Monday, June 23, 2008

STRANGE EONS: Wizards

FONG
Hypercephalic Mage
Hit Points: 56hp (14HD)
AC: 14 (ring or armor)
Weapons: Quarterstaff +15 melee (1d6+1/1d6+1), Laser Pistol +12 ranged (2d10)
Magic attack bonus: +19
Magic Spell DC: 30
Skills: physical: +14, subterfuge: +14, knowledge: +18, communication: +14.
STR: 13 (+1), DEX: 6 (-2), MIND: 23 (+6)

Signature Spells: 0 Level- Detect Magic, 1st Level- Hypnotism, 2nd Level- Levitate, 3rd Level- Fly, 4th Level- Greater Invisibility, 5th Level- Dominate Person, 6th Level- Disintegrate, 7th Level-
Greater Teleport.

The Wizard known as Fong is an explorer and seeker of lost knowledge. He travels the worlds in search of ancient technology and will be very interested in any information regarding his interest. He can be found traveling in his ancient spacecraft The Wandering Contemplation, or exploring some ancient ruin in the company of dominated slaves and lackeys.
Despite being wealthy, Fong will not pay for items or information that he doesn't have to, seeking to charm or dominate others. Non-mages can expect to be viewed as lackeys by Fong unless they are of obviously superior power. Mages are treated much like students or rivals depending upon their power level.
Belongings: Scholar’s outfit, Spell component pouch, Wizard’s Spellbook, Laser Pistol, Signet Ring, Spyglass, 25,000gp in gems and one Falcon class spacecraft.

Monday, June 9, 2008

STRANGE EONS: Rules For Gaming.

After doing alot of thinking on the game setting I have been devising here, I am thinking of using a different rules system for describing the game. D&D has always been a favorite of mine ever since the early days of the hobby. But the ever escalating editions being put out are starting to get on my nerves.

Personally, I prefer a rules system that is light on the rules (though not Risus light) that focuses on the stories and characters rather than books and books of rules. But yet I am always drawn back to D&D, both from nostalgia and from its tried and true allure and strength. Why re-invent the wheel right?

That said, I will be re-tooling the setting for use with Microlite D20, a marvelously simple version of the D&D game. This system uses the basic D20 system, though pared down to be easily understood and adapted, even by those very new to the game.

They have this to say about their system:

"Do you remember when the gaming table was full of pizza and soda, not rulebooks, miniatures and dungeon tiles? Do you yearn for a role-playing game that doesn’t require weight training to carry all the books? Do you want to be able to hold all the rules in your head - or in your back pocket? And do you still want to use all those lovely monsters, adventures and game worlds too?"

Their website can be found HERE. File downloads are all available for free.

STRANGE EONS Microlite D20
The setting of Strange Eons is very similar to the standard fantasy setting in basic concepts, though its particular nuances of flavor are quite different. Because of this, the basic rules work just fine as-is, though there will be some "house additions" to come.

Races
As there are no elves, dwarves and such in Strange Eons. Intelligent non-humans do indeed exist, but these are either monsters, or closely derived from humans. That said, using the Microlite20 rules, the following "races are allowed:

Beast-Folk
Beast Folk are humans whose ancestors were created through magical experimentation. They were bred with assorted animals (reptile, mammal and avian) to produce a highly unstable form of mutant. Each beast folk is different though there are often some shared traits in the same family.
Mutants Characters gain: +2 Strength.

Greenfolk
These plant people were originally bred for labor and pleasure slaves, but now can be found living wild in many forested regions. Greenfolk appear as standard humans, though quite beautiful, with green skin, and white, green, yellow, or blue hair. Though possessing decidedly male and female forms, all greenfolk are Hermaphrodites, possessing both male and female reproductive organs. Green folk young spend their infant years as immobile plants called a homuncili root, arising as young adults after only four Gaian years.
Greenfolk Characters Gain: +2 DEX


Humans
Good old humans, much like modern folk. Human society has changed somewhat, though not to any great degree. See here for more details.
Human Characters Gain: +1 to all skill rolls.

Hypercephalic (Brain Men)
These human mutants are a “higher” caste of ancients, existing as leaders of the lore of the ancients. As the name indicates, hypercephalic's have enormous, hairless heads.
Hypercephalic Gain: +2 MIND

More to come...

Monday, June 2, 2008

STRANGE EONS: The Xenogen


"Aliens will not resemble anything we've seen. Considering that octopi, sea cucumbers, and oak trees are all very closely related to us, an alien visitor would look less like us than does a squid. Some fossils in the ancient Burgess shale are so alien that we can't determine which end of the creature is up, and yet these monsters evolved right here on Earth from the same origins as we did." -Johan Forsberg

Across the vast expanse of space lie innumerable worlds, circling distant suns, where strange energies have nurtured a wide range of bizarre life. Seeming both familiar and strange to human eyes and minds, these "Xenos" often dimly resemble humanity, as though their forms were chosen at random.

It is believed by many learned wizards, that ancient representatives of these "Xenogens" visited Gaia in the distant past. These ancient visitors brought magic and knowledge to ancient peoples who constructed temples and sought to worship them. From sexual union with these ancient peoples and beasts is perhaps the origin of some species xenogens near human forms.

Alien beings of all sorts are present in Strange Eons, though they are distant from mankind in thought, deed and nature. In many ways, these creatures are like demons and devils, though they should be treated more as very VERY alien in mind rather than evil in the traditional sense. Most of these creatures are hostile towards humankind in one way or another, though most times this is a sort of casual cruelty, as they don't often notice humans as worth hating. Wizards however, are considered worth noticing to these creatures.

For the DM/GM/Storyteller of a Strange Eons game, mystery is the key to using Xenogens. These creatures live where nothing should be able to live, can eat human food, breath human air and even breed with unlucky humans should the desire strike them. Mix a xenogens actions with seemingly mindless acts of malice and cruelty, strange lusts and jealous rages. Even the nice seeming xenogen will be prone to these habits.

These creatures are both demon AND alien. They are impossible, supernatural beings that come from alien worlds. Strange Eons has no Abyss, Nine Hells or the like. Rather there are worlds where similar conditions certainly do exist, many of which a human could never exist without special equipment of magic to sustain him or her.

Mechanic wise, one could easily use the stats for any evil or neutral Outsider such as demons and devils, though the DM is advised to change the descriptions of the creature and never refer to the creature as say; a Pit Fiend, but rather call it a fiend of world orbiting the star Beta Eridani.

Check out this Star Name site for neat alien stars.

All of these creatures have access to advanced weaponry as well as magic, seeming to produce magical devices without the need of feats or ranks in a spellcaster class. Thus they are often armed with enchanted weapons, and magic items of bizarre make.

If your game system of choice has a range of outsider types available, go for the ones of the most alien habits and powers. Some good examples using D&D, try the following: Astral Energy Monster, Mezzodaemon, Black Troll (Alien breeding program if ever I saw one), Diak, and the Eyewing among others.


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