Tuesday, April 29, 2014

Voidjammer: Fantasy Space Cosmology Pt 2

This is a continuation of Fantasy Space Cosmology Pt 1.


CRYSTAL SPHERES (Celestial Sphere, Firmament)
A crystal sphere, also known as a crystal shell, is an object of great size that surrounds an entire planetary system and forms a boundary that separates wildspace from the phlogiston. The size of crystal spheres is related to the size of the planetary system within them. As the name 'crystal sphere' implies, the objects are spherical. Although they are solid, crystal spheres have no gravity and no atmosphere. The material crystal spheres are made of is a unbreakable dark ceramic material. No known magic is powerful enough to damage crystal spheres.
The crystal sphere itself represents the outer limit of the influence of gods and other-dimensional creatures. Magic that summons or draws power from such beings or creatures does not function outside these bounds. Much of the decision as to what will and will not work is left to the individual DM, but this restriction definitely does not apply to priest spells of levels 1 and 2.
Those fantasy systems with stars in the night sky often have these stars mounted along the inside of the crystal sphere. The nature of stars varies from sphere to sphere, however. Within some spheres the stars are small portholes looking out on the phlogiston, in some they are painted lights along the interior, in some they are great cities inhabited painted lights along the interior, in others they are great bowls of fire held aloft by huge statues of forgotten gods.
Game Notes: The Crystal Shells are HUGE. Even the smallest of them is big enough to hold multiple planets. The Crystal shell of our own solar system would be the Oort Cloud, which is believed to surround the Sun at a distance up to 50,000 AU, nearly a light-year. Many spheres will be considerably larger, and some will be smaller.


THE PHLOGISTON (Luminiferous Aether, The Flow, Hyperspace)
The Flow
Outside and between the crystal spheres is a turbulent, rainbow ocean of flammable ether called the phlogiston. The phlogiston is a multicolored sea upon which float the various systems within their crystal shells. The term phlogiston is applied equally to both the multicolored medium and to the entire region surrounding the crystal spheres.
Phlogiston has varying thicknesses in space and forms dense rivers between planet-sized objects (such as the spheres themselves). Voyagers moving along these paths of concentrated phlogiston discover that the greater the density of the flow, the faster a ship can move. A ship can speed up and slow down by penetrating deeper into or raising itself out of these phlogiston rivers.
The phlogiston is coterminous to both the crystal shells and wildspace but not to the Material Plane. And does not touch the Material Plane. Thus, one has to move from the phlogiston through the crystal shell to wildspace first then to the Material Plane on a spelljammer. The phlogiston is coexistent with the Ethereal Plane but does not touch the Plane of Shadow. The phlogiston doesn't have an atmosphere of any kind and is a perfect vacuum. The Phlogiston has no gravity, has no Elemental or Energy Traits, and is mildly Neutral in Alignment. While engulfed in the ‘rivers’ of the flow, time passes more quickly (2 hours = 5 hours). This allows for rapid travel times between spheres.
Any divine or arcane spell with the fire descriptor is considered maximized and empowered on this plane (see page 52 in the Blood and Treasure Players Tome). Though this can be an exciting boost, such enhanced magic can quickly get out of hand (backblast). Most knowledgeable travelers know better than to cast such spells in the flow. Similarly, other sources of flame such as a candle or fuse erupt into a 1d4 die fireball upon ignition. Any fire lit in the phlogiston will continue to burn without fuel or air until doused in water or by magical means.
Because of the nature of phlogiston, all flaming light sources are extinguished by the crew before entering the flow. Phlogiston is radiant, so no other lights are needed on the exposed decks. Below decks, or in rare (and haunted) Dark Regions of space, cold natural lights (moths or fireflies, fluorescent moss) or magical lights are used for illumination.

LIFE IN THE FLOW
Strangely enough, the phlogiston is fairly teeming with life. Most of the creatures who live in the dark of Wildspace can and do live in the flow. Elementals and most outsiders are rare here due to the fact that they are cut off from the Astral Plane (and so cannot plane shift or gate back home). The exception to this are those using the Etheric plane such as the Xill and Ethereal Marauders. Undead of all types can be found in the Phlogiston.

NAVIGATING THE FLOW
The Phlogiston is limitless in size, with countless Crystal Spheres bobbing in its immense Aether Seas. There is literally no end to the number of systems that could be found in the Flow. The Phlogiston has many stable routes that have been mapped out by explorers, but the most valuable routes are often kept as secrets by merchants and other organizations looking to keep their secrets. Still, stable routed between neighboring spheres are established, and the flow has considerable traffic.
For instance, the spheres containing EterniaEtheria, and Sagar form a stable triangle. Travel is possible in both directions between Eternia and Etheria , and between Etheria  and Sagar. Eternia and Sagar are not connected by a river, however, so while a direct trip from one to the other is feasible, it is impossibly slow. From Eternia, Sagar can be reached quicker by passing through Etheria than by taking a straight-line path.
Navigation charts of the phlogiston show the major channels of flow between the spheres. Equal, two-way flow is shown by arrows in opposite directions on the map. Flow in only one direction is shown by a single arrow.

Thursday, April 24, 2014

Voidjammer: Tidbits

Due to a very busy work schedule, I have not had much time for posting additional material for Voidjammer. So instead, here are a few illustrations that should more than hint at future articles.

This is "The Wandering Nancy", a Barelo class Voidjamming vessel in my home campaign. These ships use Helms of Dwarf and Gnome design, and are sturdy workhorses of Wildpace

 A number of mechanical marvels can be found in the multiverso of Voidjammer. Some of them are even fully sentient members of the interplanetary community. Here we have a mechanical acolyte of Primus (Til All Are One), a strange deity who represents mathematics and order. 

The Xixchel are one of my favorite all-time critters from Spelljammer. And so I MUST bring them into Voidjammer. Here we have a Xixchel Leech reading up on an important subject.

The Goblins of Voidjammer are not the savage marauders of most other fantasy role-playing games. These humanoids have instead dedicated themselves to more civilized forms of wickedness. 

Thursday, April 17, 2014

Voidjammer: The Leech Class

This class, along with the Scientist is posted here with permission by John Stater over at The Land of Nod. It and other excellent classes are detailed in The Nod Companion along with spells, races and other features for use in the Blood and Treasure RPG.

THE LEECH
The Leech is one of the most common medical practitioners in the multiverse of Voidjammer – generally tending to the ills of the common (and poor) folk. Clerics and Druids generally tend more to the influential and powerful, only rarely expending healing spells for everyday ailments and hurts. If anything, Leeches gain more regular help from NPC Alchemists and Adepts, who are themselves usually lowborn.
Leeches come from a number of related medical professions, Apothecaries, Barbers, Herbalists and Physicians. For one reason or another, these healers have set out on their own to learn how better to practice their craft. They do research, take notes and have formed an odd brotherhood of fellow healers. Despite the name, not all leeches drain blood, though this is often considered a worthy endeavor.
In Voidjammer, Leeches are highly prized as ships surgeons, and are employable in any colony or region where ships come regularly to port, where disease is often a constant concern. Leeches often cooperate with Scientists and Magic Users in their research, but egos usually come into conflict at some point. Leeches and soldier-types (fighter, paladin, etc) are the most common allies, as the skills of a good doctor has saved many a soldiers life and limbs.
Leech-like characters are not often in the forefront of adventure stories, books and movies but they are usually very important when they show up. Urgl from The Neverending Story, the Albino from The Princess Bride, and Dr Terminus from Petes Dragon are all interesting and fun characters. Historically, a number of interesting medical characters turn up as well. Dr. Robert Knox (who didn't care where he got corpses for his anatomy classes),  Doc Holiday from Wyat Earp, and any of the medical practitioners in Blood and Bone Alley in the wonderful book Matilda Bone are excellent examples of Leeches.

REQUIREMENTS
-Intelligence of 13+

ARMOR ALLOWED
-Padded and leather armor and bucklers

WEAPONS ALLOWED
-Club, dagger, hammer, handaxe, sap and sickle

SKILLS
-Decipher Codes, Identify Specimens

CLASS ABILITIES
Every leech gets into his profession from one of four backgrounds, chosen for the character at first level.
  • APOTHECARY’S APPRENTICE: The apothecary’s apprentice gains experience compounding elixirs and tonics, and thus grants his patients an additional +1 bonus to saving throws versus disease and poison when providing care.
  • BARBER’S APPRENTICE: A barber’s apprentice is skilled at Gathering Rumors and cutting hair.
  • HERBALIST’S APPRENTICE: The herbalist’s apprentice is skilled at “Identifying Specimens”.
  • MEDICAL STUDENT: The medical student spends time robbing graves and dissecting corpses to learn of their anatomy. They have a knack at Hiding in Shadows and Moving Silently.
All leech’s keep a leechbook, where he records his observations on medicinal herbs, diseases, poisons, animal and weapon wounds and anatomy. A leechbook is as vital to a leech as a spellbook is to a magic-user. Without his leechbook, a leech can only use his background abilities and leechcraft ability (see below). The book is usually a leather-bound volume with a common lock and 100 pages to be filled with notes, articles and dissertations.
Each level a leech gains requires him to fill one page per level of his leechbook with notes. A 1st level leech begins his career with one page of notes. When he reaches 2nd level, he will have filled another two pages, for a total of three, and so on.
An adventuring leech can further improve his skills by writing scholarly articles and dissertations. Writing one of these pieces requires the leech to make a scholarship roll. A scholarship roll is a percentile roll, with the chances depending on what kind of piece the leech is writing.
Writing a scholarly article takes one week of undisturbed work in a comfortable environment, and fills five pages of the leechbook. A dissertation fills fifteen pages and requires 1 month of undisturbed writing in a comfortable environment.
SCHOLARLY ARTICLE: A scholarly tract covers a type of ailments from the following list: Disease, poison, wounds from animals (or monsters) and wounds from weapons. The percentile chance to
write an insightful article is equal to five times the leech’s level (maximum 95%). If successful, the leech gains a +2 bonus on chirurgery rolls to treat wounds of the appropriate type or his patients get an additional +2 bonus to save vs. poisons or diseases. If unsuccessful, the leech suffers the opposite until he gains an additional level, at which time he can tear up his old article and, at some point, attempt to write a new one.
DISSERTATION: Where an article covers a whole range of ailment, a dissertation is more specific. For example, a scholarly article might cover disease in general, while a dissertation covers mummy rot in particular, or axe wounds or the wound patterns of an owlbear, the poison of a wyvern or the leech can write about a specific piece of anatomy, such as the human eye or ear.
For a leech to write a dissertation, it must have encountered and studied his subject first hand. The percentile chance to write a successful dissertation is equal to the leech’s level. If successful, the leech gains a +3 bonus to treat the condition covered by the dissertation. If unsuccessful, he suffers the opposite until he gains an additional level, at which time he can tear up his old dissertation and attempt to write a new one.
LEECHCRAFT: The leech is studied and practiced in “leechcraft”, i.e. first aid and general medicine.
Provided he has a supply of bandages (costs 5 gp per adventure), a few unguents and tonics (cost 10 gp per adventure) and his tools (leech’s tools cost 30 gp), he doubles the normal rate of healing for his comrades and allows them a +1 bonus on saving throws against poison and disease. Supernatural diseases (such as lycanthropy and mummy rot) can only be treated with gold-coated pills which cost 1 gp each.
When an injury is severe, the leech must turn to chirurgery. A chirurgery roll is made on the turn undead chart, though instead of rolling against the Hit Dice of the undead to be turned, the chirurgeon is rolling against the number of six-sided dice of healing he is trying to impart to his patient. If the roll is unsuccessful, the leech instead inflicts 1d6 points of additional damage to the patient. Chirurgery takes 1 turn per dice of healing and requires the use of leech’s tools.
PRECISE STRIKE: A leech armed with a dagger can make precise strikes against an opponent’s anatomy, provided he has studied that anatomy. Assume that all leeches are familiar with the anatomy of their own race plus two other humanoid races at first level. A leech activates this ability by accepting a -3 penalty to hit in combat in exchange for dealing double damage with a successful hit. In essence, the leech has to wait longer for an opening because he is looking to strike a few specific spots. When he does, the damage is more devastating. In a game that doubles damage for a “critical hit”, the leech using his precise strike ability gets to triple his damage on a critical hit.
HOSPITAL: At 9th level, a leech can choose to establish a hospital in a town and gain followers. A leech with a hospital attracts 1d6 0-level students per leech level, 1d6 first level leeches who wish to train under him and one 5th level protégé.

New Skills

GATHER RUMORS (WILL + CHA MODIFIER)
This task involves gathering rumors in cities, towns and villages about the settlement, the surrounding wilderness and potential opportunities for adventure.
DIFFICULTIES: Small settlement (towns count as one difficulty, villages and strongholds as two difficulties), xenophobic people, attempting to gather rumors in a place other than a tavern or the
like, attempting to gather rumors without spending a few gold pieces for drinks and bribes.
FAILURE: No rumors are obtained. The adventurer can try again the next day, though after three unsuccessful attempts it should be apparent that either nobody knows anything of value, or that
the locals simply are not interested in talking.
KNACK: Half-Elves, Reigar
SKILLED: Bard, Barber (Leech Apprentice)

IDENTIFY SPECIMEN (WILL + INT MODIFIER)
This task covers a general knowledge of animal and plant life, including monsters. An identify specimen check permits a character to recall one specific fact about a creature or plant they have encountered. If seeking information about a monster, the player must specifically request one of the following data points:
Hit Dice, Armor Class, Movement Rate, Attacks and Damage, Special Attacks, Special Defenses or Special Abilities (each ability counting as a separate fact).
FAILURE: The adventurer does not know the information, and any additional task check they wish to make to recall different information about the same specimen is made at a -2 penalty.

Tuesday, April 15, 2014

Voidjammer: Scientist Class

This class is posted here with permission by John Stater over at The Land of Nod. It and other excellent classes are detailed in The Nod Companion along with spells, races and other features for use in the Blood and Treasure RPG.


THE SCIENTIST
The scientist is an intellectual who has dedicated his or her life to the pursuit of knowledge. They are inventors, alchemists, mathematicians, and lifelong students of natural philosophy. They study the nature of the multiverse in the hope of unlocking its myriad secrets. In laymen’s terms, what the magic‐user does with spells, the scientist does with gadgets, gizmos and chemical formulas.
Scientists (often called Philosophers) and stories about them have been around for a very long time. These strange, dedicated men (and even women!) were often lumped in with magic-users, and were usually vilified like Prospero from Shakespeare's The Tempest. But a few were seen as great adventurers and thinkers, representing the best of human ingenuity. 
In Voidjammer, the default technology of space-going civilization is roughly around that of mid-to-late 1700's (just before The Revolutionary War). And so a good representative of The Scientist class would be Benjamin Franklin. Other excellent historic Scientists who would be comfortable in the Voidjammer universe are Sir Isaac Newton (who might have some levels in Cleric), Erasmus Darwin, and Leonardo da Vinci to name a few. 
In era and setting appropriate fiction, a number of notable scientists come to mind. Ras Thavas was the greatest scientific mind of Barsoom (Mars), whose mad creations were often more trouble than they were worth. The mad Captain Nemo, who could easily be translated into a space-going antihero. And Man At Arms from the He-Man cartoon (clearly a Dual-Classed Fighter-Scientist) whose weird magical technology made a strange setting stranger.

REQUIREMENTS
-Intelligence of 13+

ARMOR ALLOWED
-None

WEAPONS ALLOWED
-Club, dagger, dart, hand crossbow, light crossbow, quarterstaff

SKILLS
- *Communication, Decipher Codes, Find Secret Doors, Find Traps, *Identify Specimens, Open Locks, Remove Traps

CLASS ABILITIES

  • Scientists begin play with one small invention or three formulas (see below) and only 1d6 x 10 gp to spend on equipment. They must own a journal, their equivalent to the magic-user's spell book.
  • Scientists spend most of their lives reading books and absorbing all sorts of knowledge and wisdom. Scientists can use the legend lore ability as bards of half their scientist level.
  • A scientist’s fascination with minutia makes them more likely to be surprised than others. They are surprised on 1 to 2 on 1d6.
  • A scientist is capable of brewing formulas (i.e. potions) and discovering and creating new inventions (see below).
  • When a scientist reaches 9th level (genius), he can build a laboratory overlooking a city or town. If he does so, he attracts 1d4 men-at-arms per level, 1d6 first level scientists who wish to train under him, and one third level scientist to act as his lab assistant. These scientists should be rolled up as characters under the control of the scientist PC.


FORMULAS AND INVENTIONS
Gulliver discovers Laputa, the flying island.
Scientists are capable of building machines and brewing chemical formulas that duplicate the effect of magic-ser spells. Formulas are single‐use items that work like potions. Inventions are multiple use items that must be powered by “batteries” of the sort Ben Franklin invented (or miniature versions of the same). An invention can be used 1 time plus 1 time per scientist level minus the level of the duplicated spell before it must be recharged overnight.
Before a scientist can brew a formula or build an invention, he must discover how to do it. This process of discovery costs 1,000 gp per spell level to be duplicated for standard spells, and 2,000 gp per spell level for entirely new creations. One week is required per spell level, with a chance of success equal to 25% plus 5% per level of the scientist minus 10% per level of the spell. The maximum chance of success is 95%.
Inventions and formulas must be discovered separately, even if they have the same effect.
Inventions come in three sizes: Small, Medium and Large. Small inventions can be held in one hand and rarely weigh more than 10 pounds. Medium sized inventions can be moved about clumsily by man‐sized creatures using both their hands. A medium-ized invention uses 10 times the materials of a small invention, and costs 10 times as much to build. A large invention will fit (or nearly fit) inside a 10’ x 10’ room. Large inventions use 100 times the materials of small inventions, and cost 100 times as much to build. Formulas are treated as small inventions and weigh as much a standard coin or gem.
The level of spell a scientist can "fit" into an invention of a given size is as follows:
Scientists of level one to three can fit level one spells into small inventions, level two spells into medium inventions and level three spells into large inventions.
Scientists of level four to six can fit level one and two spells into small inventions, level three spells into medium inventions and level four spells into large inventions.
Scientists of level seven to nine can fit level one to three spells into small inventions, level four spells into medium inventions and level five spells into large inventions. Scientist of level ten to twelve can fit level one to four spells into small inventions, level five spells into medium inventions and level six spells into large inventions.
Brewing a formula costs 25 gp times the spell level times the level of the scientist. A level one formula brewed by a level three scientist, for example, costs 25 x 1 x 3 gp, or 75 gp, to concoct. A level four formula brewed by a level nine scientist costs 25 x 4 x 9 gp, or 900 gp, to concoct. The Referee may want to create a list of rare ingredients for each formula the scientist discovers in lieu of the scientist just making a check.
Inventions cost 500 gp per spell level to create, and their manufacture requires five days plus two days per spell level. Thus, an invention that duplicates the level two spell acid arrow would cost 1,000 gp and require nine days of work to realize.
Players and TKs should come up with fantastic, quasi-scientific names for a scientist’s inventions, whether they are inspired by the natural philosophers of the Renaissance or the mad scientists from pulp fiction.


*New Skills


COMMUNICATE (WILL + INT / CHA MODIFIER)
This task involves communicating with sentient creatures with which you do not share a common language. When attempting to understand such a creature, you make a Will saving throw modified by your Intelligence modifier. When trying to make yourself understood, you make a Will saving throw modified by your Charisma modifier. Communication of this sort must be short and simple – no deep philosophical discussions are possible.
Note, this task could also be used for charades and other forms of silent communication.
DIFFICULTIES: Communicating with a non‐humanoid creature.
FAILURE: A failure to communicate usually results in neither side comprehending what the other side is attempting to convey. A spectacular failure (rolling a “1” on 1d20) could result in a miscommunication
(i.e. believing you understood the creature, but actually getting their message very wrong.)
KNACK: Half‐Elves
SKILLED: Bards

IDENTIFY SPECIMEN (WILL + INT MODIFIER)
This task covers a general knowledge of animal and plant life, including monsters. An identify specimen check permits a character to recall one specific fact about a creature or plant they have encountered. If seeking information about a monster, the player must specifically request one of the following data points:
Hit Dice, Armor Class, Movement Rate, Attacks and Damage, Special Attacks, Special Defenses or Special Abilities (each ability counting as a separate fact).
FAILURE: The adventurer does not know the information, and any additional task check they wish to make to recall different information about the same specimen is made at a ‐2 penalty.

Monday, April 14, 2014

Voidjammer: Fantasy Space Cosmology Pt I

Travel in Fantasy Space is full of weird and wonderful sights and encounters. From Space Dragons and Living Planets to the stars and planets themselves. In part, fantasy space is based on Ptolemaic Astronomy, Aristotelian Physics. But it is also inspired by space-going adventure tales from past decades such as Flash Gordon, John Carter of Mars and others. Its not so much about real-world astrophysics (which is far weirder), but about daring adventures against jaw-dropping vistas.
The multiverse of Voidjammer presented below uses the Planar Rules from pages 19-24 of the Blood and Treasure Treasurekeepers Tome. Whether or not planets and wildspace are actually other planes from the Prime Material, the planar rules are still excellent for portraying strange environment. As for my home campaign, other planets are other planes.


WILDSPACE (Starry Sea, the Void, Space)
"When ships to sail the void between the stars have been invented there will also be men who come forward to sail those ships." -Johannes Kepler
Wildspace is the "space" between celestial bodies (planets, suns, etc). It is considered coterminous with the Material Plane, the crystal shells and the phlogiston. Wildspace is also coexistent with the Ethereal Plane, The Astral Plane, and the Plane of Shadow. Wildspace doesn’t have an atmosphere of any kind and is a perfect vacuum. Conventional interplanetary journeys around a solar system take place within wildspace. It is the first obstacle that must be conquered by would-be space travelers.
Mind Eater Dreadnaught
Wildspace has no gravity, and is finite only within its own crystal sphere (though these are quite large). It is neutral in alignment, and has no elemental or energy traits. While, for the most part, magic works normally in wildspace there are some limits. Magical fire doesn’t need air to work properly but if the end result a spellcaster wants requires an atmosphere (i.e. oxygen) then that end result cannot occur. For example, a Fireball spell will work but it hasn’t any chance of lighting an object or person on fire.
Travel through Wildspace is managed with the use of specialized vehicles called Voidjammers. Ships not unlike sailing vessels in design but made (or altered) to fly through the depths of space. Through the use of magical devices called Helms, these ships can travel at tremendous speeds, and even contain their own atmosphere and gravity. 
Game Notes: Fantasy space is a dangerous place, and characters can die very quickly if they are thrown beyond an air envelope. A person can hold their breath for one round per two points of constitution if they are not moving, or for one round per three points of constitution if they are active (swimming, fighting, etc). Once they run out of breath, they suck water into their lungs and begin suffering 1d6 points of constitution damage per round until dead. Constructs and Undead are immune to this, for obvious reasons.


CELESTIAL BODIES 
Asteroids are great for those who don't like neighbors.
The celestial body that is most familiar to typical player characters is their home planet, be it BarsoomMongo, Eternia, or any one of countless others that populate the multiverse. Celestial bodies extend upward in size to that of the largest sun, and downward to the size of asteroids and planetoids. The tremendous variety that is possible (and proven) in celestial bodies mandates that the only accurate definition for the term is any significantly large conglomeration of matter that is wheeling about in wildspace.
In general, however, a celestial body is a plane in and of itself, generally corresponding to one or more of the Inner Planes. Most of these Celestial Bodies are single-biome worlds, with only those with diverse biospheres (like our world) being considered "Prime Material" planets. Treasure Keepers are encouraged to be creative when designing Celestial Bodies. Some common classifications: Asteroids, Cloud Planets (Gas Giants), Dark Planets, Death Planets, Desert Planet, Discworlds, Fire Bodies (aka Suns), Forest Planets, Ice Planets, Jungle Planets, Ocean Planets, Swamp Planets, Twilight Worlds, and Volcano Planets.
Celestial Bodies can have any gravity, elemental and energy traits, or magic rules, depending on the concept of the world in question. Alignment of Celestial Bodies are usually some variation on Mildly Neutral (Lawful Neutral, True Neutral, Chaotic Neutral), but some few are more strongly aligned.
Celestial bodies can have any shape, though the most common is spherical. Still, there are flat worlds, elliptical worlds, cubic worlds, amorphous worlds, ring-shaped worlds, hollow worlds. Some astronomers from have even theorized the existence of a mobius world.


Next: Crystal Spheres and The Phlogiston!

Friday, April 11, 2014

Voidjammer: Minoi (Tinker Gnomes)

Minoi (Tinker Gnomes)
Minoi are a race of gnomes who are widely represented throughout Wildspace. Unlike other gnome races, the Minoi are not particularly skilled in illusion, preferring to pursue invention and natural philosophy.
The gnomes of wildspace are a gadget-happy race that will invent something to solve a problem, then invent a second item to solve the problems caused by the first invention, a third invention to solve the problems of the second, and so forth ad infinitum and ad nauseum. It is little wonder that these inventive creatures came across methods to hoist themselves (willingly or no) beyond the atmosphere and into wildspace.
Minoi have incorporated well into interstellar society. They have a fairly loose structure in space, no more than a scattering of ships and a growing number of gnomes living in human settlements.
Minoi are about three feet tall and weigh 45-50 lbs. Gnomes have round ears and large noses. They tend to dress in outlandish garb, preferring function over style. They often wear leather aprons with many pockets bristling with tools, notes, papers, pencils, and various other gadgets.
Minoi are small creatures with a base speed of 20 feet. They have darkvision to a range of 60 feet and have a knack for find traps and remove traps.
Minoi are quick of body and mind, adding one point to their starting Dexterity and Intelligence scores. Unfortunately the Minoi often get a bit carried away, and so lose two points of their starting Wisdom scores. These ability modifications cannot increase a score above 18 or reduce it below 3.
Minoi are always proficient in the use of crossbows (Hand, light and repeating), pistols and arquebuses. Minoi receive a +2 bonus on Reflex saving throws against fireballs, traps and explosions.
Minoi speak Common and Gnome. They might also speak Dwarven, Elven, Halfling, Orc.
Minoi can multi-class as Cleric/Scientists, Scientist/Thief or Magic User/ Leech.


Minoi Technology
The minoi are obsessed with learning through action and full immersion in a subject. Careful research and planning is for sissys in the mind of a tinker gnome, who prefer to roll up their sleeves and get to work. This does not mean that they are incapable of planning and research, far from it. But it does mean that they love complexity and experimentation for the sheer love of it. Often to the detriment of the final product.
Most inventions of the Minoi are Rube Goldberg like gadgets that are unnecessarily complex, but some are actually quite brilliant. Pulleys, wheels, whirring and ticking, all painted in the bright colors so adored by the gnomes. The end result often looks like an otherwise functional device, home or vehicle mixed with an amusement park or circus.
Voidjammer vessels made or altered by Minoi are amazing affairs, and are often much larger than necessary. All Minoi vessels have sidewheels that look like riverboat paddlewheels that house Giant Space Hamsters (no really) whose energetic running supplies considerable power to the vessel.
To make the mechanically crazy atmosphere of a Minoi community or vessel, Gamemasters should make liberal use of mechanical Animated Objects, Automatons, Living Statue (Iron), Shield Guardians and variations on the Apparatus of the Crab (doesn't have to look like a crab). Visitors should feel like they are in a potentially deadly amusement park.

Wednesday, April 2, 2014

Voidjammer: Lizardmen

Lizardmen
Lizardman Fighter/Sorcerer
Lizardmen are reptilian humanoids that are well established in space, being found in most large spaceports as well as in colonies of their own.
While not among the more brilliant races found in space, they are on a par with halflings and humans. Depending on their world of origin, they vary from five to seven feet tall. Their scaly reptilian skin is normally brownish green to light green, but in space societies they decorate themselves with extensive tattoos and body paints.
The differences between males and females are indistinguishable to non-reptilians, and Lizardmen have no female pronouns in their language. So they are all considered "Lizardmen", regardless of gender.
Lizard men tend to be short tempered and emotional, with little patience for warm-blooded beings of other races. Their name for others is "BreK/qq/zz" which is derived from the lizard man word for "prey." Lizard men are usually neutral, tending towards chaotic behavior, but there are lawful and good members of the race, as well. Regardless of alignment, lizardmen are considered "savages" by the standards of most humanoid races.
Lizard men have appetites that rival the halflings' legendary love of food. Unlike halflings, they are more omnivorous and less choosy about cooking their meals. Lizard men in space generally do not kill other sentients for food, but are not above scavenging among the dead for interesting tidbits.
Lizardmen have a fondness for Druidic magic, though they do sometimes have other kinds of magic users acting as spiritual leaders. Lizardman spirituality is full of taboos and rituals relating to the hunt, ancestors and living things. Familiars, mounts and animal allies are almost always reptiles.
CHARACTER CREATION
Lizardmen modify their starting ability scores as follows: Str +1, Con +1, Int -1. Lizardmen enjoy a +1 bonus to Armor Class from their thick, scaly hides. Lizardmen have a bite attack that deals 1d6 damage. They can hold their breath for up to 12 rounds and have a swim speed of 20.
They can multi-class as druid/fighters, fighter/sorcerers and fighter/thieves. They have unlimited advancement as Druids, but can only advance to 9th level in other classes. Lizardmen speak their own language, and might also speak Draconic, Goblin or Troglodyte.

Lizardman Variants 
Lizardmen live in all manner of hot climates. Steamy jungles are the most common climate for their race, but a number of Lizardman tribes live in hot forests, mountains and deserts. Those lizardmen who come from mountainous or wooded environments replace the swim speed of 20 with a climb speed, and those who dwell in deserts replace it with a burrow speed. All lizardmen can hold their breath for up to 12 rounds.

Voidjammer: Fantasy Adventures in Space!

Waaay back in the 80's, TSR put out an awesome (and strange) role-playing campaign setting called Spelljammer. Its all about space travel in a fantasy universe. This campaign setting was so far out that most fans of AD&D of the time had a hard time getting into it. This resulted in the mothballing of the setting in favor of more popular lines like Forgotten Realms and Planescape.

Though I understand the problems people had with the setting, I still had and have a strong affection for the setting. Flying ships, space elves, and cosmic themes all call to my weird heart. And so I am going to be adapting/converting Spelljammer friendly material using the Blood & Treasure game rules. This will be primarily for my home campaign, but I hope to make some solid and fun material for all of those spelljammer fans out there.

Voidjammer Campaign Setting 
The Voidjammer setting is to be all about travel to other worlds in a fantasy setting. This is not a new notion mind you. The ancients long dreamed of Astral Travel, flying ships and journeys through the night sky.
The setting will mix both Greek views of Ptolemaic astronomy and Aristotelian physics with Xi,  the Chinese notion of spirit and flow. Space will still be a hostile place, but with more leeway for survival by plucky adventurers. But this survivability also includes plenty of dangerous denizens that can be far more deadly for the unwary.
But don't let this high-falutin talk about philosophy and weird science put you off. The setting will be dominated by the Rule of Cool, with archaic physics only used to make weirdly wonderful settings and all manner of high strangeness. Voidjammer will be chock-full of goofy-fun and themes from my favorite comics, cartoons and cheesy movies. But all will not be silly. The universe is deadly dangerous, especially when things seem the most relaxed.

Much more to come! But to tide you over, here is my conversion of one of my favorite Spelljammer races:

The Giff
The giff are a race of powerfully muscled, hippopotami mercenaries. They are civilized in that they understand the basics of voidjamming, though they lack mages among their own race. Instead, they hire on with various groups throughout the universe as mercenaries, bodyguards, enforcers, and general leg-breakers.
Giff platoons can be hired by those looking for their muscle. The Mercane do a small business in Giff mercenaries, but usually local contractors perform the task.
The Giff is a humanoid, with stocky, flat, cylindrical legs and a humanoid torso, arms, and fingers. Its chest is broad and supports a hippopotamus head with a naturally hard heads. Giff come in colors ranging from black to gray to gold, and many have colorful tattoos that leave their bodies a patchwork record of past victories.
Much to the surprise of many folks, the Giff are almost exclusively vegetarian. In fact, except for the eating of an occasional fish, Giff consider the concept of eating "carrion" to be appalling. Giff can eat many plants that are far too course for most humanoids digestion such as grasses, leaves, and the shells and seeds of nuts. Many Giff believe that the deficiency of physical strength amongst other races is due to the lack of "proper" foods. A famous Giff "stew" called Yaneesh, (boiled spiced grass) is a favorite. And while the yellow peppery broth is edible to dwarves, elves, humans, gnomes and halflings the grass and shoots in it are not. Other Giff cooking should be considered similarly hazardous. 
On board ship, the Giff have their own quarters, and will often request to bring on their own large weapons. They favor greek fire projectors and bombards for ground work, and will happily blaze away at opponents, regardless of the tactical situation. The Giff require the ships of others because they rarely have spellcasting abilities of their own. Giff clerics usually revere a goddess referred to as The Great Mother (closely allied with The Seekers of Ptah), but will sometimes follow war deities.
CHARACTER CREATION
Giff characters modify their starting ability scores as follows: Str +4 (max. 20), Con +2, Int -2, Cha -1. As large creatures, their armor costs double normal. Giff have darkvision to a range of 60 feet.
Their thick hide gives them a +2 bonus to Armor Class, and they can head-butt for 1d8 points of damage. Giff have a Knack for bend bars and break down doors and are proficient in the use of firearms, cannon and explosives. Giff speak Giff, and Common but may also know Elven, Dwarf, Orc, or Goblin.
Giff can advance as Anarchists, Clerics, Curmudgeons, Fighters and Thieves and can multiclass as Anarchist-Fighters, Cleric-Fighters and Fighter-Thieves (Marines). Giff may advance to 9th level.

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...