Friday, January 31, 2014

Atomic Age: Spacebulk Tramp Freighter

“The sky is the limit only for those who aren't afraid to fly!” -Bob Bello
Value: 16,000
Fuel: 50
Size: G
Crew: 8-12
Cargo: 50
Hull: 500
Pilot: +10
Speed: 1,000
Standard Outfits: Grappling Cable, Laser Cannon, Tow Cable

Tramp Freighters are surplus supply ships of the Voltamen War repurposed for civilian use. These vessels were built to last and so are ideal for trade, exploration and salvage purposes. Like most vessels of their era, the Spacebulk Tramp Freighter is laid out muck like a skyscraper with each deck stacked in a manner to use the ships thrust to simulate gravity. With the invention of artificial gravity generators, such designs are no longer necessary, marking these vessels as being of an earlier age. Still, Tramp Freighters are some of the most often seen, smaller Starships in the space lanes.


Roboticon Service Mech
Condition: 200
Protection: 7
Hit: 4 (+6)
Attacks: 2 Claws or 1 built-in plasma torch
Damage: 2d6 claw / 2d6 claw or 1d12 plasma torch
Speed: 60', Fly 120' (in light gravity)
Stage: Advanced
Size: 20'
Defenses: E:10/R:15
Found In: Industrial zones
Level: 12
Software: I in Mechanics Skill
Salvage: 45%
Value: 5,900xm

These robots are produced by the Roboticon Interplanetary Corporation, and were standard issue during the latter days of the war. Now they are found primarily on colony worlds and in Tramp Freighters. As well as being powerful robot laborers, these robots can carry one or two pilots (who gain a +10 to pilot), and can carry 3 tons of cargo. They allow for some mobility in space, and supply life support for one week of continual use.


This article and the Atomic Age setting is using the Space Ryft RPG rules. It is an "old-School" style rpg that is fairly rules light and rather deadly. 

Thursday, January 23, 2014

Dagger: Races of Yore

The Land of Yore is a big place, and a number of races can be found within its borders. Greek myth is a favorite of mine and my players, and so I am including a few races that will fit nicely. Elves are unknown in the setting, being replaced by Centaurs and Satyrs as the woodland types. Dwarf-like beings are not unknown in Greek myth in the form of the Dactyls, and so will be fine in Yore.
These rules are all for use with the Dagger RPG by Brave Halfling Publishing. Dagger is a ruleset designed for young (7+) players and older players who don't like a great deal of rules. These rules allow new players to play in classic D&D modules with a minimum of fuss.


CENTAUR
"That is human nonsense. Trivial hurts, tiny human accidents, these are of no more significance than the scurryings of ants to the wide universe, and are unaffected by planetary movements." -Firenze
Centaurs are woodland beings who usually shun the company of men. They dwell in remote, secluded glades and pastures. The appearance of a centaur is unmistakable: they have the upper torso, arms, and head of a human being and the lower body of a large, powerful horse.
The centaurs of Yore live primarily in the wild Cacus Hills (see Map) where they keep mostly to themselves. Occasionally, centaur families or individuals will seek their fortune among men. Such centaurs usually work as herbalists and apothecaries, using their knowledge of plants and the seasons to good advantage. The less intelligent centaurs work as laborers and mercenaries.
Special Ability: Centaurs can kick twice per round with their hooves dealing 1d6 damage each and have a movement rate of 18. Centaurs can carry as much as a medium warhorse. Centaus cannot climb sheer surfaces or traverse underground tunnels.
Starting Equipment: Oaken club (morningstar), bow, 3d10 arrows.
Armor Class: 5 (14)
Centaurs advance and attack as Fighters.


CYCLOPS-KIN
"You are not dead! I like it when you are not dead!" –Tyson
Cyclops-kin are single-eyed giants that live alone or in small bands. The typical cyclops-kin weighs around 350 pounds, and stands 7½ feet tall. A single large, red eye dominates the center of its forehead. Cyclops-kin commonly dress in ragged animal hides and sandals. Cyclops-kin are not very intelligent creatures, with the nicer cyclops-kin acting like big goofy (but very strong) children. The smarter cyclops-kin are usually quite, contemplative creatures.
Wild tribes of cyclops-kin wander the mountains of Yore living in caves or in rough huts. Cyclops-kin are usually goat-herders (making surprisingly goo cheese) but will occasionally raid civilized lands, and are seen as monsters. Some tribes of cyclops-kin have learned a bit of civilization and live in or near human cities. Such "civilized" cyclops-kin work of brute laborers, herdsmen, thugs and soldiers.
Special Ability: Cyclops-kin can see in the dark up to 60’, but suffer a -2 penalty to all missile attack rolls. The great strength of Cyclops-kin grants them a +4 damage. Cyclopskin are too big for most armor.
Starting Equipment: Club, spear, loincloth.
Armor Class: 3 (16)
Cyclops-kin advance and attack as Elves and Dwarves.


SATYR
"I can no longer consider you as a friend," said the Satyr, "a fellow who with the same breath blows hot and cold." -Aesop, The Satyr and the Traveller
Also called fauns, satyrs are a pleasure loving race of half-human, half-goat creatures. They symbolize nature's carefree ways. Satyrs have the torso, head, and arms of a man, and the hind legs of a goat. All satyrs eat and drink too much, and are notoriously bad with money. Because of this they are often favorites wherever there is a party, but very unwelcome when there is not.
Most satyrs of Yore live in wandering bands who keep mostly to the forests and to the Cacus Hills (see Map), where they have close alliances with the Centaurs. When Satyrs live near or with humankind they generally make their living as actors, playwrights and musicians. Though they can make a good living this way, satyrs are terrible with money and are notorious carousers.
Special Ability: Satyrs can gore opponents with their horns, dealing 2d4 damage, and have a movement rate of 18. Each day, a satyr can use his musical instrument to cast one spell per level of experience. At 1st level a satyr gets one 1st level spell, at 2nd level he gets one 2nd level spell, and so on. Satyrs are all highly skilled musicians.
Starting Equipment: Musical instrument (pipes or fiddle), backpack, torch.
Armor Class: 5 (14)
Satyrs advance and attack as Wizards.


These races are for use with the Dagger RPG by Brave Halfling Publishing. Dagger is a fun, simplified version of the basic D&D rules that allows kids (and adults who want a simpler game) to play the game. These rules are perfectly compatible for classic role-playing modules. 

Friday, January 17, 2014

Brain-Lords of Cymradia

Stamina: 40
Protection: 2
Hit: 9 (+1)
Attacks: 1 Laser Pistol
Damage: 2d6
Speed: 60'
Stage: Advanced
Size: 4’ tall
Defenses: E:7/M:10/R:8/S:8/T:7
Level: 4
"If you find our methods ruthless, it is because our needs are desperate!" 
The planet Cymradia is ruled by the Cymradian Brain-Lords. They are highly intelligent and technologically advanced humanoids standing around 4 feet tall, with massive heads. However, they are a dying race, looking for new bodies. They initiated Project: Survival in which they have been abducting and tested various humanoid species from throughout the galaxy, in search of the most durable and compatible bodies to serve as hosts to their minds. They have succeeded in both transferring their heads onto larger humanoid bodies, and transplanting their brains into humanoid skulls.
In addition to their advanced biological technology, the Brain Lords possessed ships capable of nearly instant intergalactic travel, tractor beams, teleportation devices, powerful ray guns, and equipment capable of monitoring all of their subjects vitals from interstellar distances.
Brain Lords never fail a Medicine or Science test, always succeeding in any attempt to understand and use even unfamiliar technology or treat unknown medical subjects. This mastery has allowed them to create marvels of science and genetics including (but not limited to) Synthopoids. Furthermore all Brain Lords are powerful psychics, able to hear the thoughts of others when the Brain Lord concentrates on them. The target needs to make a defense test for mind or risk being probed. This power also allows the Brain Lord to speak any language.

Uses in Atomic Age
Brain Lords make for excellent foes. However they need not by merely cackling villains. These villains make excellent merchants, arms dealers and purchasers of rare materials. The Brain Lords interest in test subjects and strange life-forms make them excellent benefactors and business contacts for clever (and morally suspect) adventurers.
In the Atomic Age setting, the Brain Lords are a minor nuisance. During the war with the Voltamen the Brain Lords acted as arms dealers, and even now are known primarily through criminal organizations. Politically, the Brain Lords have absolutely no interest in joining the United Planets, preferring to remain an outlaw species.


Synthopoids
Stamina: 110
Protection: 8
Hit: 6 (+4)
Attacks: 2 Punch's or 1 weapon
Damage: 1d6+3 or weapon
Speed: 120'
Stage: Primitive
Size: 7’ tall
Defenses: E: 12/M:4/R: 9/S: 12/T: 12
Level: 10

The Brain Lords have built "Synthopoids" which are powerful creatures, standing about 7 feet tall, designed to perform physical labor. They are slaves to the telepathic signals of their creators having no real will of their own. The Brain Lords supply Synthopoids with whatever technological devices that they need to succeed in their efforts. Such devices typically include anti-gravity belts (treat as a jetpack but much smaller), invisibility drugs, and other marvels. Synthopoid skin is so tough that they have no need of clothing or footwear, and can even function in space without a suit as long as they have a supply of air.
The Brain Lords use Synthopoids as laborers, soldiers and all-around servants. Synthopoids have little sense of self, fearlessly obeying their masters without any real thought of self preservation.


Cymradia (Planet)
Cymradia is a planet covered with forests and swamps, and surrounded by purple mists in its atmosphere. It is home of Cymrad City, a massive technological marvel built by the Brain-Lords of Cymradia. They call it the "pearl of the cosmos." The planet is also home to tribes of the intelligent Arborotes, primitive humanoids with purple fur and prhensile tails, who live in the forests.
The forests and rivers of Cymradia are inhabited by many unusual species including pyro-spores (fiery worms) and large dinosaur like creatures, including the lizard-birds in the air and huge alligator and octopus-like creatures in the water. There are also huge insect-like creatures, including Spidrons, butterfly/moth-like creatures and giant dragonfly-like creatures.
Cymrad City is not known for its warmth or hospitality, but wealthy or otherwise useful visitors can find it a useful stop. The Brian Lords technology make it an appealing stop for those interested in advanced or black market technology. Also, the ecosystem of Cymradia is very appealing to botanists and big game hunters.

This article and the Atomic Age setting is using the Space Ryft RPG rules. It is an "old-School" style rpg that is fairly rules light and rather deadly. The Brain Lords, Synthopoids and the Planet of Cymradia first appeared in  Planet Comics #43 (July, 1946) and were featured in a story ark that continued for eleven more issues. 

Tuesday, January 14, 2014

Dagger: Lands of Yore


For use with the Dagger RPG by Brave Halfling Publishing I have thrown together a relatively simple campaign setting. I will be purposely not getting into fine detail so that the players can help me paint the setting. Still, you can't have a good fantasy story without a MAP, so I whipped up the map you see above.
Some notes:

Cacus Hills: Wild hills that are home to roving herds of Centaurs and bands of Satyrs. Not exactly hostile, but not terribly friendly either. The Centaurs here worship a wild old god of aurochs and iron-craft.
Darrow: A small kingdom beyond the Wizarding Waste. The city is ruled by a member of the infamous Telchine Brotherhood, a powerful society of wizards and scholars.
Ereht Og: This region is ruled by a powerful Hill Giant king named Clytius (pronounced Klee-Tus). His army is composed of Hill Giants, Ogres and Trolls. Not to be trifled with.
Rowntree: Prosperous kingdom of humans that has cordial relations with most neighboring races. Centaurs, Dwarves, Satyrs and some other races (see races) can all be found living here more-or-less alongside humans.
Vollmer: Kingdom of the Dwarves hereabouts. Wealthy and not very friendly, but not an enemy either.
Wizarding Waste: Region ruined in the great Wizard War. This area is so irradiated with magic that all manner of strangeness abounds there.

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...