Monday, January 9, 2017


Type: Construct
Size: Medium
Hit Dice: 7
Armor Class: 16
Attack: By weapon
Movement: 30′
Save: 13
Intelligence: Average
Alignment: Neutral (N)
No. Appearing: 1
XP/CL: 300/4

SA—Surprise (1-3 on 1d6)
SQ—Resistance (falling and blunt weapons), Free Action (permeant)
SP—Clairvoyance •••, Detect Invisibility •••, Magic Missile •••••

The oculon is a construct creature created by magic-users to act as an assistant or guardian. The process of creating one is long and quite involved, but the resulting being is fairly powerful because of the many special skills it has. An oculon is as intelligent as a human, but is bound to the will of its creator. These creatures all have the skills of a 7th level Thief, and are completely loyal to their creator.
An oculon is humanoid in shape, though only vaguely so, and is 4 feet tall at the shoulder. Instead of a human head, the oculon has a flexible neck about 3 feet in length with a single large eye at the end. The neck is 2” in diameter and the eye is 4” across. The body of an oculon is light grey in color, and slightly glossy. The cornea of the eye is dark grey, and the pupil of the eye is black.
There is no rigid internal skeleton; the oculon’s movements appear somewhat rubbery, and it can flatten into a mobile blob of matter only 9” high, covering 6 square feet. When flattened oculons move at one-third normal speed, do not attack and cannot be damaged at all by falls or blunt weapons, because the body will “give” and absorb the impact of the blow.
An oculon can only be hit by weapons of a magical nature and spells.

Creation of an oculon requires the services of an alchemist and spells cast from a magic-user. Many exotic materials are required by the alchemist, and the total cost of his services will be 30,000 gp. The three most important substances necessary are a gland from a dhole, an eye from an eye monster, and the brain of a thief. Two to five weeks are required for the alchemist to prepare the mixture, after which the Wizard must cast these spells upon the fluids, in this order:
Unseen Servant, Magic Missile, Protection from Normal Missiles, Geas, Mind Blank, and Wish. The oculon then assumes its semi-humanoid form and is ready to take on assignments.

Pangea Ultima uses the Blood and Treasure 2E rules by John Stater. And excellent gaming system melding of Old-School and the D20 SRD. The Oculon originates from Dragon Magazine number 53.

Tuesday, January 3, 2017

Pangea Ultima: The Derro (Race)

Derro (Race)
"These dark folk were seen in Pompelo only once a year -- in summer, when a few of their number would come down from the hills to trade with the merchants.” -Frank Belknap Long, The Horror From the Hills
Ramses: Derro Sorcerer
Derro, also called Dero and Miri-Nigri, are abominable humanoids about the size of a human child, with white skin, white hair and pupil-less black eyes. They are afflicted by a form of racial madness which manifests as delusions of grandeur coupled with a powerful urge to inflict torment on other creatures. Player character Derro can hold their murderous impulses in check, but are still known to be sadistic warriors, amoral magic users and heartless businessmen. All Derro are male, with derro wives being Neanderthal or human women bought, sold or seduced by derro husbands. Most Derro are Chaotic in alignment. 
In the world of Pangea Ultima, the Derro are merchants, slavers and the cruelest sort of moneylender and businessmen. They are widely feared and hated, but they are also greatly respected. Most Derro live in underground citadels which are always richly adorned. They are known far and wide as great buyers of luxury and are always interested in decadent drugs, spices and bed slaves.
Derro average 32″ in height. They have a movement rate of 20′ per round. Derro live to be 450 years old. They start the game speaking Common and Derro plus bonus languages for high intelligence. Derro can see in the dark to a range of 120 feet.
At character creation, derro add +1 to constitution (max. of 18) and subtract 1 from strength (min. of 3).
When underground, derro note sloping passages, unsafe construction, approximate depth underground and direction of travel on a roll of 1-2 on 1d6.
Derro despise light, suffering a -2 to penalty to hit and save when exposed to light and suffering 1d6 points of damage for every hour they are exposed to sunlight. They are immune to confusion and madness (beyond their innate madness). They cannot be restored to sanity.
Derro have a natural affinity for magic. A derro with a charisma score of 10 or higher can cast the following spells, each once per day: Audible glamer, darkness, daze, and sound burst. Derro with these abilities are always higher in status than those without.
Derro sorcerers (called savants) can multi-class as clerics, fighters or thieves. Derro thieves can multi-class as fighters.

Pangea Ultima uses the Blood and Treasure 2E rules by John Stater. And excellent gaming system melding of Old-School and the D20 SRD. 

Thursday, December 15, 2016

PANGEA ULTIMA: Grimocks (Race)

Grimlock (Race)
Tihana, Thief/Magic-user
Grimlocks are mutated humans descended from ancient laborers, dehumanized by endless toil in underground factories and bomb shelters. After thousands of generations of living without sunlight, the Grimlocks have dull grey-to-white skin, chinless faces, large greyish-red eyes with a capacity for reflecting light, and flaxen hair on the head and back. They are smaller than humans, but very broad and strong. Most wear little clothes, though the more intelligent prefer laborers garments and tool belts.
Grimlocks are widespread in many regions on Pangea Ultima. Their skill in maintaining machines and in operating in dark and dismal conditions make them ideal as laborers, machinists and thugs. Their taste for human flesh is usually restricted to the outcasts and fallen foes, so authorities seldom make a fuss. Many Grimlocks work as miners, sewer workers and on land schooners, acting as crewmen and maintaining the vessels forced-draught boiler engines.
These wretched creatures have a taste for the flesh of humans, but will subsist on any meat they can get. They love technology and typically hoard all sorts of machines. Grimlock clerics are almost always members of a Machine cult. The Science rules and devices on page 244-247 in the Blood and Treasure 2nd edition should be considered for Grimlocks.
Grimlocks average 60″ in height. They have a movement rate of 30′ per round. Grimlocks live to be 80 years old. They start the game speaking Common and Grimlock plus bonus languages for high intelligence.
At character creation, Grimlocks add +1 to strength and constitution (max. of 18) and subtract 1 from their starting wisdom and charisma (min. of 3).
Grimlocks have Blindsight out to a range of 40′, this allows them to fight and perform other tasks as well as if they could see. Beyond that range, they treat all targets as invisible. They are immune to gaze attacks and illusions.
Grimlocks have an unarmored AC of 12.
Grimlock assassins and thieves can multi-class as clerics, fighters, magic-users or scientists. They divide earned experience points by two.

Monday, December 12, 2016

PANGEA ULTIMA: Machine Cult, and Machine Gods

“Within the chamber buried deep below was wrought the means of his escape. Across the aether the other one must go, to sleep until that distant day,” -The Chronomancer I: Hubris
As I have been detailing the Pangea Ultima setting I am pondering the many cultures, cults and subcultures of the world, as well as its many peoples and creatures. The planet as-envisioned is one on the far side of history. Pangea Ultima is after millennia of technological, social, ecological and spiritual upheavals. But some things, some themes continue. And how the world, its people and the cosmos reacts is where the campaign setting begins.
The rules for Cults in the Blood and Treasure RPG Rulebook offer a wide range of options, and are an excellent resource for fleshing out a campaign world. However the rules as-written don't quite cover all of the options that I want available in the Pangea Ultima setting, and so I have added the cult below. See see Blood and Treasure 2nd Edition rulebook pages 15-18 for details on Specialty Priests and Cults.

Associated Deities: Diatrix, Hexadron, Patchwork God
Machine cults are dedicated to the miraculous technology of the ancients, elevating these machines to divine status. Such cults resemble the cargo cults of Malenesia and the Atomic Bomb worshipers on Underneath The Planet of The Apes, but with real results from hoarded ancient tech and magic. Several patty gods and powerful spirits are involved in such cults, and are quite powerful. Machine priests can be of any alignment.  
Machine priests can turn and command constructs as well as the undead. They also add the magic-user spell vision to their list of 7th level spells they can prepare.
Advanced Spells
1—comprehend languages, endure elements, divine favor; 2—enthrall, undetectable alignment, make whole, zone of truth; 3— lightning bolt, sonic blast; 4—create bionic implant*, giant vermin, imbue with spell ability; 5—bolts of bedevilment, circle of doom; 6— banishment, forbiddance; 7—ethereal jaunt, scourge; 8— discern location, true creation; 9—genesis


Create Bionic Implant*
Level: Cleric 4, Magic User 5
Range: Touch
Duration: Permanent; see text
This spell creates a bionic implant of the casters choosing.  Bionics are scientific items that can be attached to living bodies, improving them in various ways (See BnT Rulebook page 245 for details). No more than two implants may be attached to a creature, including the spellcaster. Treasure Keepers may require some forethought on the part of the spellcaster, like tie spent crafting the implant or parts gleaned from defeated constructs. The Rule of Cool should prevail here, so implants should be interesting and have some style to them.

A number of machine or technologically oriented deities are active on Pangea Ultima. Some are remnants of the ancient past, from when mankind experimented in bizarre and arcane technologies. Others are alien entities from beyond the stars. All of  these deities can be found in the Petty Gods OSR sourcebook. Of course, a cleric in a Machine Cult might revere all three of these deities as patrons for the moment, and does not have to pick one god in particular. 
See below for details:

Detriax (see page 37 in Petty Gods)- Detriax, the petty goddess of space junk and derelict hope, is a
cosmic being that causes ships passing near her to fall derelict by way of cosmic mishap. Her massive form is powered by the consumption of asteroids, space junk, starships, and even small moons and planetoids. Frequently, Detriax will make deals with lesser beings, promising them vast new powers in exchange for their servitude. These minions are sometimes stripped entirely of their free will, but others follow her willingly. Service to Detriax, however, is a double-edged sword, for it causes insanity and loss of self. And in the end, Detriax plans ultimately call for their consumption as well. Clerics of Detriax are specialty priests of a Machine Cult (see above). They dress as salvagers and Junkers, and can be of any alignment (Chaotic or Neutral preferred). Her symbol is an angular, vampire-looking skull.

Hexadron, The Divine Cube (see page 68 Petty Gods)- Hexadron is a distant deity, The Divine Cube, an entity bound with concepts of mathematics, the holy expression of the number 6, and all things of regular six-sided form such as boxes and dice. Alien in outlook, it cares for little beyond the promotion and expression of its perfect form in the mortal realms, though some esoteric scholars and craftsmen pray to the Divine Cube for mathematical insight or aid in bringing appropriate forms into creation. Temples dedicated to Hexadron are always square, and very well constructed. Masons and scientists revere this god, as do mathematicians, magic users and paladins. A number of strange pixelated entities as well as cube-shaped beings serve this god, and are quite powerful. Clerics of Hexadron are specialty priests of a Machine Cult. They wear cube-themed armor and can be of any alignment.  Hexadron’s symbol is a perfect cube.

Patchwork God (see page 139 Petty Gods)- The Patchwork God, also called the God-Golem, is the work of deific hands, a golem of godly power. This entity appears as a colossal golem some 20' in height, its hideous torso and half of its face are crafted from the corpses of several dead gods stitched together with fine adamantine wire. Its right arm and left leg are wrought of polished mithril inscribed with delicate runes; its left arm, heart, and eyes of polished white marble; its right leg and half of its face are of crudely-shaped clay. Although it has no great purpose, the Patchwork God is fascinated by other created entities such as golems and animated statues, and rumor has it that the God-Golem’s touch may awaken such beings to true sapience. Clerics of the God-Golem are specialty priests of a Machine Cult. They wear patchwork armor and can be of any alignment.  The God-Golem’s symbol is a patchwork mask. 

NEXT: Monsters, Settings and NPC's!

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