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Acid&Steel, the Demons and Robots supplement for Lone Wolf Fists, is coming SOON. As I write it, I’m putting spoilers in here for new techniques, setting stuff, monsters, and all kinds of goodies.
Intro spoiler
This is the text for the introduction to the book. I wanted to keep the playful, bordering on intense tone of the core book alive and well as we delve into the supplements. It’s brief, direct, and gives you a reasonably decent outline of the contents of the book.
…
Welcome to the first supplement for Lone Wolf Fists, hero
In these pages you’ll find a complete guide for Naraka, the hell of the setting. A weird, paradoxical and surreal place, where the Asura, titans too big to die, form the landscape with their bodies and enforce natural law through their perverse wills. You’ll also find a guide for playing their champions, the Damned Heroes; a new character archetype who draw their power from the souls of the omnimalevolent Asura.
And that’s just the first half.
The other half of the book fully details the floating dieselpunk fortress-nation Bebal-Ki-Menar and its robot champions, the Artificial Heroes. Another new archetype, these purely robotic martial-artists find themselves caught between mechanical transcendence and a violent path to humanity. Will their struggles be enough to keep their dystopian nations alive in their entropic prison-nation? Or is Bebal-Ki-Menar’s humanity doomed to die in the gears of their grand mechanical jail?
Only your table can find out. Rule in an acid hell or serve in an steel heaven: the choice is yours
Introduction to the Asura spoiler
I wanted to set the Asura up as my game’s answer to the Yozis of Exalted fame. I always thought they were the coolest part of the setting; fallen and mutilated titans whose strange alien bodies were the geography of their own Tartarus. Cool stuff!
…
The Birth of Hell
In the time before time, the gods and devils made no division between one another. The lion and the lamb lived in the black chaos before time, and no law was known. When the world was born he was a man (really, that which would be the template for all mortal beings, before man and woman knew distinction), hatched from the black rawness like an egg, and division was born with him. With division came strife; teeth hungered for tender flesh, good and evil, positive and negative, need and victim.
Man rose up as the ages passed and settled into the division of light and night, sky and mud, the passage of endlessness into seasons. And man was strong, and brave, and hungered for the power and glory to seize their own destiny. The first heroes were those who drove their chariots into the lairs of those titans and gods whose cosmic principles were poison to that destiny; the tyrant of all tyrannies, the principle of savage law, the frozen world-dragon that held the cosmos in stasis.
Murdered by these violent champions, these entities proved too vast to die. Their titanic souls broke on the wheel of Kharma and their remains leaked back into themselves, creating a cosmic cul-de-sac, a punitive prison of their own titanic nature: This is Naraka, realm of the mutilated gods, home of wicked ghosts, birthplace of devils.
The Landscape of Hell
The Asura are more than gods; they are leviathans, beings so titanic that their own enormity becomes their medium. They are concepts, landscapes, cosmic principles, giants of mind-bending size and incalculable power.
The universe made of their tormented and broken flesh, Naraka, obeys laws according to their vast whims. Gravity adheres in the direction of their choosing, time flows as they will it, the elements that exist in hell are alien and hostile and rarely obey one’s expectations.
Location in Naraka is subject to a peculiar relativity; doors open to different rooms depending on how they are opened, archways lead to nightmare midnights or boiling oceans of psychedelic oil depending on how they are entered.
The Asura can no more escape hell than they can escape their own bodies; they’re incapable of influencing the universe of mortals except through minions and dreams, where all realms commingle. This includes the waking dream of desire, so they’re never for want of mortal pawns to enact their warped wills.
Ravana fluff and some powers spoilers
I opted to continue the tradition of seven that I accidentally put into the core book. In this case, I made seven Asura, one for each of the deadly sins (guess which is which!). Ravana is the biggest boi amongst them, a big metal and acid devil-city who is not based on any other intellectual property whatsoever.
…
Ravana
Ravana is not the first of the Asura, nor is he the greatest; he is sovereign, born and forged to rule, and the Asura call him king. His voice thunders and his subjects obey; he is the first and greatest tyrant, ruling through strength and birthright. A primordial ur-ruler who wrought civilization from nature, retaining its savagery.
Ten heads, twenty arms, twenty stories tall, Ravana was a terror of the primordial world until his imprisonment by the gods under the mountain Kailash. There he learned patience and farsightedness rare among the volatile Asura, and when he emerged it was with a vision of conquest. He hewed the first city from his brass flesh and scaffolded the towers with his chalcedony bones, forming his kingdom and the first civilization; Lankapura. Voracious in his kinghood, his subjects ravaged the world to bring plunder and concubines to their lord. One of the women stolen was the lover of a mighty hero, who brought the demon-king’s reign to a violent end with an arrow whose force circumnavigated the world. Ruler and city sank below the world and plunged into Naraka like a sword, piercing reality with their searing immanence.
Lankapura is the body and flesh of Ravana. Its brass walls are his skin, its chalcedony pillars his bones, its cisterns of acid his blood. Its architecture is organic, towers twisting like limbs, domes like tumors, statuary like teeth. In the center, the great statue and avatar of Ravana sits burning on his throne of molten gold, his ten-faced head turned in the direction of his ten limitless demon kingdoms. Like its architect, its towers turn their heads in many directions; every realm of Naraka holds Lankapura at its center.
Opening any door to the outside from within the brass towers reveals a different sky, and the roads can wind through and into any of the many circles of Naraka.
Ravana is the sire of all Rakshasa; they regard him as an honored ancestor, even if he’s currently quasi-dead, in hell and has a city for a body. Rakshasa aren’t demons and aren’t trapped in hell, but many have permanent residence there because they’re considered nobility and adore and honor their mutilated grandsire.
Some select powers:
Diabolic Fealty
Emotional Imbalance
Dramatic: You cannot oppose or disobey the character that caused this Imbalance. They may issue a single command to you per round. This command may require or prevent any action of their choosing, although it has no effect on your internal spiritual or emotional state, merely your actions. They may choose which of your available powers you must or can’t use, but not the specific Sets, although they may command you to do something “to the best of your abilities”, “As hard as you can”, or use similar language, and the GM enforces how this manifests as they deem most suitable. This Imbalance does NOT require that you act in the character’s best interest, and in fact allows you to act in direct opposition to it and even kill them; you simply must do so as an obsequious, conniving courtier would, through cunning and false courtesy.
Form
Devil-Prince of the Universe
Constant: You gain the Heart ability to create the Diabolic Fealty Emotional Imbalance. This is called Commanding Fealty
Offense: 9, +1 to an attack. If your attack hits the foe, you may empower a second strike with any Facing
Defense: At the start of a round, you may roll a d10. Your flesh hardens and takes on a metallic sheen as the result becomes Armor until you will it otherwise. You may re-roll at the start of next round if you want, replacing the result
Special: 6, +1 to a Heart action to Command Fealty. This move is Unholy.
Novice
Command the Divine Blood
Mudra
Requires: Open Water/Hell Chakra or an Emotional Imbalance
Cost: 3
Rank: 1
Facing: Any
Effect: You summon your limitless contempt for your lesser from your veins and shape it into an orb of transcendent acid. This acid obeys your mental command while within range of your senses. You may direct it like a fire hydrant, retaining control over it even after it strikes a foe. It can push with force equal to (Achieved Rank), and deals damage as an Acid Hazard equal to (Technique Rank).
This power can be used to attack or defend, depending on how it is used. It can also be used to create an acid-based environmental Hazard of (Achieved Rank), although you retain no control of the hazard once unleashed (so if you make an acid pit, it may burn you and you have to re-establish control over it if you want to manipulate it with this Technique). You may command any Acid within range, but only enough to fill a bottle (about 25 fluid ounce/750 milliliters)
Skill: Spirit
Keywords: Element Control (Acid), Sustainable
Voice of Seven Trumpets
Attack
Requires: (Use of your voice, undamaged torso)
Cost: 5
Rank: 1
Facing: 6-9
Effect: You raise your voice in an explosive shout which booms for miles around and causes the very earth to tremble. This creates a Sonic Hazard affecting all characters (you are the only character spared) and terrain in this Field at (Achieved Rank). Characters who are damaged lose their hearing this round if they are Minor heroes or greater, and are permanently deafened as their eardrums burst if they are weaker. You cannot speak at a lower volume during the round in which you unleash this technique, your every word erupting violently into the world.
Skill: Heart
Keywords: Destructive, Volatile
Blasphemy Retribution
Defense
Requires: (Inviolable self-concept, Arm)
Cost: 3
Rank: 1
Facing: 0-3
Effect: Those who dare raise their hand to the divine fire deserve to burn. If the character which strikes you carries a Diabolic Fealty Imbalance, they gain Disadvantage for the remainder of the round so long as they oppose you. If they do not, but they take damage from your Counterattack, you may instill Aggravation equal to the damage they take towards such an Imbalance.
Skill: Endurance
Keywords: Counterattack
Expert
Sun-Stilling Battle Miracle
Attack
Requires: (The will to fight until the gory end, Open Hell or Earth Chakra)
Cost: 12
Rank: 3
Facing: 0-4
Effect: Sweeping your arms wide, you command the heavens to pause and grant you more time to slaughter your foes. You pummel every enemy within melee range, striking once per foe. Squads subjected to this righteous ass-whupping are struck once at (Achieved Rank) but take 1d10 additional damage per member. Platoons are also struck once, but suffer a Major Hardship from your divine beatdown.
While you are outnumbered, enemies within Melee have Disadvantage.
If sustained, enemies retain Disadvantage while outnumbering you and one attack of your choosing benefits from this Technique per round.
Skill: Spirit
Keywords: Multi-Attack, Sustainable
Aegis Flesh Meditation
Mudra
Requires: (Open Earth/Hell Chakra or unharmed body)
Cost: 12
Rank: n/a
Facing: n/a
Effect: Your flesh transmutes into a divine metal or stone as Behold the Divine Flesh. This grants you Armor 12 for one day and one night. This armor stacks with worn armor and with invocation of both Behold the Divine Flesh and the armor-granting power of the Devil-Prince of the Universe Form. It automatically sustains those powers for its duration.
Skill: n/a
Keywords: Transformation