Showing posts with label Aliens. Show all posts
Showing posts with label Aliens. Show all posts

Wednesday, August 6, 2014

Voidjammer: Blueskins (Race)

The Blueskins of Wildspace are a widespread and varied race. They all possess blue or bluish colored skin, vivid eye-color, and features that are usually considered attractive to humans, elves and halflings. All blueskins share a natural skill with magic and arcane sciences, and so are amongst the most renowned magic-users and scientists in the Known Spheres. Blueskin ears naturally come to a point and continue to grow over their entire lives, potentially becoming quite large (and even bat-like in some cases). Most Blueskins trim their ears regularly, some allowing only a moderate point while others keep them rounded like human ears.
Blueskins  are graceful and slim, and stand about 5 to 6 feet tall. They count as medium-sized creatures and have a base movement rate of 40 feet per round. They have darkvision to a range of 120 feet and have a knack for picking pockets and trickery.
Blueskin's lithe form gives it a bonus of one point to its starting dexterity score. Their silver tongues also give them a one point bonus to their starting charisma score. Unfortunately, they lack in muscle mass and must deduct one point from their starting strength score. These ability modifications cannot increase a score above 18 or reduce it below 3.
Blueskins enjoy a +3 save vs. cold and cold spells. They have a +2 bonus to save vs. magic, and can see magical auras (per the detect magic spell). They enjoy a +1 bonus to hit with daggers and darts.
Blueskins speak Common and Drule (see below). They might also speak Celestial, Infernal, Elvish, Orc, Sylvan and Dragon.
Blueskins can multi-class as assassin/magic-users, cleric/scientists, cleric/sorcerers, leech/sorcerers, sorcerer/thieves or sorcerer/fighters.


BLUESKIN CULTURES
While many Blueskins intermix with other races freely, a few are culturally distinct and highlighted below.


THE DRULE (Voltron)
Commander Yurak. 
The Drule are a race of Blueskins who are widespread across the stars, with some Drule arrogantly claiming that the Drule are the original Blueskin people. Many ages ago, the Drule ruled over a vast empire that was shattered when their homeworld Drule was destroyed in a magical catastrophe. Now the Drule are a scattered people, and can be found virtually anywhere. Most Drule trim their ears as other Blueskins, and have red eyes that can be startling. While hair is predominant amongst the Drule, though many dye their hair out of a sense of style and vanity.
The New Drule Empire: One of the most powerful remaining aspects of the old Drule Empire can be found on the planet Galran in Doomspace, once an outpost for the Empire, it has now become a main center of that ancient Empire. Ruled by the cruel Daibazaal family (rumored to have some infernal blood in its veins), this "Doomite" Drule Empire is a growing threat to all peace-loving civilization. The Doomite Empire is very organized and employs particularly effective war monsters called "Robeasts" in its assaults, which have proven to be exceedingly difficult to stop.
Doomite Drule have e tendency towards yellow eyes and cat-like pupils, lending them a particularly frightening appearance. More than other Blueskin people, male Doomite Drule consider the cultivation of large pointed ears to be a sign of virility and power. And so warriors and nobles of accomplishment can be expected to have exaggerated ears.
DRULE CHARACTERS
Drule characters are created as standard Blueskins (see above), with all of the differences being thematic and cultural. Drule are viewed with awe and often a bit of fear even when they are heroic persons.


THE GAR (MOTU)
Shokoti.
The Gar are a species of blue-skinned humanoids who live on Eternia, possibly descended from Drule refugees. On Eternia the Gar created an advanced civilization on the island of Anwat Gar. The island sunk centuries ago, leaving the remaining Gar to live in isolated regions. The Gar are known on Eternia as a noble race of philosophers and craftsmen, and are still regarded with great awe for their past accomplishments. .
The Gar civilization collapsed due to infighting and constant political upheavals on Eternia, and the remnants of the Gar are quarrelsome and paranoid to this day. Whenever Gar surface onto the greater Eternian stage or in Wildspace, it is often a sign of something significant. Many who know of the Gar see them as an accursed race.
GAR CHARACTERS
Gar Blueskins are close kin of normal blueskins who dwell elsewhere in the multiverse. Their hair color ranges from yellow to a deep black and they are more muscular than other blueskins. Their clothing is in dark colors offset with splashes of bright color. Gar Blueskins have the same racial traits as normal blueskins, except that they modify their starting ability scores as follows: Str +1, Wis -1. Gar may multi-class as cleric/fighters, fighter/magic-users and fighter/thieves.


ZOTRIANS (Ulysses 31)
Zotrians are a peaceful offshoot of the Drule line, being a race of healers, spiritual leaders, and scientists. Zotrians, aside from blue skin, have snow-white hair, pointed ears and slanted eyes with cat-like vertical pupils; they are considered extremely beautiful.
Culturally, the Zotrians are reminiscent of of ancient Greek civilization, revering primordial deities either individually as specialty priests or as general "Lawful" Clerics. More humanocentric gods and goddesses are of little interest to the Zotrians.
There is no known Zotrian homeworld as this race prefers dwelling in beautifully crafted voidships, space-stations and on small moon-based colonies. They are revered as expert terraformers, though they rarely dwell for long on the worlds they nurture. Many Zotrians lead a nomadic life, travelling across the Spheres in "Space Caravans," generally keeping to the Cool Orbital Zone of a Crystal Sphere, visiting cool moons and asteroids.
ZOTRIAN CHARACTERS
Zotrian Blueskins are created as normal Blueskins (see above), except that they may multi-class as cleric/sorcerers, druid/sorcerers, leech/sorcerers, sorcerer/thieves or sorcerer/fighters.


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. 

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