The Mackpat Patrol is a Space Opera game with heroic characters that explore the galaxy fighting big boss monsters. Supernatural powers come from Nature/Life-force or the flowing energy of subspace. The cosmic horrors are invisible entities that spread entropy, causing the sorcerer and things around them to wither, disintegrate, or malfunction.

# Cultures
## Advents
The Advents are the remains of an unknown species that turned themselves into robotic nightmares. They are humanoid in appearance and, they claim, have a biological core but they are aggressively individualistic. They have no know government but are somehow able to stay organized enough to create the semblance of a stable society.
Most of the advent systems are plagued with psionic screams that seep through the subspace membrane. Perhaps it is this that causes some advents to pine for flesh and blood. Those that listen too long try to regain that feeling by stripping skin from the bodies of other living species and attaching it to themselves. These are the Flayed Ones.
* Hornet: A red dwarf that functions as the center of Advent society and the strongest source of psionic corruption that emanates across the ley lines.
* Junkertown: A red dwarf and birthing place of most new advents. Junkertown is also washed in psionic terror.
* The Crying Child: Another red dwarf. It is theorized that this corrupted system was the original home world of the advents before it was cut-off from the ley-line network. Only recently was a ley-line discovered connecting it to Mackpat and many regret that discovery. Since its connection to the sector network it has been used as a last destination for prisoners too dangerous to imprison. Nobody knows if they survive there, or for how long.
* Pandor: Pandor is a red dwarf system without a habitable planet. It was terraformed by the Xyndari but claimed by the advents. It has so far escaped corruption.
* Grim: Grim is the only advent colony where other species can co-exist with them, and the Noramor do so reluctantly. In a close orbit of Grim is a golden icosahedron (20 sided platonic solid). The object is so close to the star that it completes an entire orbit in less than an hour.
## Frug
The Frug are an amphibious frog people who are natural druids. They shun arcane technology and oppose the extraction of lumina.
* Alabasta: A main-sequence orange start and the homeworld of the Apwaha.
* Skypea: A black hole with an artificial planet.
* Zolo: A main-sequence orange start.
* Egghead: A main-sequence red start with abundant resources.
* Hell: A main-sequence orange start, homeworld of the Daemons but colonized by the Apwaha.
The Frugs from Fug are a race of advanced amphibian frog-like humanoids native to the planet Alabasta. They are on the shorter side when it comes to height and are very good jumpers. Another quality they have is a long tongue that they can use to grapple onto things and wrap around stuff. They value peace above all else and have a tendency to be pacifists.
The Frugs started out as more of a clan government where there were multiple clans that bargained and fought over territory and resources. By fought I mean games of chance and skill that were agreed upon by both sides, this is where many of the modern games were invented. They eventually evolved into a communist society where the ruling class has more authority but only slightly more wealth. At some point before the merging with the bugs a corrupt ruler tried to take over the government before they got too far.
The Frugs and the Zugs merged because they realized that it would be beneficial to both races if the Zugs became the guards, workers and other physical jobs and the Frugs focused on maintaining the economy, laws and social standards. The leaders of the Frugs and Zugs both have equal say in what goes on because the rulers of both are the rulers of the communist society together. All citizens have a little better treatment than they need.
After the discovery and addition of the Helleons the nation of Fug have had a bit of a rough time because of the nature of the Helleons. So the current rulers Qug and Glunt decided to keep them on a pretty long leash. The main reason the Helleons do not revolt is a fear for the Frugs.
### Helleons
Helleons come in all shapes and sizes from the smallest imp to the largest Gluten. It is said that new people arrive at hell whenever a Frug or Zug dies but in reality that is not true. The most common type of Helleon is the Imp, a fairly normal looking humanoid with a variety of different qualities such as small wings they can't fly or goat legs. There are 7 layers of factions on the planet each one representing a different one of the 7 deadly sins. Each faction has a capital city shaped like a pentagon. Helleons are more to the squishy side of combat and are better with guns of magic than melee weapons. The ones who do wield melee weapons are often very skilled with them.
There is a ruling class on Hell where each of the factions have a royal family that can only be killed with blessed magic weapons. The factions' royalty are specialized based on the sin they represent.
## Zug
The Zug are a species of space-faring insectoids, similar to Terran bugs or beetles.
* Consumes composting plants and the living things that live within it.
* Songs and art contain many rhyming sounds.
* Hard shells make them strong defensive fighters but they have small brains.
* Dug: a main-sequence orange star and homeworld of the Zug.
* Rug: a red dwarf star
* Bug: a black hole
* Mug: a main-sequence orange star with abundant resources but no habitable planet.
* Hug: a yellow giant
## Formori
Millenia ago the humans poisoned the Sol system with rampant pollution. They made the system uninhabitable to themselves and most other life. After an eon new life evolved from the mutated remains of the plants and animals of Earth.
* Lizard Mutants rules peacefully over old terra until the blade mutants slaughtered them and brought chaos.
* Blade Mutants are the most powerful and aggressive clan. They resemble preying mantis with sharp teeth and bladed arms.
* Dragon Mutants are in an uneasy alliance with the blades. The dragons knows they are superior in strength and intelligence but are satisfied with the rule of the blades until all non-mutants are destroyed.
* Bat Mutants are aggressive and secretive; they are the shadows and ninjas that hunt small groups of humans and other non-mutants.
* Crow Mutants are scientists and spiritualists. They long for the days when they had functional wings and modify themselves with bio-mechanical prosthetics.
* Seal Mutants remain in the seas and oceans of old Earth and don't have the same hatred of non-mutant races that many mutants do, as long as they aren't disturbed.
* Roger Mutants are the mutated remains of ancient humans. They are the most agile and industrious of the formori. One of the last remaining bits of ancient media was a show called American Dad and the rogers treat it with religious zeal.
* Fish Mutants have feudal society in the oceans and are jealous that other species can travel the stars.
* Turtle Mutants have a slow moving nomadic society.
* Mutant Maker is the remains of the Sol system.
* Trinity is a multiple star system with a yellow giant, an orange main-sequence, and a blue giant.
* Eridini is a main-sequence red star devoid of natural resources.
* Kiavis is a main-sequence yellow star rich in resources and a prison planet for enemies of the formori.
## Noramor
Noramore was one of the first systems colonized by Terrans on their slow generation ships, long before the Sol system was corrupted and became Mutant Maker.
The Noramor civilization is similar ancient Japanese traditions. Every person is born into a caste that defines their role in society with god-kings at the top. The Noramor hold loyalty and obedience, as the most valuable traits a person can have. The laws is written by gods. The law protected us from the mutant plague. The law is absolute. Cats are the symbol of the god-kinds and a sacred animal.
When the Noramor colonized Dimple they discover a species of tribal felines and uplifted them to be servants and care-takers. The Felicity are the lowest caste but not permitted to do dangerous or dirty jobs. Though not slaves, they have no representation and may not own property.
* Noramor: A giant orange star, the capital of the Noramor empire and the home of the god-kings.
* Dimple: A giant orange star. Here the humans of Noramor discover a primitive civilization of tribal felines
* Stray: A main-sequence orange start with abundant resources.
* Inumaz: A main-sequence orange star devoid of resources.
* Window: A main sequence red star with abundant resources.
* Grim: A red dwarf star shared with the Advents.
The Noramor Empire was created with Lor F'Shi negotiated its creation with the Advents.
## Xyndari (Shin-dar'-ee)
The Xyndari are a humanoid morphology of avians (modeled after the Ruto). Their civilization is threatened by a plague that transforms them into plants.
The Xyndari people are know as reclusive scientists with a specialty in terraforming, prosthetics, and subspace topography. Although they can not create or control the jump gates they have been able to thwart Mutand invasions by causing temporary malfunctions.
* Xyndari: a main-sequence orange star. Xyndari IV is the homeworld of Emperor Corvus I and the Xyndari people. It has a jump gate to Hug.
* Alpha Centari: A main-sequence orange star devoid or natural resources.
* Superstar: A blue giant with a jump gate to Eridini.
* Beta Centari: A main-sequence orange star with a jump gate to Mackpat. The jump-gate connection is somewhat unpredictable; it will occasionally send travelers to one of the other jump gates and sometimes ships that enter never arrive anywhere within the known sector.
* Seele: A main-sequence orange start with a jump gate to Pandor.

# Subspace
Subspace is a layer of thought and emotion parallel to reality.
Subspace is a legally distinct "Warp" similar to what is in the Warhammer 40k universe.
Perspective of time and space is different in subspace, allowing "fast travel" between points of real
space with the use of a "warp drive" and a shield to protect the ship from the primal energy of subspace.
There are also "warp portals", stable passageways through subspace that connect remote areas of space and time.
## The Dagapesh
Subspace is inhabited by hundreds of thousands of demonic creatures, trapped there but able to influence the minds of real creatures. Dagapesh are god-like beings of near-infinite power. A single dagapesh would erase the universe and re-create it in their ideal image if they were allowed but they all work against each other.
The dagapesh prevent each other from effecting direct change, usually, so they fragment their will into doctrines, relics, champions, and mutations. Their promises are always sincere and always catastrophic. Cleansing corruption, therefore, often means dismantling belief systems as much as destroying monsters.
# Supernatural Power
Supernatural power come from subspace. It can be harvested by growing and processing a unique plant called vetch. Refined subspace is known as luminiferous aether or "lumina". This power can be manipulated by druids or to power lumotech devices.
Some people, known universally as "adepts", are able to channel subspace energy through their own souls.
## Psionic Magic
Psionic magic comes from the life force of living things. Druids are able to harness this power directly, changing, mutating, and enhancing life itself. Druids use sound to harness and direct life force. Lumina can be infused into drugs or "potions" to create things like a super-strength serum or "mentat" drugs.
Life Magic Domains
- **Corpus** - The living body: people and animals
- **Verdure** - Nature: plants, fungus, weather
- **Insight** - Perception, detection, prediction
- **Pathos** - Emotion, thought, dream
When life magic is performed badly it warps the life energy around the druid, including the druid themselves.
## Arcane Tech
Arcane tech manipulates the interface to subspace to conjure, direct, and banish fundamental forces. Arcane tech requires electro-mechanical contraptions to direct and control the force. This is the basis of "super technology" that breaks or bends the normal laws of physics by pulling energy out subspace.
A sorcerer is able to power these supernatural contraptions using their own life force. Non-sorcerers require a capsule of lumina to power devices.
Force Magic Domains
- **Dynamic** - Motion and stasis
- **Kinetic** - Heat and cold
- **Photonic** - Light and dark
- **Galvanic** - Electricity and energy
- **Cosmic** - Space and time
Larger devices can create more complex effects. Small devices are single-use.
| Size | Effect |
| ----------- | --------------------------- |
| Grenade | single effect, single use |
| Rifle | single effect, multi use |
| Power Armor | multiple effects, multi use |
| Vehicle | multiple domains, multi use |
## License
Asmythe TTRPG is published under the [Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.](https://creativecommons.org/licenses/by-nc-sa/4.0/)