Saturday, April 30, 2016

Mythos Space: The Thuum'ha of Ib

Thuum'ha (Ibians)
Type: Humanoid
Size: Small (2 1/2 to 3 feet)
Intelligence: Average
Hit Dice: 0
Armor Class: 13 (light armor)
Attacks: By weapon
Movement: 30/300
Saving Throws: F14, R 16, W16
Environment: Underground, spaceship, asteroid colony
No, Appearing: Team (2d12)
Alignment: Neutral
XP 25 (CL 0)
"The beings of Ib were in hue as green as the lake and the mists that rise above it.... They had bulging eyes, pouting, flabby lips, and curious ears, and were without voice." -H.P. Lovecraft, The Doom That Came to Sarnak
The Thuum'ha (also called Ibians) are a race of alien beings originally from a lost homeworld called Ib. They dwell almost entirely on starships and asteroid colonies, travelling endlessly and trading their advanced technology with other species. The Ibians are green or green-blue with large heads, bulging eyes and large lips. Their voices are pitched lower that human ears are accustomed, making them a race of low-talkers.
Thuum'ha civilization is centered around study, particularly psionic powers and technology that uses noetic energy. They are completely lacking in empathy for other species, but are nonetheless inquisitive, and so can make an accord with other races on this account. They are also deeply avaricious, and will do just about anything for a profit. These aliens build elaborate devices, cybernetics, starships and robots, but have also been known to experiment in arcane pursuits such as the making of undead or magical and techno-magical devices. They are also notorious slavers.
Ibians organize themselves into research teams of 1d20 x 20 scholars (usually Inventors or Psions) plus additional fighters equal to 100% of the scholars. For every 40 soldiers in a tribe, there is an additional sub-commander with 1 HD. Teams are led by scholars with 2 HD and 2d6 bodyguards with 1+1 HD each.

IBIANS CHARACTERS
Ibians modify their starting ability scores as follows: Str -2, Dex +1, Con -1, Int +1. They are small creatures but have a standard speed of 30 ft. per round. Ibians can see in darkness up to 120 feet and can operate in zero-gravity conditions without any penalty, including combat, saving throws and all task checks. Their rubbery flesh give them a natural +1 bonus to Armor Class. Ibians have a knack for swimming.
Ibians They speak Ibian and may also speak Elderian, Chinese and Naacal languages. They can advance in any class and can multi-class as fighter/scholars, scholar/rogues and fighter/rogues.

This material is using the Grit and Vigor roleplaying Game by John Stater

Friday, April 29, 2016

Mythos Space: Mandroids

Man-Droids
Type: Undead
Size: Medium
Intelligence: Low (5-7)
Hit Dice: 2
Movement: 45/220
Armor Class: 14
Attacks: 2 claws (1d3) or by weapon
Saving Throws: F15, R15, W12
Special: Cannibalization, immune to electricity, regeneration
Environment: Underground, sewers, industrial wasteland
No. Appearing: 1d8
Alignment: Chaotic Evil
XP Value: 200 (CL 3)

Mandroids are undead monstrosities that are the result of scientific and magical experiments gone awry. While they were once human, their beings have become mingled with cybernetic and robotic parts and they are now demented and evil. These creatures typically haunt the edges of industrial sites, the lower tiers of factory planets, sewers and mining colonies, looking for space parts. Mandroids know whatever languages they knew as human beings and 10% of them can communicate in the binary language of machines as well. It is not uncommon for the speech of a mandroid to be heavily accented or slurred by mechanical and electronic sounds.
When a mandroid slays a humanoid or android opponent, it can cannibalize the corpse for spare parts in the next round, adding the flesh and robot parts to its own body. For every three corpses a mandroid cannibalizes, it gains 1 Hit Die. The mandroid only advances by cannibalizing the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A mandroid that reaches 6 HD it becomes a Greater Mandroid. All mandroids can also attach cyborg and robot body parts in this fashion (VM's discretion).
A Greater Mandroid gains an AC of 21, and is immune to cold and radiation. They have all of the standard mandroid attacks, but 2d4 cybernetic implants (each with 1 or more enhancements). A greater mandroid can reach a maximum of 14 HD through cannibalizing. A humanoid or android slain by a greater mandroid (and not cannibalized) rises as a 2HD mandroid loyal to its creator. The new mandroid becomes an evil creature under the control of its master and murderer.

Dibs on the liver!
Note: These rules are designed for use with the excellent Grit and Vigor RPG by John Stater. Its an excellent game that is based off of the d20 system, but has a strong element of the grittier sort of "old-school" games. The Mandroids are from the 1985 animated film Starchaser: The Legend of Orin. A fun movie that sought to ride on the initial Star Wars craze.

Tuesday, April 26, 2016

Mythos Space: The Nug Soth of Yaddith

NUG-SOTH
Type: Monstrous Humanoid 
Size: Small (3’ tall) 
Intelligence: High (13-18) 
HD: 1
AC: 18 (Light armor and buckler)
ATK: Mind thrust and by weapon
MV: 20/60
SV: F 16, R 13, W 13
Environment: Any 
No. Appearing: Band (1d20)
Alignment: Neutral 
XP: 100 (CL 2)
"Without definite intention he was asking the PRESENCE for access to a dim, fantastic world whose five multi-coloured suns, alien constellations, dizzy black crags, clawed, tapir-snouted denizens, bizarre metal towers, unexplained tunnels, and cryptical floating cylinders had intruded again and again upon his slumbers... -H.P. Lovecraft & E. Hoffman Price, "Through the Gates Of the Silver Key"
The Nug Soth are an alien race originally from the long-lost planet Yaddith. They are vaguely humanoid beings with traits similar to mammals, reptiles, and insects. Nug Soth stand about 2½ tall and weigh between 30 and 35 pounds., they are yellow-green to dark brown in color and have a tapir-like snout. They are a curious, intelligent species that has colonized numerous worlds and can be found dwelling with or near human colonies. They have iridescent compound eyes. Nug Soth prefer to wear light clothing, and are sometimes content with just a sturdy harness. They speak their own language.
All Nug Soth suffer only 1/2 damage to acid and can use the mind thrust psychic power once per day. Nug Soth organize themselves into hives of 2d20 x 20 warriors and a number of non-combatants equal to 100% of the warriors. Hives have 4d6 giant bombardier beetles used as guard animals and mascots. For every 40 warriors in a hive, there is one leader with 3 HD. Hives with up to 200 warriors are led by a 4th to 7th level psion. Hives with more than 200 warriors are led by 5th to 8th level psion or occultist.
15% Light and buckler (AC 17), short sword, mk1 laser pistol
30% Medium armor and buckler (AC 18), short sword, mk1 laser pistol
35% Heavy armor and buckler (AC 18), vibro dagger
20% Giant beetle, heavy armorand shield (AC 19), vibro dagger, mk1 laser pistol
Spells: 1/day–mind thrust. Special Qualities: Resistance to energy (acid)

NUG-SOTH AS CHARACTERS
Nug Soth modify their starting ability scores as follows: Int +1, Str -1, Wis -1. They have base land speed of 20 ft. and a +2 bonus to AC from their chitin, which also gives them 50% resistance to acid. Their compound eyes give them a knack for finding secret doors. Nug Soth characters retain the ability to cast mind thrust once per day. Nug Soth speak English and Nug Soth. They might also speak Chinese, Cthuloi, Enochian, French, Latin and the language of insects. Nug Soth can advance in any class, and can multiclass as scholar/rogues and fighter/rogues. Whatever class or classes they pursue, they can only advance to a maximum of 9th level.

IN MYTHOS SPACE
The Nug Soth are an ancient, space-faring people from the planet Yaddith. These insectoid beings have colonies across the stars, often sharing worlds with Terran species. Ages ago, Yaddith was invaded by the Dholes, subterranean monsters distantly related to the Pnathian Deathworm but far more intelligent and more powerful. The Nug-Soth sought a way to prevent the destruction of their planet's crust by the Dholes, but to no avail. Eventually, the Dholes overwhelmed them and destroyed the Nug-Soth's civilization. Survivors of the catastrophe escaped, however, and hid on various planets.
As a species, most Nug Soth have lost their formerly space-faring culture, clinging to survival amidst many far-flung colonies across space. The Nug Soth priest caste is composed of Psions (Scholar sub-class), who maintain the races remaining technology, history and culture. 
Colonial efforts of the Tsan-Chan Empire and its corporate states have not been kind to Nug Soth colonies, generally conquering the Nug Soth populace and using them as cheap labor.

Monday, April 25, 2016

Mythos Space: Planet of the Vampires (Terrore nello spazio)

A distress beacon brings a group of astronauts to an alien world where they discover a derelict spacecraft and its dead and calcified giant crew. When the astronauts start being picked off one by one the true horror of their situation begins to be realized. If this premise sounds vaguely familiar it might be because you’ve seen or at least heard of Ridley Scott’s seminal science fiction masterpiece Alien. What is odd is that both Scott and author Dan O’Bannon claim to have not seen Mario Bava’s Planet of the Vampires prior to filming Alien. Having just watched Planet of the Vampires I’m going to go out on a limb here and say someone is definitely fibbing or at least very forgetful.
As this movie is an excellent example of blending Planetary Adventure and Horror, it is an excellent source of inspiration for Mythos Space and using the Grit and Vigor RPG. And so I am detailing some major characters, its central monster(s) and a spacecraft below. Now I am not going to be giving away the plot and its numerous twists and appeals, but I am detailing a few characters, a monster and a new starship. As for the movie, I recommend that you check it out for yourself here, or wherever you may find it.
Note: These rules are designed for use with the excellent Grit and Vigor RPG by John Stater. Its an excellent game that is based off of the d20 system, but has a strong element of the grittier sort of "old-school" games.

Captain Markary (Barry Sullivan)
Captain Markary is the captain of the starship Argos and is the only character in the film that is almost immune to the psychic powers of the Auran aliens. He also appears to be the only person in the  movie with ANY common sense. Despite personal tragedy, weird aliens and the continuous danger to himself and his crew, Captain Markary keeps his head throughout the film and keeps on fighting.
In the film, the Captain is apparently a scientist as well as being a military man. He is smart, tough a decent combatant, and willing to throw himself into any fight that presents itself.
Overall, I found this character as a refreshing change from what is generally presented as leading men in more modern movies. Its nice to see strong, able and compassionate characters who are also capable of being tough guys.
Spaceman/Fighter, LVL 7/3, HP 39, AC 12, MV 40, ATK +4, SV F9 R8 W11, Str 13 Int 14 Wis 17 Dex 11 Con 13 Cha 13
Special: +2 bonus on Will saving throws vs fear and anxiety. 1/day can delay the damage dealt by a single attack or effect for 8 rounds. Can temporarily increase two physical ability scores at a time. At the end of the duration, the daredevil is fatigued for 10 minutes.
Can operate in zero-gravity conditions without any penalty, including combat, saving throws and all task checks. Proficient with the weapons on all spacecraft or aircraft, if any and can coax +10% more speed from aircraft and spacecraft. He can apply any combat feats that they have, such as Power Attack, Dodge and Expertise, to aircraft and spacecraft when using them in dogfights and space battles.
Knacks: Listen at Doors, Move Silently, Track
Skills (Spaceman): Acrobatics, Chemistry, Display Knowledge, Electronics, Endure, Jump, Mechanics, Pilot Aircraft and Treat Injury.
Skills (Fighter): Bend bars, break down doors, endure, gunnery, jump, lift gates
Feats: Iron Will, Leadership, Pugilist
Weapons and Equipment: Advanced Breathing Apparatus, Communicator, Electronics Repair Kit, Plasma Rifle (8d6), Space Suit.


Sanya (Norma Bengell
Crew-member Sanya is played by the delectable Norma Bengell, and one of the few members of the ships crew to not become completely useless under stress. Sanya is smart, calm and intelligent, and despite initially having trouple with psychic assault, she keeps her head throughout the film.
On the ship, Sanya is a pilot and minor tech, and apparently is a pretty good one. The other crew seem to respect her and Captain Markary trusts her insight and abilities.
As a fan of full-figured women, I really enjoyed the presence of this actress in this film. There were not an abundance of scenes with her in her underwear or anything, but the fact that she is a WOMAN is not shied away from. Sure her dialogues is wooden and she appears to be in the movie to stumble into trouble, but she is a handy shot and not afraid of danger.
Spaceman, LVL 5, HP 25, AC 12, MV 40, ATK +3, SV F11 R11 W12, Str 10 Int 14 Wis 15 Dex 12 Con 14 Cha 17
Special: +2 bonus on Will saving throws vs fear and anxiety. 1/day can delay the damage dealt by a single attack or effect for 8 rounds.
Can operate in zero-gravity conditions without any penalty, including combat, saving throws and all task checks. Proficient with the weapons on all spacecraft or aircraft, if any and can coax +10% more speed from aircraft and spacecraft. He can apply any combat feats that they have, such as Power Attack, Dodge and Expertise, to aircraft and spacecraft when using them in dogfights and space battles.
Knacks: Athletics, Etiquette, Influence People
Skills : (Spaceman): Acrobatics, Chemistry, Display Knowledge, Electronics, Endure, Jump, Mechanics, Pilot Aircraft and Treat Injury.
Feats: Lighting Reflexes, Iron Will
Weapons and Equipment: Advanced Breathing Apparatus, Communicator, Plasma Rifle (8d6), Space Suit.


Auran Fiend (Monster)
Type: Undead
Size: Medium
Intelligence: Genius (17-19)
Hit Dice: 5
Movement: Fly 45/450
Armor Class: 14 [laser]
Attacks: Corrupting touch (1d6)
Saving Throws: F13, R13, W11
Special: Incorporeal, natural invisibility, rejuvenation, imprisonment, psychic powers
Environment: Any
No. Appearing: 1d4
Alignment: Chaotic Evil
XP Value: 600 (CL 7)
Auran Fiends in their natural form look like lights that can be yellow, white, green, or blue. They are capable of taking possession of a living body. The Aurans are an alien race of undead spirits that are a remnant of an ancient, evil race that seeks to continue existing by taking over other civilization.
Once per round, a haunt can merge with a living creature and seize control of its body. The target can resist the spirit’s attempt at possession with a successful Will saving throw. If the save succeeds, the spirit is rebuffed and pushed away. A target that successfully saves cannot be possessed by that spirit for 24 hours. If the save fails, the spirit vanishes into the target’s body and takes control of it. Leaders among the Aurans are always powerful occultists, and use their powers to create undead servants (zombies, ghouls and vampires) and create weird arcane technology.
Auran Haunts have the following psychic powers: Clairsentience, cloud mind, dominate, ego whip, empathic projection, ESP, id insinuation, mental barrier, mind thrust, telekinesis, thought shield; 1/day—Negation, psychic crush, tower of iron will. Auran Leaders (Spells): Animate dead, audible glamour, augury, control weather, create undead, desecrate, exorcism, phantasmal force.


NAVICELLA-Class Deep Space Cruiser
Tremendous Construct
HD 99 (347 hp),
AC 12 (Titanium DR 14)
SPD 80 mph (4M mph in space)
MVR -6
CP 4/20
WT 1,650 tons
Special: Spindizzy drive, Fully-stocked machine shop, research lab and electronics repair shop.
The Navicella Class cruiser is a deep space explorer and science ship designed for long journeys. The interior of these vessels is spacious and has room for a considerable amount of equipment. These vessels have the equivalent of a fully stocked machine shop, electrical repair lab and medical research lab onboard, as well as room and supplies for up to twenty crew-members. These ships are an old model, but still in use by survey teams and universities as research craft. As they are not warships, they do not come equipped with weapons, but many owners outfit them with a few just in case.

Keep your plasma rifles ready!

I saw Eternity the other night,
Like a great ring of pure and endless light
-- Henry Vaughan