Thursday, May 28, 2015

Mutant Mars: A New Campaign Setting for Mutant Future!

New Campaign! Due to an old gaming buddy being back in town I am throwing together a campaign setting for Mutant Future. As I LOVE to tinker with campaign settings, I am not going to be using my Atomic Dawn setting for the game. Rather I am trying something a bit different for our post-apocalyptic fun. As follows:

MUTANT MARS
The game will be set on a Terraformed Mars that was established as a colony world shortly before Earth was plunged into a devastating war that cut off the Mars colonies from the homeworld. Of course as numerous nations and corporate powers worked together (as weird as that is) to terraform the Red Planet, these groups got into fights as well.
So long after the dust has settled, Mars is a savage world. The adapted ecosystem of the planet reacted strangely since the groundwork, and along with cosmic radiation and the uncertainties of bio-engineered life-forms, mutation is rampant. Culturally Mars is dotted with city-states, petty kingdoms and nomads with only a few cities holding to a higher standard of culture.
Players can play any of the races other than Mutant Plants, and will be beginning at 3rd level.
Players of Mutants have the option of using Mutant Packages.
Also, characters have the option of playing Wizards using these rules. However players of Wizards in the Mutant Mars setting had better roleplay it!

Below is a map of the beginning campaign region:

Candor: A massive city near Mariners River-Valley. The city is built around a Utopian Dome and is home to a large and diverse populace. The city is mostly composed of tiered slums interspersed with barbarian splendour and advanced technology. The city has many industries, but the largest is the processing of Martian Ore from Nickel-Iron Meteorites.
Ignarh: A barbarian city that maintains a trade route across the plains. It is a rough place full of cutthroats and thieves. Ideal for adventurers.
Lakkdarol: This city-state is a dusty but prosperous trade town.
Lockyer: Industrial town that maintains the other end of the Ignarh trade route. A society of mystics rules here, communing with ancient gods of Mars.
Paleveria: A republican and capitalist state with class divisions. Ruled by a wizard elite and styled much like Roman philosopher-leaders. Thursia - A learning center of Paleveria.
Mariners Valley: A deep gorge larger and more frightening than the Grand Canyon. Cliffs and cave networks are numerous here as are a number of cliff loving monsters and bat-riding madmen. Travelers beware.

Wednesday, May 20, 2015

Mythos Space: Hyperspace

HYPERSPACE (Plane)
Hyperspace (also called the Astral Plane) is an alternative region of space co-existing with our own universe
Two merchant vessels entering hyperspace.
which may be entered using an energy field or other device. Hyperspace is most succinctly described as a "somewhere else" within which the laws of general and special relativity decidedly do not apply, especially with respect to the speed of light being the cosmic speed limit.
Hyperspace is a great, endless "sea" of clear silvery sky, both above and below. Hyperspace has subjective directional gravity. It is also timeless. Age, hunger, thirst, poison, and natural healing do not function in Hyperspace, though they resume when the traveler leaves Hyperspace. Travel through Hyperspace for Starships is relatively easy once an Interstellar Gate is used. Ships find this route between stars quite useful. Unfortunately Hyperspace is haunted by a number of aggressive and dangerous species.
HYPERSPACE TRAVEL
Ships equipped with a Hyperdrive can enter hyperspace once they are out of a planets gravity well, typically ten miles out (GM's discretion). Wormholes, Warp-Gates and some psychic powers can also allow access to hyperspace, but these are pretty rare.
Travelling between solar systems using Hyperspace can be accomplished via a successful Navigation check. Success indicates that the course has been successfully set through the Silver Void. Failure results in the ship running off course to a destination of the DMs choosing.
Ships using Hyperspace to travel to distant star systems take 7d10 ship days to reach their destination, regardless of travel distance. During this time the crew need not eat, drink or sleep, though many still do to repel the sheer alien-ness of the Starry Void.

HYPERSPACE ENCOUNTERS
Hyperspace is a busy place, especially where vessels enter and leave the Starry Void. Every time a ship enters or leaves Hyperspace, there is a chance that something is drawn to the disturbance.

Roll d100 -- and be sure you have numbers and behavior ready.
     1    Terror From Beyond (Solitary)
     2    
Fire Vampire Swarm (2d6)
     3    
Mi-Go Clutch (1d8)
     4    Nug-Soth Explorers (2d4)

     5    Zoog Colony* (5d10)
     6    Nightgaunt*
     7    Space Patrol
 -- 2d8 Starfighters
     8    
Space Patrol -- 1d4 Couriers
     9    Merchant Frigate
 -- GM's choice. 
    10    Moon Beast Slavers(1d4 + 2d6 Lengites) 
    11    Asterion Star Mother (Solitary)
    12    
Asterion Star Warrior Gang* (1d8)
    13    
Asterion Starlord Command* (1d4)
    14-20 
Asterion Starling Clutch* (2d6)
    21    Dimensional Horror*
    22    Astral Angler (Solitary)
    23    Phase Spider*
    24    Examiner Cluster* (1d6)
    25    Thuum'ha Trade-Freighter (2d12)
    26    Arkhamer Researchers
 -- GM's choice.
    27    Spirit -- DM's choice.
    28    Sawsnark Cruiser -- 
GM's choice.
    29    Giant Robot -- 
GM's choice.
    30    
Color Out of Space -- 
    31    Wenelian Pirate Raiding Ship*
    32    Zoog Colony* (5d10)
    33    
Byakhee Swarm* (1d12)
    34    
Elderian Travellers (2d4)
    35    Space Pirates
 -- GM's choice.
    36-00 No encounter 

* Appears in an unocupied section of the nearest ship or space station. The only exception to this rule is a Boojum ship like the Sawsnark Cruiser. 

This material is using the Grit and Vigor roleplaying Game by John Stater. John has been kind enough to allow me to see the playtest version of the rules, and this gives me more than enough to begin work on the Mythos Space setting. 



Monday, May 18, 2015

Pulp Age: CTF Bromion Land Ironclad

Ran across this ship design while sorting some files and remembered that I never finished it. So I thought I would do so and post it here. This vessel is a Land Ironclad originally designed for a concept incorporation the various works of H.G. Wells for making a Steampunk setting.
The overall setting is a version of the future predicted in The Shape of Things to Come. The Earth dominated by a "benevolent dictatorship" after a second dark age, possibly after repeated Martian Invasions (1898, 1932, 1953 etc). Now mankind, along with Selenite allies and Moreuvian Beast-Men (a labor/grunt class) are forging out into space.
Technology of a steampunk / Mad Science sort has aided mankind in other ways. Immense super-crops (The Food of The Gods), spaceships and airships and other gadgets. Unfortunately, these scientific elite are intolerant towards anyone not ascribing to a fanatic form of scientism.

The Land Ironclads Stats:

CTF Bromion
Tremendous Construct
HD: 120 (480 hp)
AC: 12 (DR 300)
SPD: 25 mph, ACC 10 mph
MVR: -2
ATK: 1 x tesla cannon and 3 x cannon 100 mm and 3 x heavy machine guns
CP: 24/5
WT: 2 kilotons

The CTF Bromion is a loud, smoke-belching land frigate that has seen many battles across the plains of Mars as Earth forces seek to dominate the Red Planet.
These ships and ones like it are designed to battle the Sarmak Martians and their Tripods, and have so far been fairly successful. Of particular note is the ships massive Tesla Cannon, a powerful weapon that fires a massive bolt of electromagnetic lightning, dealing damage equal to the ships original hit points in both electrical and fire damage. Targets can attempt to save for half damage.
The CTF Bromion is specially armored against Martian Heat Rays that it only suffers half damage from fire or laser attacks. Furthermore the vessel can be sealed against gas attacks and remain so for 48 hours.
The CTF Bromion is crewed by human officers and human crew, bolstered by Beast-Folk troops and specialists. The ships locker is always amply equipped with firearms, from pistols to rifles and more exotic weaponry dreamt up by the lab boys of the White Council.
Other vehicles such as heavier than air Aeronef, heavy-duty and scout Aerostat airships and smaller Land Ironclads often go into the field with the Bromion, but this vessel has more than once been in tough straits without additional support.



New Race(s)

Beast Folk (The Island of Doctor Moreau)
Creatures made from animals into the shape of men. Though intelligent, they are simplistic creatures who need guidance. Beast Folk serve as laborers and warriors having a social status somewhere between animal and man, with the more attractive animals (Cat and Dog) having an easier time of it. Within society, these creatures are considered second-class citizens, but can often form close bonds with humans who work closely with them. However such friendships are usually less like true friendships and more like a proud pet owner and his or her favorite pet.
Beast Folk retain their base animal form’s attacks (claw, slam, etc) and can go down on all fours, adding +10ft to their movement rate. Beast Folk characters modify their attributes and gain a knack as follows:
Ape (Chimpanzee)-  +1 Str, -1 Cha. Knack for Athletics.
Bear (Black and Brown)- +2 Str, -1 Dex, -1 int. Knack for Search.
Cat (Big)- +1 Dex, -1 Int. Knack for Gymnastics.
Dog (Working)- +1 Con, -1 Int. Knack for Track.
Pig- +2 Con, -1 Int, -1 Cha. Knack for Endure.


Friday, May 8, 2015

Mythos Space: The Thuum'ha of Ib (Alien Race)

Thuum'ha (Ibians)
Small Humanoid, Neutral (LN), Average Intelligence; Team (2d12)
HD 0
AC 13 (light armor)
Ibian Polymath and Fighting Man
ATK By weapon
MV 30
SV F 14, R 16, W 16
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.
Ibians organize themselves into research teams of 1d20 x 20 academics plus additional soldiers equal to 100% of the academics. For every 40 soldiers in a tribe, there is an additional sub-commander with 1 HD. Teams are led by administrators 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.

This material is using the Grit and Vigor roleplaying Game by John Stater. John has been kind enough to allow me to see the playtest version of the rules, and this gives me more than enough to begin work on the Mythos Space setting. 

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