Thursday, January 31, 2013

Pangea: A Blood & Treasure Campaign Setting


Pangea
Pangea is a world that I will be detailing for use with the Blood and Treasure Fantasy RPG. This is to be a Sword and Sorcery setting that will borrow liberally from my favorite books, comics and movies that can be shoe-horned into the setting. It will be a primordial world, filled with ancient beasts, decadent cities and wandering barbarians. I make no attempt at historic accuracy, relying instead upon the Rule of Cool.
The map above is merely the black-and-white beginning. Color, details and lots of regional info is to come.

The World
The world of Pangea is largely unexplored (by humans). Soaring mountains, teeming jungles, and wide plains cover the land and the seas are vast and deep. The warmer climes host dinosaurs, huge insects and wild tribes. The colder lands are home to a wide range of mega-fauna mammals
Smaller and more modern animals do exist, and are found in many of the climes they are today. Such animals are usually a more feral variety (wolfish dogs, and smallish shaggy horses for instance), but are recognizable.

Society
Most of the peoples of Pangea live in wandering tribes, small kingdoms or city-states. Technology varies from stone age to iron age in development, with some noticeable jumps due to the use of magic. People will be as varied as they are today, though with a larger number of adventurers.

Races
The Blood & Treasure RPG suggests a number of humanoid races for play. Most of the people of Pangea would react to seeing an Elf or Dwarf much like they would to seeing a ghost, as magic and clearly non-human races are widely feared (and for good reason). So none of the standard fantasy races will be available for play. Rather than using differing races, Pangea will have a number of Human-kin races, with only a small number of non-humans (NPC's). I will post an article on these races next week.

So stay tuned! MUCH more to come!

Friday, January 25, 2013

Projects and Things To Come

Loads going on behind the scenes here at Random Acts Studios. And though I have some really tasty material to post soon, it will have to wait until next week to be posted. So to tide you over I present the following image:
Have a drink. Its delicious!
This illustration will be gracing the inside of an adventure being put out by Brave Halfling Publishing. This illustration will be a part of the delightful Dagger Kids RPG series, which I highly recommend. This marks the beginning of an excellent relationship, as I will be working on some really neat projects with these folks in the near future.

Coming soon will be a basic campaign setting for the Blood & Treasure Fantasy RPG, as well as info on my home Mutant Future campaign. So stay tuned!

Friday, January 18, 2013

Blood and Treasure

Recently I got my hands on a copy of a delightful game called the Blood & Treasure Fantasy Role Playing Game by the talented John Stater over at The Land of Nod blog. The game makes use of the D20 OGL, using much loved material from earlier editions of Dungeons and Dragons.
HOWEVER, Mr. Stater does not just make another addition or re-hash of earlier work. Rather Blood & Treasure is a brand new game inspired by favored aspects of those earlier works. The game uses the basic D20 mechanic used in D&D 3+, but streamlines the whole thing into a form that can quickly get you to the action.
Character creation and gameplay is quick and easy to understand. However, this version of D&D retains the deadly aspects of earlier editions. MONSTERS WILL KILL YOUR CHARACTER. No easy healing or rest periods here. Anyone looking to enter the life of an adventurer is in for a rough (but potentially rewarding) time.

For further details, downloads and other info of gameplay etc, go HERE.

Things to Come
After reading the game book, I find the need to put together a game. And after a quick look-round it looks like I have some interested gamers looking to try their mettle on Blood & Treasure.
So because I delight in world building, map-making and tinkering around with settings, I will be putting together a game-world that will use the Blood & Treasure rules. I will be posting art, maps, monsters, gods, peoples and other assorted tidbits.
So stay tuned!

Thursday, January 10, 2013

Atomic Dawn: GMK Series Mecha

The GMK series Mecha is a type of general-purpose engineering vehicle left over from the Transgenic Wars. The GMK series were used to construct and maintain everything from remote outposts to space platforms as well as harvest resources. These vehicles are still used by Utopian Domes, CostMart and Copernicus City on the Moon. The Alamo Empire has purchased a number of these units from CostMart, which are used to maintain levies, dams and other major works of engineering, and (occasionally) combat. The Guild of Engineers makes great use of these devices.
As a robot, GMK units are simple laborers capable of doing only what they are explicitly instructed to do. However, these devices are equipped with a cockpit large enough to accommodate a human sized pilot. Once inside the GMK is capable of doing whatever the pilot is capable of, and attack based on the pilot's ability. 

Hit Dice: 10
Frame: Biomorph
Locomotion: Legs (2)
Manipulators: x2 Claws
Armor: Duralloy (AC 3)
Sensors: Class III
Mental Programming: Programming
Controls: Basic Controls (joystick and foot paddles)
Accessories: Air Filters, Fire Extinguisher, Tool Mount (in tail), Robot Repair Unit
Weaponry: Claws: 10d6 damage each

Air Filters: When housing a pilot, the GMK initiate the filtering of all air, completely removing all toxins. As a result of the filtration process, the insides of the suits tend to smell like ozone. No gas, scent, or airborne toxin will affect a person inside the armor. If the suit runs out of electricity, there is enough oxygen inside for 3 days of regular breathing. The filters will keep out any toxic substances even when the suit has no power.

Basic Controls: Basic controls are simple joysticks and foot paddles, with a set of screens (for enclosed cockpits) or HUD displays (for windowed canopies). This control system is basically an elaborate video game system, and the pilot lacks the reaction speed and fine-point manipulation found with more advanced controls systems. Pilots have to move or attack in a round. 

Further information regarding Mecha in Mutant Future can be found here

Friday, January 4, 2013

Atomic Dawn: The Guild of Engineers


"Hey look, buddy, I'm an Engineer. That means I solve problems. Not problems like 'what is beauty?', because that would fall within the purview of your conundrums of philosophy. I solve practical problems." -The Engineer, Team Fortress 2
Alias: Gearheads, Grease Monkey, Builders Guild, The Guild, Mechnicians
Group Goals and Beliefs: The Guild of Engineers is an organization of architects, mechanics, chemists and related technicians dedicated to applying the scientific knowledge, mathematics and ingenuity of the ancients to develop solutions for the technical, social and economic problems found in the post apocalyptic world of Atomic Dawn. Guild Engineers have a pseudo-religious adherence to The Applied Sciences, which are taught to them through apprenticeships from an early age. This makes them into human repositories of ancient knowledge, and among the most valuable (but often irritating) people to have around.
The Guild is comprised primarily of Pure Humans, though a large number of Mutant Humans can also be found as members. Androids are rarely Guild Engineers as the higher ups of the Guild see them as machines rather than people.
Identifiers: All Guild Engineers have the symbol of their Guild tattooed somewhere on their person, typically the arm or forehead. As they are brought up to be very serious about technology and caring little for personal appearance. Guild Engineers wear serviceable clothing like coats, robes and tool belts with little ornamentation. Men and women keep their hair short or even shaven altogether.
Guildhalls are always solidly built and well-lit, utilizing the best materials and innovations available in the region. These buildings are almost always austere, with few adornments that are not primarily practical in nature. These Guildhalls always have significant areas functioning as labs, workshops, libraries and classrooms, with close dormitories for those Mechnicians who live at the Guildhall.
Group History: The Guild grew out of the efforts of engineers who survived the Apocalypse and tried to hold on to the sciences of the ancients. To maintain or even rediscover and reinvent the ancient devices of the past requires a great deal of dedication and study, and cannot be “figured out” for very long before it is lost forever.
Game Information: Guild Engineers are a valuable resource in any land, as these serious men and women can transform a shabby town into a clean and efficient society in a short period of time. However they are not the easiest people to like as a whole, being stern and extremely serious people. Guild Engineers have an almost monastic feel, living separate lives from their neighbors and keeping to their studies.
Within the ranks of the Guild of Engineers are the Four Branches or Four Schools, one of which a Engineer must belong. All technology rolls regarding this specialty gain a +20% to identify, use and repair the device. A list of Guild Specialties. These branches are;
Chemical: Chemical Engineers convert raw materials into more useful or valuable forms. In the era of the Atomic Dawn, Chemical Engineers contribute to the "chemical" industries such as ore testing and refining, metalworking, production of gunpowder, ink, dyes, paints, cosmetics, leather tanning, ceramics, glass manufacture, preparation of extracts, liquors, and so on.
Civil: Civil Engineers comprise the design, construction, and maintenance of permanent structures such as buildings, roads, mines, bridges and the like. Civil Engineers are masters at salvage and related waste management, finding new and better ways to get the most use out of damaged or broken devices, structures and systems.
Electrical: Electrical Engineers are dedicated to the study and application of electricity, electronics and electromagnetism. Electrical Engineers also work with computers (hardware and software), telecommunication and robots.
Mechanical: Mechanical Engineers comprises the design, analysis and usage of heat and mechanical power for the operation of machines and mechanical systems. Mechanical Engineers are those who they study, repair and build all manner of mechanical marvels and vehicles.

Engineers in Mutant Future
The Guild of Engineers is an excellent source of NPC's or PC's who are particularly tech-savvy, but do not have all of the answers. Engineers are an excellent source of assorted technology and specialized knowledge. In my home campaign of Atomic Dawn, the Engineers operate salvage and gadgeteering shops, brew ethanol, make gunpowder and supply a wide range of minor gizmos. So they are an excellent source of adventure, as their need for exotic materials, information, and salvage brings them to hire adventurers.
Engineers can also be an excellent source of more exotic technology such as airships, cybernetics or the like. Mutant Lords are urged to come up with all manner of wild mechanical marvels that might be created by Engineers. I suggest the following special items:

Airship (Blimp)

These are small, semi-rigid airships with an enclosed gondola, multiple internal balloonets and a steering system. These vessels are 100 feet long and 35 feet in diameter. Aiships are powered by ethanol engines, though some advanced models make use of solar cells or more exotic power sources. Some variations of these vessels are made with advanced materials for the balloon, and additional devices.
Though expensive to make and fuel, an Airship is an excellent way to get around the turbulent post-apocalyptic world of Atomic Dawn. These vessels have sealed gondolas, and so are able to fly as high as 9000 feet, well above the limit of most flying mutants.
Required Crew: 2
Top Speed: 55 mph
Cargo: 2000 lbs
Structural Hit Points: Balloon 20 Gondola 40
Armor: Balloon 6 Gondola 4
Weapons: None initially

Bicycle
Modeled after modern day mountain bikes, these vehicles allow a character to travel over rough terrain and at considerable speed. These bicycles have solid rubber tires, have a single speed, and are heavier than modern version, but more durable. Bycycles cost 10 gp and allow a character to double his or her movement rate over more-or-less level ground. DEX checks are required to handle rough terrain.

Cybernetics
With the many harmful mutations and sources of injury running rampant across the Mutant Future, the need for corrective and enhancing cybernetics is great. Still, the process of implanting cyberware is dangerous and daunting, and will be expensive, often done in trade for services.
For Cybernetics Rules, I recommend the Apocalypse Tech Report from The Savage Afterworld. Other systems are out there, but so-far I have found this to be the most balanced.

DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...