mortality” Villainous Action triggering the first time, and [Pale Blue Dot]. Status: Main Antagonist of the Milli Ending. Optional Form: [Exclusion of You] This bizarre field is hidden until revealed by Milli. EXTENSION OF YOU First Thing I Learned, I Have to Breathe Extension of You has the ability to resurrect anybody or anything who has died in its range (of roughly 200 miles) by constructing a new body out of available materials around it, and breathing life into a new Coral Body. These new bodies are imbued with a copy of the person’s identity, with a few missing parts. It functions off the idea of teleporter death. None of the corpses, known as The Unbitten, are truly dead. They cannot die. Once resurrected, both the corpse left behind and the new body become undying. They get superhuman longevity, and no matter what happens to their bodies they will survive. The flesh itself cannot die. Even when broken down to its smallest components, it still lives. The memories themselves can be freed and their suffering eventually ends. All of those who "died" beneath Eso-Tiller are still there, rotting in the basement. The flesh has a harder time moving in the cold. It cannot freeze but it slows down drastically. (Ex; The Good Doctor and anyone without butterflies find themselves very creaky and slow) “Learned Your Mortality” (Villainous Action) (Activating this villainous action drops a lock on [Where Butterflies Never Die]). When a target is resurrected, all of the following effects occur. If Milli has not been revealed, give your players the choice, however do the rest in secret and reset as if they had not died. Heal 3d6, gain 3 character points Gain a general -5 permanent flaw (like a minus 1, but stronger modifier) Lose all of your current plots points, and any memories of having died are erased Choose One: Gain a -1 permanent flaw on recalling information, and drop your brains by 1. Using your stand's ability costs 2 HP Lose one positive trait, and gain 3 flaws Completely change your stand on the spot. Secondly, I Have to Eat [Extension of You] can make illusions of light. Since Extension of You functions off of Milli's subconscious, it does this in a way which will keep Milli happy. Milli wanted nothing more than to live a life as Bliss's biological daughter, and thus the stand tries to make that her reality. Mainly, it uses this to cover up how horrible the resurrections look, and how damaged and battered Milli's robotic body is. Interacting with these illusions is indistinguishable from reality, however having too many illusions active at once will put strain on Milli’s processor, causing more glitches the longer she tries to uphold each illusion. Third, You're All I Have [Extension of You] can imbue fake memories into anyone within its range, however this means ALL targets within its range share the same memory. It cannot give memories to just one person. If it makes a mistake, it will try to correct itself. On a failed roll against the universe, it will overcorrect, adding a change that most people will realize was never there to begin with. The only way to fix its overcorrections is to directly confront Milli. Power: C Speed: B Range: A Durability: Infinite Precision: A Potential: C Namesake: “Extension of You” by Mili. [Hello, World] Bizarre Field: 2/2 (This stand is not real, an illusion created by [Extension of You]). HELLO, WORLD My Circuitry is Filled With Lights Hello World can fire beams of light which blind. These lights are all part of [Extension of You]'s main ability. Not Even Sure if This is Real It can open a computer console and make modifications to the coding of the world as if it were a computer simulation. It can repair cybernetics. It can analyze a scenario and find differences. It can take pictures and digitize them. Oh, Will I Find a Love? Milli may spend bizarre field points on Hello, World to drop bizarre field points of any unlocked bizarre field. She will do this at the player's request. Power: C Speed: B Range: A Durability: D Precision: A Potential: C Exclusion of You] Locked Bizarre Field: 8/8 Locks on this Bizarre Field can be dropped by dropping each NPC of Eso-Tiller’s Bizarre Field. All of them have to be dropped before this field is fully unlocked. This field starts with less locks if NPC fields have already dropped. Final Boss: Exclusion of You is the final boss of one of the routes of Learned Mortality. Defeating Milli unlocks the ability to win the game by leaving Antarctica. EXCLUSION OF YOU A body of flesh and blood is made, and Milli dons [Extension of You] as a wearable stand. A Beam of Golden Light Milli may extend golden chains of light to each of her closest friends in Eso-Tiller. Using this ability will transfer a learning point to all NPCs in Eso-Tiller. Anyone tethered by a beam of light will see the same way as Milli, immediately vilifying those that oppose her humanity. This extends to [Let the Maggots Sing] as well, giving it the ability to calcify coral structures and encasing Eso-Tiller in a castle of dead white coral. So long as the members of Eso-Tiller stay within range of Exclusion of You, they keep their abilities and are under Milli’s control. The brainwashing can be broken if they are dragged far away from her. Does it Get Easier With Time For the Immortal? Milli may now spend every point of resolve she has gained throughout the campaign for normal uses. She may use it to negate damage, reroll, and even resolve rush (if she has no allies remaining). As long as she has at least 1 resolve, she cannot be reduced below 1 HP. She may spend 1 resolve to reduce the damage done to any of her allies by 5 HP, so long as they are still connected by the Golden Chains of Exclusion of You. This battle gets easier the more willing you are to kill her. Her ability is stronger the more you’ve helped her, and improved by every act of kindness you’ve given her throughout the campaign. To beat her, you must want to kill her. If I Was Born Normal This ability only triggers if Milli has no allies left. Every turn, Milli must make a Bravery Roll versus the universe. If she loses, she will lose control over her humanity, and her protection protocol will take over. At this point, she will become 100% frostbitten, using the Butterflies to protect herself and Eso-Tiller to the detriment of her sanity. [Ex’s and Oh’s] Key Bizarre Field: 3/3 (Dropping this Field drops a lock on [Where Butterflies Never Die]) Ex’s and Oh’s is the stand of Ancelor-King Eso. Red Marker draws X's, Blue Marker draws O's. There can be up to 9 Xs and 9 Os at any given time. Each marker has its own moth-like stand, which can go up to 60 ft. from its user, and act independently (2 actions per turn, colony rules). Marked Earth If Xs or Os are drawn on things (or people) effects activate if the marker is used to draw a line through multiples of them. Two X's | Force transferal: Any damage dealt to one X damages the other X. Three X's | Wall of Force: An invisible wall appears, as wide as the Xs and 15 ft. tall. Two O's | Magic Hole: A wormhole opens between the two Os about half a foot in radius. Three O's | Slash: A gash appears, like a perfect cut with a knife. Four O’s | Big Magic Hole: A wormhole big enough for a person to travel through. Each mark has to be physically erased, and dissolves in water. A link between marks can only be triggered if they are currently within range, but links maintain their connection even if the user walks out of range. Marked Palms Ancelor may draw an X or an O on the back of someone’s hand. This does nothing on its own, but if at least three people have this effect, it triggers the following abilities: If three X's stand in a row, they all get a +5 on defense rolls. If three O's stand in a row, they all get a +5 on attack rolls. If an X comes in between an O or vice versa, both of them lose their effect. Learning Point: Recall ( 2 pts ) Ancelor can call the markers back to his hand if he has a rough idea of where they are. Power: E Speed: B Range: C Durability: B Precision: A Potential: B Namesake: “Ex’s and Oh’s” by Elle King. [Where Butterflies Never Die] Phantom + Locked Bizarre Field: 6/6 This Bizarre Field can be unlocked by dropping the following fields: Where the Devil Don’t Go, [Ex’s and Oh’s], Mad as Hell ACT 1, Mad as Hell ACT 2, Mad as Hell ACT 3, Mad as Hell ACT 4, Flowers in the Pavement, The Good Doctor, and Chemical Angels. WHERE BUTTERFLIES NEVER DIE Multiply Humanity A new Butterfly is “born” every time something in the vicinity of [The Eye of the Storm] dies. This includes any form of life; plants, bacteria, animals, frostbitten, unbitten, etc. Utilize Surrendering Where Butterflies Never Die is an automatic stand. They function off of feelings and impulses given to them by their environment. They will only react to what they experience. A gust of wind, a current, or a wave of some sort (sound, radio, water. etc): Precision (3d6) A curious soul: Learning (2d6) A brutal force (fire, lightning, etc): Power (2d6) Something moving fast towards it: Speed (3d6k2) Something hitting its Ice Form: Durability (2d6k1) A force trying to make it split: Durability (2d6k1) Hamon: Durability (2d6k1) If a Butterfly is given no stimuli, it will land on the closest thing it can identify as a perch, wait for a while, and then fold its wings, turning into ice. While in its Ice Form, Butterflies is indistinguishable from actual ice. If touched by a stand, the stand will be unable to pass through it. Butterflies has the ability to replace flesh with soul, creating hardened soul "ice" that can act as skin, armor, bridges, etc. Harmonize Insanity Butterflies melt in direct sunlight if not hardened. They return to their Butterfly Form if electricity or hamon is applied to them while they are in Ice Form. History & Creation [Where Butterflies Never Die] was created by the union of two stands; Iris Una’s [Crazy Town] and Dr. Camilia Tiller’s [Key Ingredient]. With Una’s ability to create an indestructible material, and Tiller’s multiplicative bacteria-like stand, the Butterflies could replace the high costs of raw materials that the base was currently suffering from. Butterflies would allow all of them to explore even the harshest of climates without fear of being hurt by the cold. With Hiroto Ono’s [Discord], he removed parts of both stands, allowing him and Bliss to create the first Butterfly Chrysalis, a sort of spawning point for new butterflies. Power: C Speed: A Range: E Durability: A Precision: B Potential: oo Namesake: “Where Butterflies Never Die” by Broken Iris. [Chill Bump] Key Bizarre Field: 2/2 (Dropping this field breaks a lock on The Good Doctor) Chill Bump is the stand of Bliss Eso. It was gifted to him by his husband, Hiroto. It's able to engrave Roman Numerals onto objects. The numerals are randomly determined by a 2d10k1 roll. The higher the number, the stronger winds emit from the numeral when it is touched. He can place two of these a turn. He can dispel them as a free action on his turn. (Based on degrees of wind, levels of strength). (1d6) I - A small gust of wind. (2d6k1) II - A freezing cold gust of wind. (2d6) III - A medium blast of neutral wind (3d6k2) IV - A precise slice of wind. (3d6) V - A rotating slice of hot wind. (4d6k3) VI - A Monsoon (circular wind storm) (4d6) VII - A dust devil, centered on the floor somewhere. (5d6k4) VIII - A Tornado, large and destructive with little control. (5d6) IX - A disaster class force, that freezes anything it touches. (6d6) X - A circular tunnel of wind, incredibly strong and incredibly precise. Namesake: “Life has Value” by Chill Bump. [Rubber Human] Bizarre Field: 2/2 Ability: Rubber Human lets Dr. Camilia Tiller derive or integrate a physical aspect one step, changing a velocity to a position or a position to velocity and so on. Follows the d/dt of Position -> Velocity -> Acceleration -> Jerk -> Snap -> Crackle -> Pop. Position: Where an Object is. Velocity: (Rate of Change of Position) ex; visual speed Acceleration: (Rate of Change of Velocity) ex; gravity Jerk: (Rate of Change of Acceleration) ex; a piston spinning, or a car’s axle Snap: (Rate of Change of Jerk) ex; a single moment of impact Crackle: (Rate of Change of Snap) ex; chaos Pop: (Rate of Change of Crackle) ex; momentary chaos Speed Crit Weakness: The effects of Camilia's stand take time to occur, and need at least 1 turn to settle. This gives anyone the chance to react to what's about to happen to them before it happens. Range Crit Weakness: Camilia can only use her stand on touch. If she attempts to change a position, she will have very little control over where the new position is. Power: A Speed: E Range: E Durability: C Precision: B Potential: C Namesake: “Rubber Human” by Mili. [Unknown Mother-Goose] Bizarre Field: 2/2 Unknown Mother Goose is the stand of Goose Wowaka. Unknown HP: 8 Unknown is tied directly to Goose’s consciousness, if poofed she will fall asleep. Unknown has the ability to bury anything hit by its carrot. It can instantly dig a carrot out of the dirt, or bury a stake in the ground with no trouble. Mother HP: 21 Mother is a patrolling guard that automatically manifests when Goose is asleep. She patrols around a 60 ft. radius of Goose and can create pins with any emoticon on them. Wearing a pin causes you to feel the emotion most commonly associated with the face on it. Unknown can make pins as well, but only happy faces “:)” Common pins include “:(“ “^-^” “>- If the party goes to the Island, and kills [The Beginning], then [Gonna be Free] is released. If Ancelor is missed twice, then [The Beginning] is killed by Ancelor during Ancelor’s Death and triggers this event. If [The Beginning] is allowed to live, [The Good Doctor] attacks the base with 2x [Follow Me Down] and attempts to slay [The Beginning] and open a hole to the Basement. The Lucky One -> If a Night Session starts and Murphy is never talked to during the entire night session, he will be spirited away by [The Good Doctor] to encounter [The Lucky One] on the titanic. (Night after The Beginning) - Gonna Be Free Escape Mad as Hell ACT 1 -> Random chance on any day or night, roll any d100. Mad as Hell ACT 2 -> 2 days after Mad as Hell ACT 1 Villainous Trigger As soon as act 2's phantom bizarre field is triggered (either by reaching the second night after ACT 1 is killed, or by triggering a defense wave with the Jellyfish above Lake Una) Mad as Hell will possess the body of any friendly ally that is traveling with the party. If none of the NPCs are currently with the party or the party is somehow incapacitated and cannot respond, ACT 2 will approach Eso-Tiller and choose an NPC that is currently at the base at random. They will start acting strange, and trying to kill people in ways that look like accidents. Once the person is cornered, MAH 2 will rip and tear its way out of that person, killing them and activating Learned Your Mortality. This person's body will fill with fire, melting from the inside out, but they will feel no pain. Mad as Hell ACT 3 -> After most bizarre fields relating to the frostbitten are dropped. The Polar Night -> When Oblivious is encountered. Milli -> When the illusions are questioned, roll vs. the universe. If she fails, drop an illusion. Post Oblivious the party comes back to an empty Eso-Tiller. The Garden of Chains Underneath the Lake Una hub lies a secret base of operations, hidden behind an illusion of [Pale Blue Dot]’s design. Herein lies The Good Doctor’s home, where all his contraptions are made, and where his unbitten allies hide away from the sight of Eso-Tiller. The Circle in the Square / Ancelor Ancelor has been captured by this frostbitten, [The Circle in the Square]. At the start of the game, mention that a member of the research team had recently died (Ancelor). His death’s circumstances are unknown, and any search into the Flats will result in encountering the conglomerate moving in a steady procession north. If the conglomerate is not stopped, it will (slowly) make its way to Macaroni island, where it will attempt to deposit Ancelor. If it is not stopped a second time, Ancelor will be executed as he will be incapable of making any change in The Beginning. At this time, Mad as Hell will come into play in the form of [Gonna be Free] in Eso-Tiller’s basement. Ancelor will be gone, and the darkest night will begin approaching fast. Gonna be Free will attempt to escape with the help of the Devil of the South upon the following night. King’s Pass -> Encounter Ancelor being brought north. Ancelor’s Death -> If Ancelor is missed twice, then he is killed on Macaroni Island after defying the Frostbitten and setting his brother free. In the Year 2525 This is the largest and most threatening frostbitten. There are three scenarios which will bring it into play- Pressing On Trying to climb towards [Eye of the Storm] will result in 2525 appearing at the peak of the mountain and pursuing the party until they reach the flats. 2525 will stay in the mountains, avoiding entering the flats until it has a reason to attack Eso-Tiller, such as Mad as Hell taking control of it over the Devil. Time If Mad as Hell Act 3 exists, it will take 1 day of prep and attack Eso-Tiller’s drop-off. It will bring the frost giant with it as a ways to climb the cliff. If the Year 2525 survives past the flood, Mad as Hell ACT 4 can use it as his personal base of operations, and construct The Lighthouse atop its back. Absolute Zero Displaying any aggression towards Oblivious or Eso-Tiller property outside of Fort Puzzle Plank will pull you into her protection protocol, an apathetic version of Bliss. Milli Endings Acceptance -> Milli gets over at least 7 of her 14 flaws by the time the fight with [Extension of You] happens. Milli wins a savior mechanics bravery roll vs. 3d6 universe with the help of any party member that’s made a connection to her. Rejection -> -> Go to [Exclusion of You] ending. Bliss Endings Trapped - [The Beginning] is never killed, thus [Mad as Hell] cannot be created. [The Beginning] will start communicating with Bolt Watsky, and Bolt will deal the final blow. Furious - Milli Acceptance happened, thus Mad as Hell is completely dedicated to killing her and setting the Frostbitten free. The Sea is Rising triggers and Antarctica is sunk beneath 300+ ft of water. The party must act quick to avoid drowning. Acceptable - The party chooses to work with Mad as Hell, and decides Milli is too dangerous to let continue. Requires Milli Rejection. Other Possible Endings -> Both bad ends for Bliss & Milli are had, party works with Oblivious to fight back. -> Neither bad ending is had, thus [The Good Doctor] assumes the role of Mad as Hell IV. -> Some dark third thing where the party is all Unbitten and has to accept death together. Volatile RAM An aspect of computing, RAM is memory that is referenced and used constantly during the main run cycles of a computer. RAM (or random access memory) is volatile, and thus once a computer is shut down, it is cleared and reset for future use. The AIs of Eso-Tiller store their learnt personalities in massive RAM banks. If they are to be shut off, by any means, they will reset to day-1. This includes Oblivious, Eye of the Storm & Millennium. Milli has many backup drives which will each save a mirror of her incase of sabotage, but [The Good Doctor] has manipulated this in order to reset parts of her if she learns too much. Oblivious and Eye of the Storm have no such backup drives. If either are shut off, and their current RAM image is not saved, they will lose their souls (effectively, they will be killed). Saving Oblivious Oblivious, if saved, will completely transfer her spirit to an object of immense importance to her, the damaged hunk of metal of the first computer she was part of. The computer is not on, she no longer has volatile RAM, however she believes it’s on and processing even when hooked up to no power source. If the computer is destroyed, her spirit will also be destroyed. It’s what’s binding her to this reality. Saving Eye of the Storm Saving Eye of the Storm is a much harder task. Its nervous system extends outside of its temporal distortions, however can only be interfaced with by Oblivious. The way the Sequence Break PCs saved it was by instilling a new protocol for it to save its own data over all of the weather data, thus preserving its soul. Saving Millenium Moving Milli off site is a challenge. If her physical body survives to the end, she can transfer her spirit through association just like Oblivious would do. In a sense, the robot body would become her real body, separating her from the Millenium Core. If she does this, all of Eso-Tiller will cease to function, but she will be free. If for whatever reason Milli doesn’t have access to her body, her backup drives will suffice. If for whatever reason these drives are destroyed, then so is Milli. If her backup drives are recovered but her core is not, then she can be reset to square one, but will have forgotten all that has transpired, and lose access to her stand [Extension of You]. Crucial Global Villainous Actions Most antagonists in this game do not use Villainous Actions. Those that do are large and crucial to the plot. While running the game, keep these villainous actions in mind as they will trigger larger segments of the game. Learned Your Mortality If anyone dies, they will trigger this villainous action. They will suddenly heal, and either time will skip forward, or it will appear as though they had never died. Triggered by Millenium. What Kind of Man Builds a Machine to Kill a Girl? If the party enters the Garden of Chains, Milli has yet to be revealed, and the party has yet to discover the basement of Eso-Tiller, The Good Doctor will attack them with multiple red frostbitten and [The Father of Death]. Triggered by The Good Doctor. Did the Ripple Breathe the Breather or the Breather Breathe the Ripple? If the party begins to look into the past / history of Ancelor-King, while in his presence, and near crystal of some sort, [The Voice of Dead Ocean] will enter play as an active threat and start sending pulsations of madness towards the party at every given opportunity. Triggered by The Voice of Dead Ocean. Why’s This Fool in Dominion Kept Us Consumed in this Prison? If anyone, for whatever reason, follows off after The Voice and walks up close to a Chrysalis, while Mad as Hell ACT 4 is an active threat, The Lord of Wild Waters (ACT 4’s anglerfish) will materialize, invoke savior mechanics, and try to eat them / kill them on the spot. Triggered by Mad as Hell ACT 4. I Wanted to Believe that Ghosts are Real The party kills one of the base members after the reveal, or destroys Milli’s robotic body by force, or starts showing Milli what a soul is. A Butterfly gets to her and she denies everything. Rejection arc. Determining Frostbitten Heritage What happens if the party has pushed past their animosity towards the frostbitten? What if the party wants to see what a Frostbitten knows, and asks it a question? Whose pool of knowledge should you pull from? What does one Frostbitten feel towards another? Will they attempt to save their friends or leave them behind? Most Frostbitten have completely forgotten who they once were. When determining the heritage of a Frostbitten, there are two main rolls that must be made: Memory Roll 1d6 to determine what the Frostbitten remembers. *1 - No memory of who they once were. Brains becomes intuition, with a roll of 1d6. *2-4 - Some memory of who they once were. Brains gets a -1 debuff. *5 - Almost all memory of who they once were. Use the brains of rolled NPC, with a twinge of madness to accommodate for being killed multiple times 6 - Many memories and no insanity. Will act as if they are the same as their NPC counterpart. They will attempt to be friendly towards their counterpart. *If [Where the Devil Don’t Go] is still alive, they are controlled by The Voice on a lost Brains vs. Universe roll. They can attempt to fight it. Identity Roll 1d10 to determine whose body has been used as the base of this Frostbitten. 1 - Milli’s Defense Protocol / Dr. Camilia Tiller ( roll 1d2 to determine which one ) 2 - Professor Bliss Eso 3 - Goose Wowaka 4 - Valencia Downberry 5 - Erik B. Rakim 6 - Tricky Nata 7 - Dean B. B. Rock 8 - Bolt Watsky 9 - Echelon Hexaflake 10 - no identity / completely lost Alt: (Roll 2d10 and combine them) Note: If more NPCs die, add them to the pool of potential identities. This includes player characters and player character frostbitten. Special Frostbitten Identities The following Frostbitten have predetermined identities based on the lore at the start of the campaign. Feel free to change these if you know what you’re doing, but otherwise keep these as motivations wouldn’t make sense otherwise. Refer to the above table for memory scores. Tiny Glowing Screens (Pt 1, Pt 2, and Pt 3): Bolt Watsky Memory: 1 Chemical Angels: Bolt Watsky Memory: 4 The Lucky One: All people that died on the Titanic during its crash. Memory: 2 White Flag Warriors: Dr. Camilia Tiller (Real) Memory: 1 The Weathermen: Echelon Hexaflake Memory: 5 $5 Steak: Valencia Downberry Memory: 3 The Moses Twist: Goose Wowaka Memory: 2 Tell the World That I’m Comin’: Erik B. Rakim Memory: 3 Flowers in the Pavement: Tricky Nata Memory: 4 Watchdog Water Dragons: Dean B.B. Rock Memory: 1 The Circle in the Square: Camilia (Defense Protocol) Memory: 2 The Good Doctor: Both Bliss Eso and Camilia Tiller. Memory: 6 The Beginning / Mad as Hell Series: Bliss Eso (the first one). Memory: 5 ACT I Memory: 1 ACT II Memory: 2 ACT III Memory: 5 ACT IV Memory: 1 (Phase 1) 5 (Phase 2) 6 (Phase 3) The Voice of Dead Ocean: Mindless (thinks she’s Iris) Memory: 1 Where The Devil Don’t Go: Mindless (thinks he’s Ancelor) Memory: 1 Upper Shelf: ★☆☆☆☆ The Flats: ★★☆☆☆ Lake Una: ★★★☆☆ Centurion Mountains: ★★★★☆ Ice Core Labs: ★☆☆☆☆, after Polar Night ★★★☆☆ Eso-Tiller: Roll 1d12 to Determine the Nightly Star Rating 1 (8%) ☆☆☆☆☆ No Attack 2-4 (25%) ★☆☆☆☆ (Snowflake) 5-7 (25%) ★★☆☆☆ (Flurry) 8-9 (16%) ★★★☆☆ (Blizzard) 10-11 (16%) ★★★★☆ (Glacier) 12 (8%) ★★★★★ (Jotunn) Blizzard Strength Based on Day Count, only active if [Eye of the Storm] is up. Days 1-5 (Weak) Players take 1 Frostbite when traveling south. Days 6-10 (Moderate) Players take 1 Frostbite traveling between any region outside. Days 10+ (Strong) Players take 2 Frostbite traveling outside, or 1 inside. Days Polar Night+ (Devastating) Players take 1d4 Frostbite on any travel. Any turn ended in the blizzard gives 1 point of Frostbite. Star Rating: ☆☆☆☆☆ No Frostbitten are found or will attack. Star Rating: ★☆☆☆☆ You encounter a small group of Frostbitten. Roll 1d100 1 Mad as Hell Encounter (if no Mad as Hell available, attack is called off). 2-10 Small Scouting Pack (1d6 Wild Things + 2d6 House of Dreams) 11-20 Small Penguin Pack (1d6 + 1 Defend Atlantis) 21-60 Wild Things Large Pack (2d6 Wild Things) 61-90 Lightning Storm of House of Dreams (2d6 House of Dreams + 1 DJ) 91-99 Observing (The Good Doctor) 100 No attack, night becomes 0 stars. Star Rating: ★★☆☆☆ You encounter a medium group of Frostbitten. Roll 1d100. 1 Mad as Hell Encounter (if no Mad as Hell available, attack is called off). 2-40 Simple Gate Attack (1 DJ, 2d6 Wild Things, 1d6 House of Dreams) 41-70 Simple Cliff Attack (1 DJ, 2d6 Wild Things, 1d6 House of Dreams) 71-90 Greenhouse Attack (2d6 Warhall) 91-99 Invisible Raid - Mission canceled (1d6 Where Butterflies Never Die will secretly invade Eso-Tiller) 100 Mad as Hell Encounter (if no Mad as Hell available, attack is called off). Star Rating: ★★★☆☆ You encounter a Frostbitten unique to the area. Roll 1d100 1 Mad as Hell Encounter (if no Mad as Hell available, attack is called off). 2-30 Generator Attack ($5 Steak, 1d6 + 3 House of Dreams, 1d6 Wild Things) 31-60 Roof Attack (The Moses Twist + 2d6 Defend Atlantis) 61-90 Front Door Attack ( 1d4 DJs + 2d6 other Frostbitten, GM’s Choice ) 91-99 Mad as Hell ACT 1 if it has yet to occur. 100 Mad as Hell Encounter (if no Mad as Hell available, attack is called off). Star Rating: ★★★★☆ The Frostbitten have planned this meticulously, and attack at once. Roll 1d100 1 The Jotunn Class will attack w/ Eye of the Storm, upgrade to 5 stars. 2-20 Descent from the Sky (2d12 Tiny Glowing Screens, 2d12 Pt. 2, 2d12 pt. 3) 21-40 Taking Prisoners (2d6 House of Dreams, 1d6 Unbitten, The Circle in the Square) 41-60 Find a Way Down (All Unbitten + The Good Doctor) 61-90 Breaking New Ground (1d2 DJ, Watchdog Water Dragons) 91-99 Passive Takeover (6d6 White Flag Warriors) 100 Mad as Hell (if no Mad as Hell, attack is called off). (If any of the Glacier Class Frostbitten Are Destroyed, re-roll attack) Star Rating: ★★★★★ (Reserved for special encounters) 1-100 | Mad as Hell + Jotunn (if no Mad as Hell, attack is called off). Attack Location Roll 1d12 if you want to randomly determine an attack location at Eso-Tiller. 1 The Basement 2-3 The Greenhouse 4-5 The Airfield 6-8 Eso-Tiller, front 9-11 Eso-Tiller, cliff 12 Stealth Attack Each area in the game has a “generic” map which can be used for encounters during travel. If you want to create a unique condition for the encounter outside of “kill all enemies”, consider having the frostbitten attack vehicles, steal food, wound players, or be unaware of the players presence (allowing the players to approach in their own way). Making each random encounter different from the last will keep them from feeling stale. Feel free to re-roll on the random encounter table if you feel that the encounter you got doesn’t make sense, or ignore rolling entirely if the party is very focused on a story mission and you don’t want to interrupt it. If you’re running the game in a hardcore setting, roll on the table until you get an encounter that can be fought no matter what. Unique Nights: Night 1 - $5 Steak [ ★★★☆☆ ] Night 6 - Tell the World That I'm Coming + War★Hall [ ★★★★★ ] 1 Day After The Beginning - Gonna Be Free [★★★★☆] 1-2 full Days after Mad as Hell ACT 2 -> Mad as Hell ACT 3 + Jotunn Class [ ★★★★★ ] Winning the Game Your ultimate goal in Learned Mortality is to leave the continent of Antarctica. While it starts as a rescue mission, how the game ends depends on who you’re able to save and who gets out. The game ends as soon as the party leaves the continent. The continent cannot be left until [Eye of the Storm] is destroyed or deactivated. It is not possible, under any circumstance, regardless of player abilities. Players should be told if their ability breaks this rule, but not why, and should be suggested to change their abilities. Help them retain the identity of the character they wanted to play. Bad Ending The party finds a way to escape Antarctica without dealing with the blizzard or the frostbitten threats. They leave the fate of Eso-Tiller up in the air. Neutral Ending Destroy [Eye of the Storm], stop the blizzard, repair the airplane or use a new method of transportation, and leave Antarctica. This ending leaves the fate of Eso-Tiller and the Frostbitten in limbo. Bliss’s Neutral Ending Destroy or deactivate [Eye of the Storm]. Defeat [Mad as Hell] ACT 4, stop or get rid of the flood. Choose 1: Destroy the Frostbitten All of the Frostbitten have been drowned. Mad as Hell ACT 4 can no longer move. None of the monsters remember who they were. They will be stuck, frozen in Antarctica, undying but unable to hurt anyone else ever again. or Unite the Frostbitten. Try and put people back together into who they once were. Give them another chance. Let the butterfly project continue, but in a better way. (optional) Stop the cycle of life and death by showing Milli what the soul is. Let her use her last learning point to be able to control [Extension of You]’s revival ability. Find a way to destroy the Frostbitten that just want death. Milli’s Neutral Ending Destroy or deactivate [Eye of the Storm]. Destroy the Millenium AI, and allow all of the Unbitten to die. Ally with Oblivious to take down Milli and the Eso-Tiller NPCs when the polar night begins. Either kill all members of Eso Tiller, or find a way to give them peace with their existence as unbitten. Free them from Milli’s illusion so they don’t have to suffer anymore. (optional) side with Mad as Hell ACT 4 and try to put a stop to the butterfly project. “Best” Ending Milli and Oblivious have survived, are able to communicate peacefully with a mediator, the entire party is able to get off site, and the unbitten who want to die are allowed to die. Eye of the Storm has been shut down, and safely returned. The Good Doctor has either been allied with or dealt with. Mad as Hell ACT 4 has either been allied with or dealt with. Where the Devil Don’t Go has been destroyed. The party is able to get off of Antarctica with every member of Eso-Tiller still alive on the plane. The list is as follows: Bliss, Camilia, Ancelor, Goose, Bolt (Chemical Angels), Erik, Tricky, Dean, Murphy & Val. All of them must be on the plane for “best” ending. “Worst” Ending Both Millenium and Oblivious have been destroyed. Mad as Hell ACT 4 has destroyed both research bases. No frostbitten remain. Let the Maggots Sing has been released, or destroyed. The party gets out, but just barely. Most are unbitten at this point. Potentially they can’t even make it out and die. Additional Endings There are probably endings that haven’t been described here. This is a tabletop game that is constantly evolving and changing. If your players come up with an ending that they want to go for which isn’t listed here, support it if you think they can manage it. Lose State Learned Mortality does not have a traditional lose state for most of the game, due to the Villainous Action “Learned Your Mortality”. If for some reason Millenium dies before the campaign is over, a lose state is technically possible by all of the players dying. Otherwise, the main way you “lose” in LM is your character’s mental, physical, and spiritual health deteriorating to a degree of unrecognizable pain. Soul damage vs. actual death. Human suffering, traumatic loss, ego death.

Characters: Seiko Wowaka Corporal Larry Alan Lucifer (Lucy) Una Elessar Tsierpinski

By @larlar_hender6789

Redirecting to ISEKAI ZERO...