Showing posts with label Blood and Treasure 2E. Show all posts
Showing posts with label Blood and Treasure 2E. Show all posts

Wednesday, March 15, 2017

AMERU-KA: Zillasaur!

Zillasaur
Type: Dragon
Size: Huge
Hit Dice: 18
Armor Class: 18
Attack: 2 Claws (2d4), Bite (3d8 + swallow).
Movement: 40′ (20’ swim)
Save: 8
Intelligence: Low
Alignment: Neutral
No. Appearing: 1d4
XP/CL: 1,800/19

SD—Immunity (sleep, paralysis, poison), Resistance (acid, fire).

Zillasaur are mutant monsters that haunt the post-Ragnarok wilderness. It is believed that these monsters are born from the venom of the dragon-god Nidhoggr and perhaps the flesh of the slaim Midgard Serpent. Whatever the origin, Zillasaurs are a terror wherever they dwell. In the wild, a Zillasaur is primarily a scavenger, eating just about anything it can get ahold of from roadkilla and garbage to all but the fiercest monsters and well-armed people.
Occasionally, powerful spellcasters and warriors can capture and tame a young Zillasaur, using the monster as a powerful and hungry mount. Such brave souls are true terrors of the wastes, though the feeding bill can be expensive. It is claimed that once tamed, a Zillasaur if an obedient and even affectionate mount, rarely leaving its masters side.
Zillasaurs can breathe a 30-foot cone of fire that deals 6d6 points of damage. A successful saving throw reduces damage by half.


These stats are made for use with the Blood & Treasure 2nd Edition RPG by John Stater. Its a fun D20 based game that has an old-school feel. Check it out!

Thursday, March 9, 2017

AMERU-KA: Landships


Land Tug seeking the Armadillo ruins.
Land Ship
Type: Construct
Size: Huge
Hit Dice: 60 (240hp)
Armor Class: 22 (DR 10)
Attack: Trample (4d10), crew weapons
Movement: 30' 
Save: 7
Intelligence: Non-Intelligent
Alignment: Neutral
No. Appearing: 1d4
XP/CL: 12,000/42

SA—Trample
SD— Immunities (Acid, Cold, Radiation), 

Land-Ships are large wheeled or tracked vehicles, powered by  Oldtech engines that require coal for fuel. They are widely used to travel the blightlands, deserts and Savannah of central Midgard. They appear to look like ocean going ships only with wheels to travel across land. Humans and Gnomes favor these vessels above all others, using them to explore, trade and for warfare. A number of Rust Hags with Goblin and Gremlin crews also make use of Land Ships, using them much like land pirates. These will function more like golems than vehicles, though they will need pilots and crew to function. These vehicles are shielded from radiation, and thus all crew and passengers who remain below decks or in the ships wheelhouse are not affected by radiation/negative energy.
These vehicles obey the Helmsman at the controls and take no action on their own. A minimum crew of 4 is needed to maintain a Land Ship and up to 8 additional passengers may be carried. These vessels can carry 200 tons of cargo and room for 350 tons of coal. Fuels consumption is one ton of burnable fuel per day of operation (or 1 ton per 2d8 hours for variable terrain). Market price for one of these vessels is 500,000gp.


These stats are made for use with the Blood & Treasure 2nd Edition RPG by John Stater. Its a fun D20 based game that has an old-school feel. Check it out!

Thursday, March 2, 2017

AMERU-KA: Rust Hag

Rust Hag
Type: Monster
Size: Large
Hit Dice: 7
Armor Class: 24
Attack: 2 claws (1d6 + rend), bite 1d8
Movement: 30′ (Climb 20′)
Save: 13; MR 15%
Intelligence: Average
Alignment: Chaotic (CE)
No. Appearing: 1 or 3
XP/CL: 2,100/9

SA—Magic use (magic-user spells, up to 4th level)
SD—Immunities (disease, poison, negative energy)
SP—Animate objects, grease, make whole, rusting grasp, speak with machines*.

Rust hags look like mechanical beings made of rusty, squeaking parts and dressed like a salvager. They are found in old ruins, abandoned bunkers and in places where junk accumulates. Rust Hags are obsessed with machines, seeking out bits of ancient technology and seeking to reactivate them for their own purposes. As they are hags, and thus kin to giants, rust hags are very dangerous beings, though they can be dealt with if approached from a position of strength. They eat humans and other races, enjoying the flesh of children and halflings most of all.
A Rust hag can create Scientific Items (see BnT page 244-247 for details), taking one day per 10gp of the sales price of a Scientific Item to craft that item. If hired to build scientific items, a rust hag will demand 10gp per day and room and board while working on these items. A rust hag will always have at least a few scientific items with her for trade. Roll 1d4 times on the “Science Items” list on page 244 to determine what items the hag has on her person.
In the lands of Ameru-Ka, rust hags can be found anywhere that old technology can be found. They are numerous in Maskinborg, and are greatly admired by the Sulfur Dwarves and Gremlins of that city-state. Many travel about in salvage Landships powered by old tech and magic and crewed by a motley crew of villains. Wicked dwarves, ogres, goblins and humans are their most frequent minions in such ships.


NEW SPELL

Speak with Machines*
Level: Cleric 6, Transmuter 6
Range: Personal
Duration: 10 minutes
You gain the ability to speak with machines, which relate to you who or what has touched them as well as revealing what their function is. This spell automatically reveals the function and means of operation of scientific items (See BnT Rulebook page 245 for details). 



These stats are made for use with the Blood & Treasure 2nd Edition RPG by John Stater. Its a fun D20 based game that has an old-school feel. Check it out!

Tuesday, February 28, 2017

AMERU-KA 300: Tree Hags

Tree Hag
Type: Monster 
Size: Medium 
Hit Dice: 9 
Armor Class: 22 
Attack: 2 claws (1d8) or bite (2d4) 
Movement: 30′ (Burrow 10′) 
Save: 12; MR 35% 
Intelligence: High 
Alignment: Chaotic (NE) 
No. Appearing: 1 or 3 
XP/CL: 900/10

SA—Magic Use (Magic User spells up to 3rd level)
SD—Immunity (poison, sleep effects, paralysis, polymorph and stunning attacks), Vulnerability (fire).
SP—Plant growth, speak with plants, wood shape.

Tree Hags are found in dense forests. They have skin resembles wood, black eyes, foliage like hair, and noses like a tree knot. Their clothes appear to be tattered brown cloth with small patches of dried leaves. A tree hag usually lives under large trees, using their powers to create large, elaborate homes that are far more comfortable than they will at first appear. All Tree Hags are accomplished herbalists, and can brew potions as an Alchemist (see Blood and Treasure page 58 for details), manufacturing acid, alchemist’s fire, oil and many potions and drugs. 
Though still dangerous monsters, Tree Hags can sometimes be found living in a sort-of accord with local villages. They prefer to force other races to do their bidding, terrorizing the locals for tribute of food, clothing, livestock or spare children (who they eat). In exchange, these hags will act as local herbalists and potion-makers, even occasionally teaching wilderness lore to local students. Tree Hags are often accompanied by Ogres (their husbands), Trolls (their sons), and plant monsters. Occasionally goblinoids such as Bugbears, Goblins and Hobgoblins will serve a Tree Hag as lackeys.
In the lands of Ameru-Ka, Tree Hags generally keep to wild stretches of wilderness and avoid the politics of other Hag and Troll societies. Most prefer small town politics of farm, field and family, and often rule over areas much like the classic mountain witch.


These stats are made for use with the Blood & Treasure 2nd Edition RPG by John Stater. Its a fun D20 based game that has an old-school feel. Check it out!

Monday, February 13, 2017

AMERU-KA 300: The Hodag

Hodag
Size: Large
Type: Monster
Hit Dice: 15
Armor Class: 17
Attack: Bite (1d8), gore (2d8) or trample (4d8)
Movement: 30′
Save: 9
Intelligence: Animal
Alignment: Neutral (N)
No. App: 1d4
XP/CL: 1,500/16

SA— Stink (see below)
SD—Immunity (disease, paralysis).

The Hodag (Tauroceratophoneus sp.) is a fearsome critter. It has the head of a bull, the back of a dinosaur, and the leering features of a demon. Its legs are short, its claws are long, and it is covered in tough scales. Though fearsome creatures, the Hodag is generally considered a friend to mankind as they enjoy the taste of the undead and of many poisonous aberrations and plants found in the wastelands. They have a particular fondness for creepy crawlers and ghoul flesh. Because of this, the hodag is considered a good luck animal and encouraged to breed in areas where irradiated ruins are nearby. The cult of Paul Bunyan (Beastmasters and Fighting cult) often depict Babe the Blue Ox as an enormous Hodag. Some brave individuals have been known to raise Hodag pups for use as draft animals, though this is usually only attempted by Druids or Sorcerers.
In combat a hodag will charge, lashing out with all attacks, pounding its foe into mush to be consumed later. The stink of the creature is so intense that all creatures within 50' must make a saving throw or be stunned for 1d4 rounds. This smell has been known to curdle milk, yellow paper and cause eggs to spoil under hens. Only another hodag and those without a sense of smell are immune. Use of alchemical and herbal solutions (such as intensely nasty lozenges) can immunize a person to the reek of a hodag.


This setting uses the Blood and Treasure 2E rules system by Jon Stater. Its a D20 game with an old-school feel. Try it out, all the cool kids are doing it.

Wednesday, February 8, 2017

AMERU-KA 300: Giant Hamsters

Giant Hamster
Type: Animal
Size: Large
Hit Dice: 4 (30 hp)
Armor Class: 13
Attack: Bite +7 (2d8) or Trample (2d6)
Movement: 25 ft., Burrow 10 ft
Save: 15
Intelligence: Animal
Alignment: Neutral
No. Appearing: 1d4
XP/CL: 400/5

SA—Swallow Whole (pouch), Trample
SQ—Immunity (disease, parasites)

Giant hamsters are exactly what they sound like-cute but brown-bear-sized rodents with thick fur. They are found in lands with large numbers of gnomes (such as Tunkerton) and working on the tread-wheels of some Landships and Paddle-boats. Giant hamsters were initially bred by gnome magic-users for this purpose, and now these creatures are quite numerous. Giant hamsters come in a variety of colors, but are usually golden brown with white underbellies, bands, and spots. They are well muscled but appear fat. A giant hamster can store up to 200 lbs. of food in its cheeks.
Giant hamsters normally have only one mode of attack – a nasty bite. They avoid even this on most occasions, as domestic breeds are quite cowardly. However, wild breeds are more aggressive, and they briefly charge at anyone who approaches a burrow. Careless gnome (or other small person) handlers have sometimes been bitten and (on a successful attack roll of 19 or better) stuffed into a cheek pouch, from which the gnome may escape if he rolls a successful Saving throw or Escape Artist roll on a subsequent round. Trapped gnomes are merely covered in hamster spit, and are eventually spat out like old chewing gum when the hamster sees food.
A giant hamster may be purchased from a gnome breeder for 50gp. These creatures may be used as draft animals and mounts (using a special saddle and harness costing 4gp) by gnomes, but are too stupid for other races. A giant hamster can carry as much as a heavy warhorse. Giant hamsters eat twice the amount of feed per day as a horse, but can and will supplement during travel, eating trees, giant mushrooms, roots and grass. 


Giant Hamster Breeding
In the Post-Ragnarok land of Ameru-Ka, Giant Hamsters are the product of the gnomes of Tunkerton (New Branson). They were initially bred to develop a relatively passive creature large enough to wind up the giant rubber bands attached to the huge running wheels inside gnomish vehicles. The giant hamsters can run for hours inside their big wheels, producing considerable power. Many hamster ranches simply breed giant hamsters as livestock, as they have tasty meat.
These creatures breed prodigiously, producing several litters per year and reaching breeding adulthood in two years. A pack of giant hamsters will always have at least one female, with a 20% chance per adult female of 1d4 young being present and another 20% chance per adult female of 1d4 juveniles being present.  Gnomes are unable to figure out how to reduce their breeding rate, aside from separating the sexes (this conclusion was suggested after a 22-year-long research program that included five gnome fatalities).

Giant Hamster, Juvenile
Type: Animal Size: Medium Hit Dice: 2 (11hp) Armor Class: 13 Attack: Bite +2 (1d4) Movement: 20ft., Burrow 5ft Save: 16 Intelligence: Animal Alignment: Neutral No. Appearing: 1d4 per adult female XP/CL: 100/4 SQ—Immunity (disease, parasites)

Giant Hamster, Young
Type: Animal Size: Small Hit Dice: 1 (4hp) Armor Class: 13 Attack: Nil Movement: 10ft. Save: 16 Intelligence: Animal Alignment: Neutral No. Appearing: 1d4 per adult female XP/CL: 50/2
SQ—Immunity (disease, parasites)

Other Variations
Gnome hamster breeders are always trying to create new and exciting types of Giant Hamster. Some varieties of note are the Sabre-Tooth Giant Hamster, the Fire Breathing Giant Hamster, Armor Plated Giant Hamster and even the Colossal-sized Hamstersaurus Rex. 

Monday, February 6, 2017

AMERU-KA 300: Major Nations


Based on the above map, there are a number of major regions that should be mentioned. I will get into tighter detail concerning regions as the game progresses as well as more detailed maps.

Glydenborg (New Chicago)
The "Golden City"is a powerful city-state and seat of Manheim in Ameru-Ka. The city is walled off, built from salvaged stone, ferro-concrete and steel. It is built atop the ruins of the Fourth Age city of Chicago. The city is ruled by Earl Glyden and his parliamentary Council of Lords. Glydenborg has a large army and navy. Industry here is run by the Guilds who set rates and coordinate with the Council of Lords. Glydenborg maintains its own police, peopled mostly by ex-soldiers. Humans are the majority here, but Dwarves, Gnomes and Halflings have a large presence, and a number of Elves Half-Elves and Half-Ogres can be found here as well.
The city is a mix of medieval and modern design, with packed earth and gravel streets (kept clean by honeywagons), winding lanes and close housing. Most of the city uses gutters, but the wealthier sections have sewers and indoor plumbing. Foot traffic and animals compete with rickshaws and pedicabs in a jumbled mess. The northeast sections of the city are slums, and are also the location of the cities industrial yards such as plastic melting vats, tanners, slaughterhouses and such smelly industry.
The New Asgardians are openly revered here, especially Alvis, Balder, Paul Bunyan, Smokey Pete and Thrudd are all popular. There are also followers of the Druidry and those following tribal Shamanism (Druid varient). There is also a potent and active Wizard Guild, which teaches magic of all schools, alchemy and engineering. Glydenborg is Neutral in alignment regarding business and magic, as long as the rule of law is maintained. 

Maskinborg (Machine City)
Located in a region that was once known as Wyoming in ancient times. Its is a bustling city of machines and industry. Ruled by the Sulphur King Alberich VIII, the town is peopled by industrialist Dwarves and Humans, but welcome all races coming with gold and an interest in business. A large number of Goblins and Gremlins also live here, working with the Dwarves to create ever more complex and devious inventions. The streets are patrolled by Goblin and Hobgoblin mercenaries, and the dwarves have numerous mechanical monsters to keep the peace.
The city is jumbled place guarded by stout stone walls and guarded by Iron Golems, Iron Living Statues and war machines of devlish construction. The sky here is continually blacked from smoke and fumes and the cobblestone streets dusted with soot. The towns engines draw from the elemental furnaces drawn from the Yellow Stone elemental font, a source of great mystical power. The city is politically neutral, trading with all powers without prejudice, though elves are rarely seen here. 

Nastrond (New Akron)
A city-state located on the edge of toxic swamplands atop the ruins of the fourth age city of Akron. This is an outlaw city and home to many degenerate cults and strange magic. Despite its bad reputation, Nastrond is wealthy and prosperous as it is a place where anything and everything may be bought and sold. Salvage from the many landfills here as well as delving into dark magic are major businesses here. Goblin-kin, humans, hags and trolls are all found here, but it is humans who dominate. 

Okolnir (Dwarf Kingdom)
The Dwarf land of Okolnir is a very strong and militarily potent nation. In these desert mountains and valleys the dwarves have established a veritable paradise, with the main city garden enclosed under a huge geodesic dome of glassteel and watered via cunning and engineering. The main dwarf city is underground and a home of marvelous ingenuity and wealth. Militarily, Okolnir is mighty, with a vast army of golems (stone and iron), dwarves and many cunning weapons guard her borders. The government of Okolnir is a Parliament of Guild-masters, and thoroughly socialist.
The dwarf god Sindri (Creation Cult) is revered here and presently at peace with the New Asgardians. Dwarf ancestor worship is the only other major faith, whose clerics as standard Lawful clerics. 

Trolgard
This wild and savage city-state is home of a group of Hags, Trolls, Ogres and other descendants of the ancient Jotunn armies of Ragnarok. The city itself is rough-hewn and raggid, though its walls are strong. Trolgard is an outlaw city, situated in poisoned and irradiated lands that give rise to many mutations and restless dead of many types. The rulers here are a powerful covey of Hags and their Troll and Ogre lackeys as well as mutants and wild humans. The economy here is based on magic and misery, with slaves, foul narcotics and other criminal enterprises being the stock-in-trade of the rulers and merchants here.  

Tunkerton (New Branson)
Tunkerton is a land of wild invention and has the feel of a never-ending carnival. Gnomes and Halflings can be found here in large numbers, with a Gnomish Council of Craftsmen as the rulers. All manner of strange and improbable devices can be found here. Magic is a major subject here, especially anything to do with Wondrous Items, Constructs and Scientific Devices. The cult of Alviss (Scholar cult) and Smokey Pete (Technology cult) are all very active here, though Magic Users are just as prevalent as spiritual teachers. 

New Risaland (Giant Land)
This region is controlled by the Giant remnants of the Jotunn armies and have chosen to remain here rather than return to Jotunheim. Since the war, this remnant has degenerated considerably, perhaps due to the poisons now rampant on the ravaged land of Midgard. Though a small handful of true Jotunn remain (use Titan stats) along with some true giants, the majority of their children are born warped and stunted to the extent that the majority of giant kind are misshapen creatures such as Athach, Cyclops, Ettin, Hill Giants (with variations), Ogres and other beings. Trolls are also quite numerous, but keep their own lands and culture.
The Jotunn of Risaland live in barbaric castles, crude wooden forts and in family estates, living wild. Out of this land come all manner of immense creatures not seen on Earth in eons such as Mammoths, Dire Elk, Dire bears and other giant animals. It is said that these animals were brought from Jotunheim or bred using magic of the Jotun. Whatever the source, this is truly a land of giants.

Glasir Plains (Great Plains)
These Great Plains are vast grassland and prairie that is mostly empty of mankind. It is the home of herds of Buffalo, some of which are giant-sized breeds from New Risaland. It is a region of fierce storms, tornado and salty dust that can dry the skin terribly. But it is a beautiful and vibrant land. Wind wagons are used to cross these plains, and are favored by nomads, particularly Halflings and Gnomes. Gnomish and Dwarf-made landships can also be found, using arcane technology to drive these vehicles across these planes.

THE LAND ITSELF 
Most of the world has returned to primeval wilderness, with deep, dense forests, wild hills and windy plains. But dangers old and new are here as well.

Irradiated Zones
Places marked with an atomic symbol, are regions that were so decimated from the use of Nuclear, Biological and Chemical weapons, that they are still saturated by the energies of those weapons. Such radiation is considered "Negative Energy" in gaming terms. This energy comes in Minor or Major levels. In regions with Minor Negative Energy living creatures take 1d6 points of damage per round. At 0 hit points or lower, they crumble into ash. Major negative-dominant areas are even more severe. Each round, those within must make a saving throw or lose one level to energy drain. A creature whose level is reduced to zero is slain, becoming a wraith. Death ward protects a traveler from the damage and energy drain of a negative-dominant regions. Undead gain regeneration in irradiated areas, and thus are very likely to dwell there.
Living creatures that dwell near such places, often sheltering in underground areas, grow into twisted monsters, often becoming twisted and sprouting weird growths. This is the source of many of the Aberrations, mutants and other things found wandering the wastelands.

More to come!


Thursday, February 2, 2017

AMERU-KA 300: POST RAGNAROK AMERICA

Looks like I will be starting up a new Blood and Treasure Campaign! And so I am throwing together a grim and somewhat gonzo fantasy setting for the occasion. This setting is partially inspired by this article by John Stater, but also by my favorite cartoons, comics, books and of course Norse and other examples of classic myth and folklore. This game will use the Blood and Treasure 2nd Edition rules.

THE SETTING

The War of The Gods came and went. The Aesir, Vanir, the Jotun and their allies were all destroyed (most of them anyways) along with the majority of the planet. This mighty conflict also coincided with nuclear, biological and chemical wars between the Earthly powers. Now, three hundred years after this war, mankind has emerged from the wastelands, and is busy re-building civilization amidst ruins of the past, and struggling against the remnants of the Jotunn hordes and each other.
The game world will center on the post-war continent of North America, renamed Ameru-Ka (Realm of the White Worm). Most of this land has returned to primeval wilderness, but magical, biological and chemical poisons and radiation have twisted the land, and many monsters from the Jotun hordes haunt the land. It is a land of constant danger, but also a chance for glory.


THE NEW ASGARDIANS (Clerics)
Most of the Old Gods are now gone, slain during the battles of Ragnarok. A handful remain, and lead the New Asgardians. Standard Lawful Clerics serve the entire pantheon of New Asgardians or individual members. They must be of Lawful Alignment (LG, CG, NG), and have the abilities of standard Lawful Clerics. Neutral clerics who serve the New Asgardians, or who wish to revere a particular type of god or goddess must be specialty priests (see page 16-18 in the Blood and Treasure PHB). Below is a small list of the pantheon:
Balder (Beaver)- The son of Odin has returned from the dead, and now leads the New Asgardians. His specialty priests are Paladins and members of a Creation cult. 
Alvíss (Mr. Cricket)- Gnome god of knowledge, wisdom and invention. Married to Thrudd. His specialty priests are members of a Scholar Cult.
Eldora (Lady Nossa)- Eldora is an Elven Goddess who belongs to the tribe of deities known as the Vanir. Eldora is a Goddess associated with beauty, desire, grace and lust. Her specialty priests are members of a Trickery cult.
Magni/Modi (The Little Thunders)- Twin sons of Thor, these two young gods are still children, but are inheritors of Mjolnir. Specialty priests of the Twin Thunders are members of a Fighting cult.
Paul Bunyan (Big Joe Mufferaw)- Giant-sized god of the wanderers and lumberjacks. He appears as a huge man or giant with an axe, accompanied by a huge Blue Ox. His specialty priests are Beastmasters (Barbarian varient).
Rasselbock (Peter The Hare, Jackrabbit)- Wily Jackalope god of travelers, spring and secret pathways. He appears as an anthropomorphic hare, Jackelope or as a halfling wearing a rabbit-skin coat. His specialty priests are members of a Travel cult.
Smokey Pete (Bollox, Sooty Pete)- Fiery god of frustration, boilers and engines. Appears as a half-machine person bellowing smoke. His specialty priests are members of a Machine cult
Thrudd (White Buffalo Woman, Lady Liberty)- Thrudd is the daughter of Thor and the leader of the new Valkyries. She appears as a powerful and beautiful human or dwarf woman. Her specialty priests are  members of a Guardian cult.
Sister Wyrd (Aunt Nancy Arachnae): Sister Wyrd is the goddess of weaving, prophecy and strange dreams. She appears as a stout black woman, a huge spider, or a mix of the two. Her specialty priests are members of a Weird cult.
-------------------------------------
Other gods certainly exist but either keep to themselves or are among the surviving Jotunn and monsters. Druids are very active in the world, as are of the Shaman class (Druid variant). 

RACES
This setting has the following races available for play:
Humans- All of the modern races mixed though necessity, with many variations of white, brown and black skin tones. Some are more one than another.
Dwarves (Awwakkulé, Nirumbee)- These beings have returned from the realm of Nidavellir one of the Nine Worlds, and are quickly becoming a power in Midgard. They are great craftsmen and traders.
Elves (Kachina, Star People)– The Light Elves often return to Midgard from the heavenly realm of Alfheim to visit and have even set up kingdoms. They are generally considered a lazy and self-indulgent people who use their magic and beauty to beguile and enslave others. 
Gnomes (Jogah, Nikommo)- The Gnomes came to Midgard after Ragnarok, looking to re-settle old lands. Many are master salvagers, traders and magicians. Many gnomes travel the wastes in Landships seeking salvage and trade and out of a love of testing their magical devices.
Halflings (Atosee, Bohpoli)- This small folk returned to Midgard from otherworld’s and from hidden places in Midgard. Halflings have integrated strongly with mankind and have their own lands. Many halflings work as cooks, laborers, farmers and craftsfolk.
Half-Elves – All elves are beautiful, and many a mortal has been smitten by elven charm. Half elves are not hated, though many are envied for their longer lives and beauty.
Half-Orcs- Orcs are not present in the setting, and thus no half-orcs. These are replaced with Half-Ogres. See below:

Half-Ogres 
“I am what I am, an’ I’m not ashamed. 'Never be ashamed,’ my ol’ dad used ter say, ‘there’s some who’ll hold it against you, but they’re not worth botherin’ with.” -Rubeus Hagrid 
Ogres (Lofa, Kolowa) were foot-soldiers in the armies of the Jotnar, and so mingling of Ogre and Human is inevitable. Half-ogres are the children of humans and ogres. They look like brutish humans with swarthy and dull complexion, dark and lank hair, and large canine teeth. Half-ogres have no society of their own. If they live with ogres, they are the quick-thinking members of the tribe, ever on their toes to prove themselves worthy. If a half-ogre is reared in a human community, he learns to live with suspicion and fear, and often turns to a military or solitary occupation.
In the lands of Ameru-Ka, half-ogres can be found working alongside humans as laborers and soldiers, and are generally allowed to live their lives. Though this is not to say that they are liked by most folk. Memory of giant raids and tales of man-eating ogres are to recent. Dwarves and gnomes in general hate ogres and half-ogres, and halflings fear them. Most half-ogres live in the border marches near giant country, but some dwell in the ruins more to their liking.
Half-ogres average 84″ in height and are built like gorillas. They have a movement rate of 30′ per round. Half-ogres live to be 80 years old. They start the game speaking Common and Ogre plus bonus languages for high intelligence. They can see 60′ in the dark.
At character creation, half-orcs add +1 to strength and constitution (max. of 18) and subtract 1 from their starting intelligence and charisma (min. of 3).
Half-Ogres can wield large weapons as though they were medium weapons.
Half-ogres may dual-class as do humans.


CLASSES 
All of the basic classes found in Blood and Treasure are allowed except for the Monk. Added to the available list are the following classes:
Animorph: Shapeshifting warriors.
Guardian : Superheroes of a fantasy sort.
Spider Mage: Mutant followers of Sister Wyrd, The Spider Goddess (see above).

Monday, January 9, 2017

PANGEA ULTIMA: Oculon

Oculon
Type: Construct
Size: Medium
Hit Dice: 7
Armor Class: 16
Attack: By weapon
Movement: 30′
Save: 13
Intelligence: Average
Alignment: Neutral (N)
No. Appearing: 1
XP/CL: 300/4

SA—Surprise (1-3 on 1d6)
SQ—Resistance (falling and blunt weapons), Free Action (permeant)
SP—Clairvoyance •••, Detect Invisibility •••, Magic Missile •••••

The oculon is a construct creature created by magic-users to act as an assistant or guardian. The process of creating one is long and quite involved, but the resulting being is fairly powerful because of the many special skills it has. An oculon is as intelligent as a human, but is bound to the will of its creator. These creatures all have the skills of a 7th level Thief, and are completely loyal to their creator.
An oculon is humanoid in shape, though only vaguely so, and is 4 feet tall at the shoulder. Instead of a human head, the oculon has a flexible neck about 3 feet in length with a single large eye at the end. The neck is 2” in diameter and the eye is 4” across. The body of an oculon is light grey in color, and slightly glossy. The cornea of the eye is dark grey, and the pupil of the eye is black.
There is no rigid internal skeleton; the oculon’s movements appear somewhat rubbery, and it can flatten into a mobile blob of matter only 9” high, covering 6 square feet. When flattened oculons move at one-third normal speed, do not attack and cannot be damaged at all by falls or blunt weapons, because the body will “give” and absorb the impact of the blow.
An oculon can only be hit by weapons of a magical nature and spells.

CREATION
Creation of an oculon requires the services of an alchemist and spells cast from a magic-user. Many exotic materials are required by the alchemist, and the total cost of his services will be 30,000 gp. The three most important substances necessary are a gland from a dhole, an eye from an eye monster, and the brain of a thief. Two to five weeks are required for the alchemist to prepare the mixture, after which the Wizard must cast these spells upon the fluids, in this order:
Unseen Servant, Magic Missile, Protection from Normal Missiles, Geas, Mind Blank, and Wish. The oculon then assumes its semi-humanoid form and is ready to take on assignments.


Pangea Ultima uses the Blood and Treasure 2E rules by John Stater. And excellent gaming system melding of Old-School and the D20 SRD. The Oculon originates from Dragon Magazine number 53.

Tuesday, January 3, 2017

Pangea Ultima: The Derro (Race)


Derro (Race)
"These dark folk were seen in Pompelo only once a year -- in summer, when a few of their number would come down from the hills to trade with the merchants.” -Frank Belknap Long, The Horror From the Hills
Ramses: Derro Sorcerer
Derro, also called Dero and Miri-Nigri, are abominable humanoids about the size of a human child, with white skin, white hair and pupil-less black eyes. They are afflicted by a form of racial madness which manifests as delusions of grandeur coupled with a powerful urge to inflict torment on other creatures. Player character Derro can hold their murderous impulses in check, but are still known to be sadistic warriors, amoral magic users and heartless businessmen. All Derro are male, with derro wives being Neanderthal or human women bought, sold or seduced by derro husbands. Most Derro are Chaotic in alignment. 
In the world of Pangea Ultima, the Derro are merchants, slavers and the cruelest sort of moneylender and businessmen. They are widely feared and hated, but they are also greatly respected. Most Derro live in underground citadels which are always richly adorned. They are known far and wide as great buyers of luxury and are always interested in decadent drugs, spices and bed slaves.
Derro average 32″ in height. They have a movement rate of 20′ per round. Derro live to be 450 years old. They start the game speaking Common and Derro plus bonus languages for high intelligence. Derro can see in the dark to a range of 120 feet.
At character creation, derro add +1 to constitution (max. of 18) and subtract 1 from strength (min. of 3).
When underground, derro note sloping passages, unsafe construction, approximate depth underground and direction of travel on a roll of 1-2 on 1d6.
Derro despise light, suffering a -2 to penalty to hit and save when exposed to light and suffering 1d6 points of damage for every hour they are exposed to sunlight. They are immune to confusion and madness (beyond their innate madness). They cannot be restored to sanity.
Derro have a natural affinity for magic. A derro with a charisma score of 10 or higher can cast the following spells, each once per day: Audible glamer, darkness, daze, and sound burst. Derro with these abilities are always higher in status than those without.
Derro sorcerers (called savants) can multi-class as clerics, fighters or thieves. Derro thieves can multi-class as fighters.

Pangea Ultima uses the Blood and Treasure 2E rules by John Stater. And excellent gaming system melding of Old-School and the D20 SRD. 

Thursday, December 15, 2016

PANGEA ULTIMA: Grimocks (Race)


Grimlock (Race)
Tihana, Thief/Magic-user
Grimlocks are mutated humans descended from ancient laborers, dehumanized by endless toil in underground factories and bomb shelters. After thousands of generations of living without sunlight, the Grimlocks have dull grey-to-white skin, chinless faces, large greyish-red eyes with a capacity for reflecting light, and flaxen hair on the head and back. They are smaller than humans, but very broad and strong. Most wear little clothes, though the more intelligent prefer laborers garments and tool belts.
Grimlocks are widespread in many regions on Pangea Ultima. Their skill in maintaining machines and in operating in dark and dismal conditions make them ideal as laborers, machinists and thugs. Their taste for human flesh is usually restricted to the outcasts and fallen foes, so authorities seldom make a fuss. Many Grimlocks work as miners, sewer workers and on land schooners, acting as crewmen and maintaining the vessels forced-draught boiler engines.
These wretched creatures have a taste for the flesh of humans, but will subsist on any meat they can get. They love technology and typically hoard all sorts of machines. Grimlock clerics are almost always members of a Machine cult. The Science rules and devices on page 244-247 in the Blood and Treasure 2nd edition should be considered for Grimlocks.
Grimlocks average 60″ in height. They have a movement rate of 30′ per round. Grimlocks live to be 80 years old. They start the game speaking Common and Grimlock plus bonus languages for high intelligence.
At character creation, Grimlocks add +1 to strength and constitution (max. of 18) and subtract 1 from their starting wisdom and charisma (min. of 3).
Grimlocks have Blindsight out to a range of 40′, this allows them to fight and perform other tasks as well as if they could see. Beyond that range, they treat all targets as invisible. They are immune to gaze attacks and illusions.
Grimlocks have an unarmored AC of 12.
Grimlock assassins and thieves can multi-class as clerics, fighters, magic-users or scientists. They divide earned experience points by two.


Monday, December 12, 2016

PANGEA ULTIMA: Machine Cult, and Machine Gods

“Within the chamber buried deep below was wrought the means of his escape. Across the aether the other one must go, to sleep until that distant day,” -The Chronomancer I: Hubris
As I have been detailing the Pangea Ultima setting I am pondering the many cultures, cults and subcultures of the world, as well as its many peoples and creatures. The planet as-envisioned is one on the far side of history. Pangea Ultima is after millennia of technological, social, ecological and spiritual upheavals. But some things, some themes continue. And how the world, its people and the cosmos reacts is where the campaign setting begins.
The rules for Cults in the Blood and Treasure RPG Rulebook offer a wide range of options, and are an excellent resource for fleshing out a campaign world. However the rules as-written don't quite cover all of the options that I want available in the Pangea Ultima setting, and so I have added the cult below. See see Blood and Treasure 2nd Edition rulebook pages 15-18 for details on Specialty Priests and Cults.


MACHINE CULT
Associated Deities: Diatrix, Hexadron, Patchwork God
Machine cults are dedicated to the miraculous technology of the ancients, elevating these machines to divine status. Such cults resemble the cargo cults of Malenesia and the Atomic Bomb worshipers on Underneath The Planet of The Apes, but with real results from hoarded ancient tech and magic. Several patty gods and powerful spirits are involved in such cults, and are quite powerful. Machine priests can be of any alignment.  
Machine priests can turn and command constructs as well as the undead. They also add the magic-user spell vision to their list of 7th level spells they can prepare.
Advanced Spells
1—comprehend languages, endure elements, divine favor; 2—enthrall, undetectable alignment, make whole, zone of truth; 3— lightning bolt, sonic blast; 4—create bionic implant*, giant vermin, imbue with spell ability; 5—bolts of bedevilment, circle of doom; 6— banishment, forbiddance; 7—ethereal jaunt, scourge; 8— discern location, true creation; 9—genesis

NEW SPELL

Create Bionic Implant*
Level: Cleric 4, Magic User 5
Range: Touch
Duration: Permanent; see text
This spell creates a bionic implant of the casters choosing.  Bionics are scientific items that can be attached to living bodies, improving them in various ways (See BnT Rulebook page 245 for details). No more than two implants may be attached to a creature, including the spellcaster. Treasure Keepers may require some forethought on the part of the spellcaster, like tie spent crafting the implant or parts gleaned from defeated constructs. The Rule of Cool should prevail here, so implants should be interesting and have some style to them.

TECHNO-DEITIES
A number of machine or technologically oriented deities are active on Pangea Ultima. Some are remnants of the ancient past, from when mankind experimented in bizarre and arcane technologies. Others are alien entities from beyond the stars. All of  these deities can be found in the Petty Gods OSR sourcebook. Of course, a cleric in a Machine Cult might revere all three of these deities as patrons for the moment, and does not have to pick one god in particular. 
See below for details:

Detriax (see page 37 in Petty Gods)- Detriax, the petty goddess of space junk and derelict hope, is a
cosmic being that causes ships passing near her to fall derelict by way of cosmic mishap. Her massive form is powered by the consumption of asteroids, space junk, starships, and even small moons and planetoids. Frequently, Detriax will make deals with lesser beings, promising them vast new powers in exchange for their servitude. These minions are sometimes stripped entirely of their free will, but others follow her willingly. Service to Detriax, however, is a double-edged sword, for it causes insanity and loss of self. And in the end, Detriax plans ultimately call for their consumption as well. Clerics of Detriax are specialty priests of a Machine Cult (see above). They dress as salvagers and Junkers, and can be of any alignment (Chaotic or Neutral preferred). Her symbol is an angular, vampire-looking skull.

Hexadron, The Divine Cube (see page 68 Petty Gods)- Hexadron is a distant deity, The Divine Cube, an entity bound with concepts of mathematics, the holy expression of the number 6, and all things of regular six-sided form such as boxes and dice. Alien in outlook, it cares for little beyond the promotion and expression of its perfect form in the mortal realms, though some esoteric scholars and craftsmen pray to the Divine Cube for mathematical insight or aid in bringing appropriate forms into creation. Temples dedicated to Hexadron are always square, and very well constructed. Masons and scientists revere this god, as do mathematicians, magic users and paladins. A number of strange pixelated entities as well as cube-shaped beings serve this god, and are quite powerful. Clerics of Hexadron are specialty priests of a Machine Cult. They wear cube-themed armor and can be of any alignment.  Hexadron’s symbol is a perfect cube.

Patchwork God (see page 139 Petty Gods)- The Patchwork God, also called the God-Golem, is the work of deific hands, a golem of godly power. This entity appears as a colossal golem some 20' in height, its hideous torso and half of its face are crafted from the corpses of several dead gods stitched together with fine adamantine wire. Its right arm and left leg are wrought of polished mithril inscribed with delicate runes; its left arm, heart, and eyes of polished white marble; its right leg and half of its face are of crudely-shaped clay. Although it has no great purpose, the Patchwork God is fascinated by other created entities such as golems and animated statues, and rumor has it that the God-Golem’s touch may awaken such beings to true sapience. Clerics of the God-Golem are specialty priests of a Machine Cult. They wear patchwork armor and can be of any alignment.  The God-Golem’s symbol is a patchwork mask. 


NEXT: Monsters, Settings and NPC's!

PANGEA ULTIMA: The Lords of Chaos

THE LORDS OF CHAOS (Chaotic Petty Gods)
“No structure, even an artificial one, enjoys the process of entropy. It is the ultimate fate of everything, and everything resists it.” -Philip K. Dick
The Lords of Chaos, also called the Lords of the Void, and the Gods of the Underworld, are a collection of petty deities that are dedicated to Chaos and freedom in the Universe. They are the personification and proponents of change, Tricksters, free will, creativity, individualism, and, to the extreme, madness, savagery, solipsism, and selfish overindulgence. The powers associated with it are Shapeshifting, illusions, and matter transmutation, as well as Entropy and Chaos Magic in general. All the Lords of Chaos are dangerous, as they personify change that is not always beneficial. However, for those willing to chance the quixotic nature of these beings, the Lords of the Void can be profitable allies. Clerics of The Lords of Chaos follow a wide range of creeds and do not have a large united "church", rather they are allied in opposition to the Lords of Law. In fact, clerics of the Lords of and often bicker or even out-and-out war with one another over doctrinal differences and personal disputes.
Symbol: Wheel of Void or tarnished silver coin
Cleric Alignments: Chaotic (see alignment)
Clerical Powers: Clerics who revere all the Lords of Chaos can “rebuke” or control undead creatures. Cults dedicated to a specific god or aspect of Chaos can choose from the following; Death cults, Fighting cults, Scholar cults, Trickster cults, and Weird cults. See see Blood and Treasure 2nd Edition rulebook pages 15-18 for details on Specialty Priests and Cults. 

THE GODS OF CHAOS
There are many chaotic deities active in the world of Pangea Ultima, each with its own specialty and character. A vast selection of these deities can be found in the Petty Gods OSR sourcebook. Some of the most active chaotic deities in my campaign are as follows:

Adassec (see page 3 of Petty Gods)- Adassec, the petty god of stars and ladders, is a grotesque creature, similar to a massive, giant centipede with human legs and feet, topped by the upper body of a human. Hs dark hair is long and greasy, his nose is hooked, and his eyes are bottomless spirals of darkness. Adassec can be as treacherous and capricious as the stars and ladders he protects.  Clerics of Adassec are specialty priests of a Trickster Cult (see BnT page 15-18) or Machine cult. They dress as dungeon delvers and travelers and can be of Chaotic or Neutral alignment. His symbol is a ladder.

Churfaz (see page 28 of Petty Gods)- Churfaz the Maggot-King is the petty god of filth and cisterns as well as the patrol of flies and every wriggling thing that lives in filth. In his most reviled manifestation, Churfaz erupts as a mass of pale worms and fur-smeared filth. His shrines are found in sewers and abandoned cisterns. Clerics dedicated to The Maggot King are specialty priests of a Death Cult (see BnT page 15-18). They dress as mudlarks or toshers and can be on Chaotic or Neutral alignment. Churfaz symbol is a cyst above the left eye.

Glorfall (see page 57 of Petty Gods)- Glorfall, the petty god of academic arguments, appears as a tall, powerfully bult scholar with a wildly unkempt salt-and pepper beard, a huge mouth, and rotten teeth. Prayers to Glorfall must be systematically argued by a tenured professor of a legitimate, respected academic institution, and the orator must sound lke they know what they are talking about.
Clerics of Glorfall are specialty priests of a Scholar Cult (see BnT page 15-18). They dress as scholars and can be of any alignment (Chaotic or Neutral preferred). His symbol is a large tome wrapped in chains.

Luriel (see page 97 of Petty Gods)- The petty goddess Luriel appears as a dark-hared, dark-eyed, sultry woman so curvaceously attractive that no male can harm her. She prefers to wear clinging silk dresses in deep red, deep purple, or black, cut to reveal enticing glimpses of creamy skin. She s the patroness of temptresses, seductresses, panted Jezebels, and slinky vamps. Clerics of Lauriel are specialty priests of a Trickster Cult (see BnT page 15-18). They dress as beautifully (yet slutty) as possible and travelers and can be of Chaotic or Neutral alignment. Her symbol is a painted smile.

Urglu (see page 182 in Petty Gods) – Urglu is the petty goddess of mutations and Godmother of Aberrations and Monstrosities. The goddess of mutations visits expecting women and gestating animals and give her blessings to their progeny. Urglu appears as a misshapen creature whose twisted 15'-tall body s covered n patches of har and varyng blotches of scales and blisters. Her temples and shrines are found in places where mutations are the most common. Clerics of Urglu are specialty priests of a Trickster Cult (see BnT page 15-18). They dress as madmen and insane street preachers and can be of Chaotic or Neutral alignment. Her symbol is a broken mirror.

Yeomanry (see page 198 in Petty Gods)- Yeolnuma, also called the Nightsoil King, is the petty god of scarabs, shamed warriors and night-soil. He was once an apprentice to a solar deity in a distant time, but was cursed and transformed into a huge glossy scarab. However, this petty god has been slowly building his army of insectoid minions and allies and will one day challenge his old lord. Clerics of Yeolnuma are specialty priests of a Fighting Cult (see BnT page 15-18). They dress as soldiers, favoring lacquered armor in the shape of a beetle, and can be of any alignment (Chaotic or Neutral preferred). His symbol is a glossy black scarab.

Thursday, December 8, 2016

PANGEA ULTIMA: The Lords of Light!

In the Pangea Ultima setting, Clerics will either serve The Lords of Light, The Lords of Chaos or the Balance. Or one of the many specific cults found in the setting. Below are details on the Lords of Light and several deities active in the setting. this uses the Blood and Treasure 2nd Edition rules and the Petty Gods supplement. 

THE LORDS OF LIGHT
"Lords of Light!" -Thundarr the Barbarian
The Lords of Light, also called the Lords of Aether, and the Gods of the Overworld, are a collection of petty deities that are dedicated to Law and the Order of The Universe. They are the personification and protectors of natural laws, civilization, authority, rules, protection, and the status quo. Some Lords of Light are known to help human beings who have battled the forces of Chaos return to relative safety (though never to an untroubled psyche); it would however be a mistake to assume they are inevitably benevolent. The powers of Law can also represent mindless obedience, fascism, and abuse of power. Clerics of The Lords of Light follow a wide range of creeds and do not have a large united "church", rather they are allied in opposition to the Lords of Chaos. In fact, clerics of the Lords of and often bicker or even out-and-out war with one another over doctrinal differences and personal disputes.
Symbol: Silver Disc or Ophanim Wheel
Cleric Alignments: Lawful (see alignment)
Clerical Powers: Clerics who revere all the Lords of Light can “turn” or destroy undead creatures. Cults dedicated to a specific god or aspect of Law can choose from the following; Creation cult, Fighting cult, Guardian cult, Scholar cult, and Travel cult. See see Blood and Treasure 2nd Edition rulebook pages 15-18 for details on Specialty Priests and Cults.


THE GODS OF LAW
There are many lawful deities active in the world of Pangea Ultima, each with its own specialty and character. A vast selection of these deities can be found in the Petty Gods OSR sourcebook. The most active lawful deities in my campaign are as follows:

Attrecoppea, The Silken One (see page 11)- Attrecoppea, or Lady Attercop, is the petty goddess of small spiders. Despite her creepy crawler minions, she is a benevolent being who wishes only to protect. She appears as an ebon-skinned woman wearing a sheer silk gown or as a human-sized jumping spider. Her cult is comprised of weavers, hunters and mothers and teaches the importance of diligence and patience. Clerics dedicated to The Silken One are specialty priests of a Guardian Cult or Scholar cult (see BnT pages 15-18). They dress in silk and can be of Lawful or Neutral alignment. Attrecoppea’s symbol is a spiderweb in a corner of a ceiling.

Bubulmax (see page 23 Petty gods)- Bubulmax is the deity of the mighty-thewed, those who venture forth in life strong of limb, strong of spirit and adequately oiled up. Bubulmax frowns upon weaklings and spreads his gospel of muscular philosophy among the rowdy and boisterous of the lands. His shrines are always found in places of physical exertion such as practice yards, labor sites, and barracks. Clerics dedicated to Bubulmax are specialty priests of a Fighting Cult (see BnT pages 15-18) They dress like wrestlers and can be of any alignment (though Lawful or Neutral are preferred). Their symbol is a six-pack of abs.

Dinud (see page 41 Petty Gods)- Dinud is the petty god of eggs, protection, wards and shields. He appears as a tall pale man with a featureless, flawless egg for a head. His voice is deep and always echoes. He usually appears in ivory robes or, when prepared for war, in scale armor made from fragments of dragon eggs and a flawless egg-shaped shield. Shrines to him are usually found among shieldmakers, who seek his blessing to make better wares, and those races that reproduce using eggs, who view him as a guardian of their children. Clerics of Dinud (eggheads) are specialty priests of a Guardian Cult (see BnT pages 15-18) They dress ivory and scale mail and can be of Lawful or Neutral. Dinud’s symbol is an egg within an egg.

Floog (see page 52 Petty Gods)- Floog is the god of small mundane things that inexplicably go missing like quills, buttons, corks, individual socks, minor heirlooms, and so on. He appears as two humans joined back to back, having four arms and four legs, and one head wth two faces. Floog wears a robe of many pockets, from which he can produce small useful items at will, or retrieve any extant small item ever lost. This god is constantly searching and is the patron spirit of all who constantly loose things. Clerics of Floog are specialty priests of a Travel Cult (see BnT pages 15-18). They dress as mapmakers and travelers and clerks and can be of Lawful or Neutral alignment. His symbol is a knot tied round a finger.

Gnunnug (see page 58)- Gnunnug is the petty god of the number seven, revered by warriors and students of numerology and geometry. He is associated with the seven days of the week and the colors of the rainbow, and appears as a tall, lithe humanoid, with seven arms, seven eyes, and seven rainbow hued horns projecting from his brow in a crown-like formation. His skin is completely smooth, and glows faintly with iridescent colors. His followers are often siege engineers, builders of fortifications and mathematicians. Clerics dedicated to Gnunnug are specialty priests of a Fighting cult and Scholar cult (see BnT pages 15-18) They dress like laborers and can be of any alignment (though Lawful or Neutral are preferred). His symbol is seven-pointed star atop a rainbow.

Maladmin (see page 100 Petty Gods)- Maladmin is the petty god of bureaucracy, academic rules and note-taking. He may be the pettiest god of all, covering as he does officialdom, inflated titles, paper-shuffling, pointless rules, and procedural delay. He appears as a stooped, gray-skinned man with ink-stained fingers, in a dusty robe. Close up, his skin looks like paper overwritten with fine print. This god delights in vast, dusty libraries and heaps of paperwork. He holds to the doctrine that knowledge must be pursued and never come easy. Clerics of Maladmin are specialty priests of a Scholar Cult or Death cult (if Neutral), (see BnT pages 15-18). They dress like librarians and bookkeepers, and can be of any alignment. Maladmin’s symbol is a sheaf of paper tied with red tape.

Tix-ka-tix (see page 171 Petty Gods)- The lesser godling known in ancient texts as Tix-ka-tix s better known to modern sages as the Slumbering Pharaoh, or The Returner, and is thought to be a deity representing pattern, time and patience, and inevitability. The avatar of Tix-ka-tix which typically makes an appearance on the Material Plane every seventeen years is an enormous humanoid cicada with tiger-striped chitin; hs eyes, immense crimson orbs, glow with a nauseating light. Clerics of Tix-ka-tix are specialty priests of a Guardian cult (see BnT pages 15-18) or Machine cult. They dress like warrior scholars and explorers and can be Lawful or Neutral in alignment. They can be of Lawful or Neutral. Tix-ka-tix’s symbol is pair of red eyes, or two red circles

Zodraz (petty god of seeds and toil) (see page 41 Petty Gods)- Zodraz the Lawful is the petty god of seeds and toil. He is only concerned with enforcing conformity and stamping out what he views as prurience, so that his folk may prosper and be moral and upright. His harsh judgement falls on fornicators and disruptors of public order, but equally upon women who dress immodestly or men not engaged in the “honest labor” of agrarian work or a craft. Zodraz appears as a 12'-tall stone figure with a scowling mask-like visage which is perpetually disapproving. Clerics of Zodraz are specialty priests of a Creation cult or Guardian cult (see BnT pages 15-18). They wear red garments and can be of Lawful or Neutral in alignment.  His symbol is a chaff of wheat.

Thursday, December 1, 2016

PANGEA ULTIMA: Law vs. Chaos.

Though I mentioned alignment in my previous post, I thought I should give the concept a more thorough treatment. So in regards to alignment in the world of Pangea Ultima, I am steering away from Good and Evil as cosmic constants. This is in-part to reflect the Grey and Black morality of Sword and Sorcery settings, and to allow more freedom in how a player character, NPC or the worlds governing bodies and civilization function.
The Three-Fold alignment system being used in the setting are as follows:

Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, disapproving, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should. In the Nine-Fold Alignment system, Lawful characters would be either Lawful Good, Lawful Neutral or Lawful Evil.

Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them. In the Nine-Fold Alignment system, Chaotic characters would be either Chaotic Good, Chaotic Neutral or Chaotic Evil.

Neutral implies someone who is with respect to law and chaos has a normal respect for authority and feels neither a compulsion to follow rules nor a compulsion to rebel. They are honest but can be tempted into lying or deceiving others if it suits him/her. In the Nine-Fold Alignment system, Neutral characters would be either True Neutral, Neutral Good or Neutral Evil.

NEXT 
Clerics, Deities and Cults. 

Wednesday, November 30, 2016

PANGEA ULTIMA: Far Future Fantasy Setting

With the days getting shorter and winter on the way, I like to think on running an RPG campaign. And so as I drift off to sleep at night, my mind starts building worlds and campaign settings and the details of that world. And so I have begun fiddling with a setting recently for use in my home game. I will be using the Blood and Treasure 2nd Edition rules by John Stater for this campaign.

PANGEA ULTIMA
Welcome to Earth, about seven million years in the future. Magic is back, mostly displacing science, and it is both After the End and Just Before the End: Civilization has pretty much collapsed, with only a few organized civilizations still in operation. Monsters infest the wilderness, gleaned from the ancient past and transplanted from alien worlds. 
The central region of the campaign. Each overland hex is 30 miles.
The setting is inspired by wide range of Sword and Sorcery, Post Apocalypse and Science Fantasy settings, books, movies, cartoons and comics. I'm going for a pulpy, gritty feel for the setting with a fair bit of gallows humor mixed in. 

SETTING BASICS 
The world is once again wild and full of mystery. Most people grow up in small kingdoms, wild tribes or in the decadent city-states. Magic is the great key to power, and the mightiest Wizards, Clerics and Druids rule supreme where they dwell while lesser dabblers sell potions and prophecies where they can. All of the classes presented in the Blood and Treasure 2E Rulebook are in use, including all of the spells therein. I will also be using the Science rules on pages 244-247. So a melding of weird science and magic can be found throughout the setting.

ALIGNMENT 
As this is a Sword and Sorcery setting, I am going to avoid the complexities of the Good vs. Evil paradigm, and the Nine-fold Alignment system. Rather, in the world of Pangea Ultima, players to choose among three alignments when creating a character: Lawful, implying honor and respect for society's rules; Chaotic, implying rebelliousness and individualism; and Neutral, seeking a balance between the extremes. This alignment system better handles the Black and Grey morality of the setting. The gods and goddesses will also be tied into these alignments.

RACES
The standard fantasy races are not suitable for Pangea Ultima. Most of the people of the setting are human, near-human or half-human. Other races DO exist, but are usually pretty alien and awful. Below are the most wide-ranging peoples of Pangea Ultima:

Aasimar
These glorious, beautiful creatures trace their ancestry to Celestial beings from higher dimensions. It is said that the Celestial's are the height of what mankind can become, and the Aasimar are a stepping stone towards that perfection. Some have physical traits suggesting their celestial heritage, like silver hair, enlarged eyes (often lacking sclera) and blue blood. Most can blend with human populations, but will always stand out as special. Not all aasimar are good, as many have a natural disdain for "common" folk, and can be quite cruel towards whomever they see as wicked. 
Aasimar average 60″ in height. They have a movement rate of 30′ per round. Aasimar live to be 750 years old. They start the game speaking Common and Celestial plus bonus languages for high intelligence.
At character creation, aasimar add +1 to wisdom (max. of 18) and subtract 1 from constitution (min. of 3).
Aasimar are surprised on a 1 in 1d6 and have cold and fire resistance. They can cast daylight 1/day as a spellcaster with a level equal to the Aasimar’s level.
Aasimar clerics can multi-class as fighters or magic users.

Humans
Humans should require no description, for weird fantasy humans and real humans are not terribly different. Of course, in a fantasy world, “human” can be extended to creatures that look inhuman (strange colors of skin, bony protrusions), but which are essentially human beings. 
Humans average 66″ in height and have a movement rate of 30′ per round. They can live to be 110 years old. All humans start the game knowing Common, plus any bonus languages they wish for high intelligence.
Humans get a 10% bonus to all earned experience points. Thus, when a dwarf earns 100 XP, a human earns 110 XP. They also receive a bonus feat at 1st level or, if you do not use feats in your game, a +1 bonus to all of their saving throws to represent their uncanny luck.
Humans cannot multi-class (i.e. advance in two classes simultaneously), but they can dual-class, or change classes at any point during play.

Half-Ogre 
Half-ogres are the children of humans and ogres (giant cannibals). They look like brutish humans with swarthy and dull complexion, dark and lank hair, and large canine teeth. Half-ogres have no society of their own. If they live with ogres, they are the quick-thinking members of the tribe, ever on their toes to prove themselves worthy. If a half-ogre is reared in a human community, he learns to live with suspicion and fear, and often turns to a military or solitary occupation.
Half-ogres average 84″ in height and are built like gorillas. They have a movement rate of 30′ per round. Half-ogres live to be 80 years old. They start the game speaking Common and Ogre plus bonus languages for high intelligence. They can see 60′ in the dark.
At character creation, half-orcs add +1 to strength and constitution (max. of 18) and subtract 1 from their starting intelligence and charisma (min. of 3).
Half-Ogres can wield large weapons as though they were medium weapons.
Half-ogres may dual-class as do humans.

Neanderthal (Flatheads/Ugs)
Neanderthals are close kin to human beings. Some assume them to be stupid, due to their large brow ridges, receding chins, and slightly shorter, denser bodies. In Pangea Ultima, they are the high tech stone users, building cities of stone (Flintstone-style).  Neanderthals have a well-organized chieftain system, armies, organized religion (druids mostly), etc. Many have found human society to their liking and dwell in human towns and cities as laborers and craftsmen.
Neanderthals average 48″ tall. They have a movement rate of 30′ per round. Neanderthals live to be 110 years old. They start the game speaking Neanderthal plus bonus languages for high intelligence. They can also speak to apes of all kinds (but not monkeys).
At character creation, Neanderthals add +1 to constitution (max. of 18) and subtract 1 from their starting charisma (min. of 3).
Neanderthals enjoy a +3 bonus to task checks involving survival.
Neanderthals may dual-class as do humans.

Tieflings 
Tieflings are humanoids descended from fiendish beings from lower planes (which are a problem in some regions). Some are indistinguishable from humans, while others have small horns, pointed teeth, red eyes, fine scales, or even cloven feet. No two tieflings are the same (except identical twins, of course). On the world of Pangea Ultima, Tieflings are generally the product of breeding programs, mixing debased lifeforms from the lower planes with human slaves. Despite this, not all tieflings are evil, many hate their lower-planar kinfolk with a passion.
Tieflings average 60″ in height. They have a movement rate of 40′ per round. They start the game speaking Common and Infernal plus bonus languages for high intelligence. Tieflings can see in the dark to a range of 60′. They speak Infernal and Common in addition to bonus languages for high intelligence.
At character creation, Tiefling add +1 to charisma (max of 18) and subtract 1 from wisdom (min of 3).
Tiefling have cold resistance and can cast darkness 1/day as a spellcaster with a level equal to the Tiefling’s level. They gain a +2 bonus to move silently.
Tiefling thieves can multi-class as clerics, fighters or magic-users.

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Clerics and Religion. Several monsters. And much more!

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