JJBA Part Null: learned mortality V2
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. Eso-Tiller staff: Dr Camillia Tiller, Professor Louis “Bliss” Eso, Millennium (Milli Eso-Ono), Goose (Gaz) Wowaka, Erik B. Rakim, Tricky (Trix) Nata, Dean B. B. Rock, Shinzo Murphy MIA: Ancelor-King Eso,Oblivious Eso-Ono Team traveling with player: Seiko Wowaka, Corporal Larry Alan, Lucifer (Lucy) Una, Elessar Tsierpinski 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 ice birds 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. Locations The following section details the location of important characters, items, and where each map is relative to the player’s map of Antarctica. These descriptions are very brief and are just to give you a general idea of what’s in each area of the game. It is always ok to improvise the contents of each location, but in general keep in mind how hard areas are to reach or what npcs / antagonists are there before handing out free scrap rolls. Eso-Tiller Antarctic Research Base Where most of the game is going to take place. Eso-Tiller sent out the distress signal, and is well outfitted to supply you with all the tools to start your investigation. Eso-Tiller contains a central break room, in front of which is the front desk where Dean works. To the north is a room with a printer, a bathroom, and Bliss’s office. Further down the hall finds you in the Generator Room, which powers all of Eso-Tiller’s upper floor. The Generator has no impact on the basement. To the north is the Greenhouse, where fresh food is being grown by Goose Wowaka. To the south is Laboratory Beta and Laboratory Alpha, each of which is equipped with spectral analyzers, centrifuges, microscopes, a holding cell, a fume hood, chemical showers, and many other mainstays at south pole research bases. To the right of Laboratory Beta is the kitchen, the mess hall, and the sleeping quarters where Milli’s laboratory is. She uses this room for her robotic research and sketching of Frostbitten. The bottom left quadrant of Eso-Tiller has a study and a desk for writing, and a room for “lounging” which houses an illusion that covers up the staircase to the basement, and the workspace of the late Bolt Watsky. Outside of the base you can find a radio tower in the north, used for local internet at just Eso-Tiller, a set of storage units to the south housing construction materials and machinery from when the shuttle loop was made, and a water cooler which holds and purifies clean drinking water and powers the irrigation in the greenhouse. Eso-Tiller Airfield The Airfield is very important for both the beginning and the end of the game. It holds the private jet that will bring the party into Antarctica, a hangar with a defunct rescue helicopter, and a new rescue helicopter in the north west bay. All of these tools can be used during gameplay, and the airfield is one of the easiest ways to leave Antarctica after the fall of Eye of the Storm. Eso-Tiller Basement By all accounts, Eso-Tiller doesn’t have a basement. It isn’t on the map, it isn’t known by any of the NPCs, and the staircase down to it is hidden behind an illusionary wall created by [Extension of You]. Milli can be seen entering the basement if anyone stays up past midnight. The basement contains Let the Maggots Sing and the core of the Millenium AI. It is where anyone resurrected by Extension of You will be repaired, and is where Bolt Watsky’s unbitten is currently staying, acting as a surgeon for Milli. In the north west section, housing cells can be found, each of which contains work in progress versions of members of Eso-Tiller, in case of their revival being necessary. Bolt Watsky’s Chemical Angels wanders the halls and knows how to cross any gap formed by Let the Maggots Sing, simply by asking. There are three generators, each of which powers part of the Millenium AI. One in the North West, one in the Core Chamber, and one in the South East. Only one of these is active by the time the party arrives. Both of the other cores can be repaired and give Milli extra processing power. Eso-Tiller Shuttle Entrance Deemed unsafe after the shuttle collapse, but pivotal in establishing quick travel. Also holds a backup generator for Eso-Tiller. King’s Pass The easiest way to access the flats via a small wooden bridge spanning a gap in the ice. Devil’s Switchback The quickest way to reach the flats, untraversable by vehicles. The Drop Off Immediately south of Eso-Tiller is a 100 meter cliff, within the walls is erected an observation platform used for watching for migrations on the flats. The Upper Shelf A snowy expanse of mild Antarctica flora spans the northern end of Eso-Tiller, backed by a Lake and populated by a few animals such as penguins and seals. Marine Lab Bliss Eso’s primary base of operations, something he lost control over after the Frostbitten threat first began. His notes are contained therein, as well as some information left over from the previous caretaker of a group of macaroni penguins. Echelon Hexaflake used to frequent this laboratory before his disappearance. The Lab has a survey boat which can be used to access Macaroni Island, and a generator on the west wall which has been sabotaged by Defend Atlantis. Inside can be found a copy of the book “The Legend of Atlantis” written by Epiphany Eso, a book Bliss would read to Milli before bed. Lake Izm A salt-water lake full of life, directly connected to the Marine Lab. Lake Izm contains a deep underwater channel that leads directly to the ocean, resulting in the variety of marine life that call it home. Macaroni Island Macaroni Island is the home of the aptly named Macaroni penguins. As of now, it is a dumping ground for waste and refuse that Milli wants to forget, and is the location of The Beginning. For surveillance, the Devil of the South sent The Moses Twist up to Macaroni Island to keep an eye on this old version of Bliss. The Flats Immediately after the Drop Off, The Flats are an open ice shelf with virtually no flora or fauna. They are freezing cold and frequented by brutal windstorms. Despite the aptly named flats, there are new shadows in the darkness that make this place unfamiliar and alien to even the most experienced members of Eso-Tiller. Flats Tunnel Entrance A Hub that leads to the Shuttle Loop. Used by researchers to easily reach the flats and perform on-site experiments. Outfitted with a microscope and some documents regarding establishing communication between the two laboratories. The Titanic Wreck A hulking shadow looms in the distance, despite all logic and reason, the legendary Titanic can be found as if it were dropped into the Flats. Getting inside is possible via the anchor hole or the deck which can be climbed up using climbing gear from either the Devil’s Switchback or Eso-Tiller. Inside is a frostbitten monster, [The Lucky One], patrolling. Each floor of the Titanic directly links to the other floors, so falling from floor to floor should line up directly. Eso-Tiller Shuttle Loop Constructed by a team of Engineers, including Ancelor and Val, the Shuttle Loop was designed to make transferring ice cores and other supplies between the Ice Core Labs and Eso-Tiller far simpler. It is a massive underground tunnel with two rail lines, one for passengers and one for non-living matter recessed in the wall. It has been closed down after the southern entrance collapsed. Unbeknownst to the current members of Eso-Tiller, this collapse is what caused Milli’s first meltdown and awoke [Extension of You]. Shuttle Loop EntrancesPictured above: Eso-Tiller entrance, where [Watchdog Water Dragons] resides. There are entrances to the Shuttle Loop at 4 different locations: Eso-Tiller, The Flats, Lake Una, and the South Pole research base. There are 2 secret entrances, one above Lake Una which falls into the Garden of Chains, and one directly north of Lake Una which is used by the Good Doctor to send frostbitten to Eso-Tiller. The Garden of Chains The Garden is the stronghold of The Good Doctor. It houses everyone he was able to save from the Maggots while working to bring them back to The Devil of the South. It is also where he constructs his mechanical frostbitten, including the Circle in the Square and Flowers in the Pavement. Currently, wrapped up in the chains, The Father of Death lays incomplete. In the tunnels leading up to the garden of chains, a speech is playing constantly over the loudspeaker, using Oblivious to obscure the entrance to the garden from view. The Collapse At the end of the tunnel is a mass of ice, hollow and full of sparkling lights. This mass of ice is composed entirely of Where Butterflies Never Die, and leads all the way back to the South Pole. It is where The Devil has excavated all of his materials, and is where the first frostbitten were formed in response to Milli’s anguish. The Centurion Range A collection of mountains surrounding the South Pole. Home of the one Frost Giant class, and habitat of the deadliest of frostbitten. Lake Una A frozen lake in the middle of the Centurion Range, where the Good Doctor resides. The lake is coated in Tiny Glowing Screens, acting as a trap for any Eso-Tiller members who are brave enough to wander this far out. To the east, a pathway is forged up the side of Mt. Evans, leading a trail of power lines up to the tower atop the mountain. This path can be followed to eventually find [Eye of the Storm], but with heavy resistance from all frostbitten in the area. Mt. Zager Mt. Zager is Mt. Evan’s sister mountain. In the Year 2525 uses this mountain as a perch until a scenario arises that requires its attention. Mt. Evans Atop Mt. Evans stands a relay tower, designed to send information from the South Pole Laboratory back to United Laboratories via use of a ground-air satellite. Atop the tower is [Eye of the Storm], a weather probe created by Eso-Tiller that has found itself corrupted by shards of souls in the form of butterflies. It is the key to the storm and winning the game, and will be protected by every frostbitten available. The South Pole The geographical south pole and the magnetic south pole are two separate locations. The Magnetic South Pole is where [Eye of the Storm] resides, but the geographic south pole is something else entirely. Ice Core Extraction Laboratories The Ice Core Extraction Laboratories (ICE) are where Eso-Tiller members would research and extract cores of ice from the Antarctic floes. Contained within are notes regarding the original suits which Bliss believed would allow further exploration of the Antarctic, notes regarding each comms array, and the core of the Oblivious AI. Fort Puzzle Plank At the end of the ICE Labs Ice Core Freezer is a room with an open field of grass. Wandering inside, one will find themselves in Oblivious’s make believe world, a fantasy castle and a sky of quilted clouds. As soon as you enter, the door vanishes. The only way to leave is to get permission from the King.
Characters: Dr. Camilia Tiller Professor Louis “Bliss” Eso Millennium (Milli Eso-Ono) Valencia (Val) Downberry Goose (Gaz) Wowaka Erik B. Rakim Tricky (Trix) Nata Dean B. B. Rock Shinzo Murphy Ancelor-King Eso Seiko Wowaka Seiko Wowaka Corporal Larry Alan Corporal Larry Alan Oblivious Eso-Ono Lucifer (Lucy) Una Lucifer (Lucy) Una Elessar Tsierpinski Elessar Tsierpinski The Good Doctor
Tags: Horror Adventurer Thriller Supernatural
By @larlar_hender6789
Redirecting to ISEKAI ZERO...