Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

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.
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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).

Sunday, April 10, 2016

Mythos Space: Arms and Equipment Pt 1

From Hydra Miniatures
The tools of the adventurers trade are many, the chief of which is pluck, grit and a will to succeed and survive. However the importance of good gear, especially weapons, cannot go understated.
The universe of Mythos Space Campaign Setting is a dangerous one, with Eldritch Abominations, the hazards of space and old fashioned evil, stupid and indifferent people can get a character killed in short order without the proper equipment. And so I will be detailing some special equipment suitable for most space adventurers.
Right now I am focusing on Weapons and Power Sources. But in the weeks to come I will be detailing some select Gadgets, Gizmos, Vehicles and Robots. So stay tuned!

WEAPONS AND POWER SOURCES
The following weapons and equipment are generally available in the Mythos Space Campaign Setting. For a description of what these statistics mean, see Chapter 3 of the Grit and Vigor Roleplaying Game by John Stater. Generally, most would-be adventurers use the same weapons and equipment as found in earlier eras, and so can be purchased as found in the weapons and equipment found in Grit and Vigor. This is mostly because such items are fairly cheap and easy to manufacture on colony worlds. The high-tech goodies found below are the nifty gadgets that wealthy adventurers, law enforcement and the more successful criminals have access to.
All of the weapons and armor listed in the gamebook are available on most worlds (pending local laws and tech levels).

ADVANCED MELEE WEAPONS
These are all high tech versions on primitive weapons. All require a power source.

Energy Baton: When this baton hits an opponent, it emits a high-voltage charge. The energy damage will not penetrate a force screen. This weapon does 2d6+15 points of damage, and each hit counts as a discharge. Cost: $120.00, Damage: 2d6+15, Weight: 5lbs, Power Source: Beltpack or backpack.
Stun Baton: This appears to be a metal baton that emits an energetic glow and subtle hum when activated. The baton, when it hits an opponent, lets off a low-voltage charge that does 2d6 damage and stuns the target for 1d6 rounds if a FORT save fails. The stun baton can remain powered for 15 minutes before depleting the power cell. Cost: $200.00, Damage: +1d8, Weight: 3lbs, Power Source: Beltpack or backpack.
Vibro Dagger: A vibro dagger resembles an ordinary dagger (and can be used as one for 1d4 hp damage), but when activated, the blade vibrates at a high rate of speed, making it a more effective weapon. Anyone attacking with an activated vibro dagger receives +2 to hit and deals 1d4+6 hp damage. A vibro dagger may remain powered up for 60 minutes before depleting a power cell. Cost: $225.00, Damage: 1d4+6, Weight: 2lbs, Power Source: Minifusion cell.
Vibro Sword: A vibro sword is much like a vibro dagger, but resembles a long sword (and can be used as one when inactivated, for 1d8 hp damage). Anyone attacking with an activated vibro sword receives +2 to hit and deals 1d8+16 hp damage. A vibro sword may remain powered up for 40 minutes before depleting a power cell. Cost: $350.00, Damage: 1d8+16, Weight: 5lbs., Power Source: Minifusion cell.

ADVANCED FIREARMS
These are the personal weapons available for individual purchase on most planets. More advanced weapons do indeed exist, but are restricted to military use. The real power of these high tech energy weapons is their lightness and potential rate of fire.










Laser Pistol Mk1: The earliest forms of laser pistol, designed for a number of uses and is widely sold throughout the galaxy, the laser pistol Mark 1 appears to be a silvery slender pistol. This weapon does 5d6 hp damage. Cost: $700.00, Rate of Fire: As many attacks as the user, Damage: 5d6, Range: 300 ft./600 ft., Shots: 10, Weight: 2 lbs., Power Source: Power clip, beltpack or backpack.
Laser Rifle: The laser rifle is really just an extended laser pistol Mk1, but incorporating various features, not the least of which is larger and sturdier laser generation equipment (requiring the larger and more extended shape and design). Cost: $750.00,Rate of Fire: As many attacks as the user, Damage: 6d6,
Range: 900 ft., Shots: 10, Weight: 7lbs, Power Source: Power clip, beltpack or backpack.
Plasma Pistol: The plasma pistol was an experimental attempt at compacting the power and damage of the plasma rifle into a pistol-sized weapon. The required magnetic generators made the weapon ungainly and large (looking like a souped-up “ray-gun” with antennae and such), and the plasma generated was comparatively low powered. Cost: $700.00, Rate of Fire: As many attacks as the user, Damage: 7d6
Range: 300 ft., Shots: 10, Weight: 5 lbs., Power Source: Minifusion cell.
Gotta be quicker on the draw in Mythos Space!

Plasma Rifle: The plasma “rifle” (really a portable “cannon”) is a very advanced form of weaponry. The weapon generates a strong electric field, applying it to a low-pressure gas; this gas is super-heated and atoms within begin to create nuclear reactions as they collide. In effect, the gas medium causes a controlled and directed series of nuclear reactions in a concentrated bolt of energy. The weapon is a heavy device with multitudes of knobs and switches. Cost: $750.00, Rate of Fire: As many attacks as the user, Damage: 8d6
Range: 400 ft., Shots: 10, Weight: 15lbs, Power Source: Minifusion cell.
Stun Pistol: These widely found weapons were the standard armament of civil authorities; they come in a variety of forms and shapes, but are usually pistol-sized. In general, the stun gun transforms power from its source into a lowvoltage field, ray, or emission that stuns the nervous system of the target for 2d4 turns if he fails a FORT save. It ignores the AC provided by armor, using only the character’s base AC.
Cost: $300.00, Rate of Fire: As many attacks as the user, Damage: 2d4 Stun, Range: 150 ft., Shots: 10,
Weight: 2lbs., Power Source: Power clip.


POWER SOURCES
Various items of this type were created to supply power to the technological devices of mankind’s creation. The power source (or “fuel cell”) is an electrochemical device that converts the chemical energy of the fuel into a direct current output, like a “continuous-process battery”. Most fuel cells used hydrogen as a fuel. The various types of power sources in Mythos Space are as follows:
Power Cell: This item is a small flat circular battery, used to power certain civilian energy-consuming devices. This is the most primitive form of power source, being, in effect, a battery. Chemicals within the pack produce an electric charge when forced to interact, this being the source of produced power. Power: 1 year continued use, Cost: $20.00,
Power Pack: Power packs give power to almost everything in mankind’s world, including ultra-modern blenders, computers, and even cars. The power pack is roughly the size of a toaster or car battery, but may be as small as a thin textbook. A power pack weights about 3 pounds. Power: 5 years continued use, Cost: $60.00.
Power Clip: The power clip, created for use with portable weapons, is a small black “battery.” When slid into any acceptable receptacle (such as an energy weapon’s clip port), it immediately powers the weapon.
Power: 10 discharges/15 years, Cost: $40.00.
Power Beltpack: The power beltpack consists of a black plastic (or metal) belt with small power packs attached, along with a power cord and universal adapter/capacitor. The beltpack can be used to power energy weapons and other devices that will accept it. A power beltpack weighs 2 pounds. Power: 25 discharges/30 years, Cost: $400.00
Power Backpack: This type of item is a small black backpack, carried on plastic, leather, or rubber straps, linked around the chest. The power backpack has a power cord with universal adapter / capacitor (fits into any item that will receive it). A power backpack weighs 4 pounds. Power: 50 discharges/60 years, Cost: $650.00.
Minifusion Cell: This device is a small silver clip with an orange or red radiation symbol; it continuously processes internal hydrogen fuel to power its miniature fusion reactor, providing a potent output of power.
Power: 10 discharges/120 years, Cost: $800.00.
Plutonium Clip: This was used to power the various advanced portable nuclear weapons (such as radiation rifles and fusion rifles). It appears to be a thin glass cylinder (a special zirconium glass) with a glowing green core of plutonium-239. The plutonium within is drawn from the clip as the weapon fires, draining it just like “charges.” Power: 10 discharges/240 years, Cost: $1,500.00
Radioactive Battery: These batteries were developed to power the basic functions (not weapon systems) of robotic units over a long period of time, so that they would not require recharging. The battery generates power through a combination of a slow fission reaction and the decay of radioactive isotopes.
Power: 500 years continued use, Cost: $2,000.00

When down at the local space bar, keep your weapons handy...

Tuesday, July 14, 2015

Wild Seas: A Piratical Campaign Setting

While pondering campaign settings for my local group, one concept that often pops into my head is a pirate-themed one. A world with deep seas, lots and lots of islands, and endless opportunity for swashbuckling adventure. And so I am throwing together a campaign setting with all of those elements, mixed with the basics of D&D. I wont be overly detailing too much of the setting, forcing me to "fly by the seat of my pants" so that I and my players will be continually surprised.
System-wise I will be using the Dungeons and Dragons 3rd Edition rules (not 3.5 or Pathfinder). This is mostly because all of my players either have the books, or can easily get them via online sources. Of course it is child's-play to convert any of this to other systems, particularly d20 ones.
Of course some basic setting details are needed. As follows:

THE MAP
Each Hex is five miles on the side.
The overall setting is a tropical world that is mostly covered with shallow seas. Two major continents and innumerable islands dot the seas. On land, well watered jungle and swamps predominate with only a few small areas of desert or grassland.
Animal life is abundant and fairly typical for a fantasy setting, though large horses are rare. Most of the animals you will see here are those you will see in pirate movies, Sindbad flicks and tarzan movies. Sea-monsters are abundant, with some really powerful ones such as Krakens, sea-dragons and far weirder things showing up from time to time.
The major Sea Power is the nation of KANA (see map), a sea-going power that is looking to control the shipping lanes. It is ruled by a parliamentary government and overseen by Queen Tetradia, a mighty wizardess and shrewd politician. All other nations are city-states and small kingdoms.

RACES
The standard races found in the PHB are allowed. Elves in this setting come from the Green Moon Verda, and only dwell in small settlements. There are more half-elves than elves. Orcs are also allowed as player characters and are more advanced than Orcs on other worlds, entering into trade with other races. Orcs and Half-Orcs typically work in the fouler and less admirable labor jobs of the seas, notably Whaling, deep sea fishing and other messy work.

THE SHIP
The player characters will all be employees of Adnan, Volnon and Gench Shipping Inc., a private shipping firm that handles specialized cargoes. This is code for transporting and selling stolen cargo as well as conducting normal trade runs. The crew is expected to protect goods for the Company, deal with pirates (who have to sell loot to someone) and find buyers.
The Wayward Sun is a modified Caravel, designed to be fast, tough and able to maneuver amongst islands and reefs. The vessel is equipped with a single ballistae, but the players are free to equip her more fully if desired. It is preferred that the PC's use magic and their own weapons to defend and/or conceal the vessel, but the DM will not try to broom handle their decisions.
This ship comes equipped with some special equipment, particularly continual flame lamps in the lower deck and hold (mounted), and a barrel of endless salt pork in the kitchen. Other foodstuff, water and supplies must be purchased elsewhere.

RELIGION (THE GODS)
Religion in the setting is to be thoroughly nautical. The gods and goddesses of the setting are the sorts of beings that are mentioned in sailors stories. These include such entities as Captain Jonah (the Sailors Devil), Mother Carey (embodiment of the untameable sea), Jack The Fiddler (guardian of Fiddler's Green), Mr. Friday (Demon Lord of Bad Luck) Thomas Mariner (Angel of the Seas Splendour) and others.
Though there are specialist priests, following a specific god or goddess, most of the clerics of the Wild Seas are generalists, revering (or wary of) all of the gods, goddesses and assorted spirits. Such clerics adhere to one of the following Churches:

The Church of Sun and Stars (Sun and Stars)
This church is a society dedicated to the Heavens themselves, the sun, moon and stars used for navigation. The Sun and Stars is the religion of intellectuals, captains, and elves though many still give reference to the gods and goddesses of Wind and Wave (see below). The Church of Sun and Stars teaches that the celestial bodies watch over all of us, and that all wisdom may be gleaned from studying them. Clerics are expected to be clean and well-dressed, often going as scholars or ships officers. Holy symbols are typically worn in plain view around the neck.
Holy Symbol: Astrolabe (pendant)
Cleric Alignments: Any Lawful (LG, LN, LE)
Favored Weapon: Mace
Domains: Sun, Knowledge, Law, Magic, Protection

The Church of Wind and Wave (Mariners Church)
This is the church of the gods and spirits of the air and sea. Like the sea and sky itself, these powers can be both fair and foul, and it takes a wily sort of priest to appease them. The Church of Wind and Wave teaches that the sea is uncontrollable, and that those who look to make their living on or from the sea must appease the many spirits that dwell there. Clerics dress as well-to-do sailors, sea combers and dock hands, and are always experienced in working ships. Rough hands and sea-tanned skins are common. Holy symbols are usually attached to belts or as arm-bands.
Holy Symbol: Carrick Bend Knot
Cleric Alignments: Any non-Lawful
Favored Weapon: Belaying Pin (Club)
Domains: Air, Chaos, Luck, Travel, Water

The Church of The Black Code (Black Code)
The Church of The Black Code is more of a religious philosophy than a true church. Adherents to the Black Code (see below) preach a gospel of keeping faith with your fellows and maintaining discipline on ship as well as rules for settling disputes and punishing oathbreakers. This Code is a set of laws that are a kind of ten commandments of pirates, privateers and others who live off of the sea.
Clerics of The Black Code are walking encyclopedias of sailor superstition, taboos and variations on Black Codes. Vestments are sea-coats, and black scarves or kerchiefs, usually faded or sea-stained. Clerics of the Black Code who achieve 7th level or higher are called Provosts.
Holy Symbol: Blackened silver piece (pendant)
Cleric Alignments: Any
Domains: Fire, Luck, Strength, War
Favored Weapon: Flail or Whip

THE BLACK CODE
These are the "Nine Commandments" of Buccaneers, Pirates, Privateers, Salvagers and Smugglers.

I. Every Man Shall obey civil Command; the Captain shall have one full Share and a half of all Prizes; the Master, Carpenter, Boatswain and Gunner shall have one Share and quarter.

II. If any Man shall offer to run away, or keep any Secret from the Company, he shall be marooned with one Bottle of Powder, one Bottle of Water, one small Arm, and Shot.

III. If any Man shall steal any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marooned or shot.

IV. If any time we shall meet another Marooner that Man shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit.

V. That Man that shall strike another whilst these Articles are in force, shall receive Moses’ Law (that is, 40 Stripes lacking one) on the bare Back.

VI. That Man that shall snap his Arms, or smoke Tobacco in the Hold, without a Cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article.

VII. That Man shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and the Company shall think fit.

VIII. If any Man shall lose a Joint in time of an Engagement, shall have 400 Pieces of Eight ; if a Limb, 800.

IX. If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.


Monday, June 29, 2015

Trevski: World of Dragons!

Central Myvillion
Trevski is a world that was settled ages ago by dragons (Metallic, Chromatic, and others). The planet itself is a mostly tropical world orbiting the gas giant Kepesk. The world has hich mountains. dense jungles, vast deserts and teeming swamps full of all manner of megafauna from Earth's past including dinosaurs, giant mammals and more contemporary species. Dragons occupy the top of the food chain here, though some carnosaurs and other predators give them some competition. Some dragon species (the Chromatic ones mostly) set their hatchling children loose to live much like predatory dinosaurs, living by tooth, claw and cunning.
The dragons of Trevski once maintained a mighty civilization, served by the Ophidians and Lizardmen. But due to a long and bloody war this greater society was decimated. Now, dragons of  all types are diminished in number, but hanging on. The dragons aren't gone, only reduced and slow-breeding. Some dragon species dwell in or near humanoid lands, though most prefer solitude.
Overall this setting will mix more common fantasy tropes with a "Land of The Lost" feel. An ancient reptilian empire once ruled the world, and its ruins are all over the place. Human and humanoid culture is asserting itself, using ancient magic and new innovations. Culturally, the world is a mixture of petty kingdoms and Renaissance-style merchant kingdoms.

CLASSES 
The standard classes found in Blood & Treasure are all available in the Trevsky Campaign Setting. Also included are the Dragon Disciple, Centurion, and She-Devil.

The Three Gods (Religion)
The primary religious figures of the World of Trevski are the three great Draconic Gods; Ao, Bahamut and Tiamat. These three together form a vast system that predominates all religion in the setting. Other faiths and creeds do exist, but are no larger than cult status and revere entities such as Archomentals, Demon Lords and other non-deity beings. The Three Gods of Trevski are:

Ao (True Neutral)
Ao,  the Ninefold Dragon, The Concordant Dragon is the chief deity worshipped by dragons, and to a lesser extent most of the peoples of Trevski. His symbol is a multi-colored metallic disk. Ao prefers to not become directly involved in the affairs of the world, choosing to instead watch over the health of the ecosystem of Trevski. The Ninefold Dragon teaches a doctrine of balance in all things and the sacredness of natural processes. Because of this, his followers maintain hatcheries for several dinosaur species as a food source for dragonkind, and otherwise seek to be considerate of the balance of life.
Priesthood: Priests of Ao are always Druids, worshipping creation and all of its creatures as Druids of Ao are generally dressed like medieval friars or rural squires, practical and well made.

Bahamut (Lawful Good)
Bahamut, the Platinum Dragon, is the King of the Good Dragons. He is a deity of good dragonkind. His symbol is a Blue Star or Blue Dragon on a White Background. Bahamut is very stern and disapproving of evil. He accepts no excuses for foul deeds. On the other hand, he is very compassionate, and has boundless empathy for the weak and downtrodden. He urges his followers to promote good, but to let people fight their own battles when they can, providing healing, information, or temporary safe refuge rather than fighting alongside those who can fight for themselves.
Priesthood: A cleric of Bahamut must be of "Lawful" alignment (LG, CG, NG). They can “turn” or destroy undead creatures as shown on page 57 in the Blood and Treasure Players Guide. Clerics of Bahamut dress as warrior priests and templars, clean and armored. White mantles bearing a blue star are common, though not mandatory.

Tiamat (Lawful Evil)
Tiamat, the Chromatic Dragon, Creator of Evil Dragonkind, the Dragon Queen is the goddess and mother of evil dragons. Her symbol is a five-headed dragon. Tiamat is most concerned with spreading evil, defeating good, and propagating chromatic dragons. She never forgives a slight. Although she is not averse to razing the occasional village, her true schemes are subtle and hard to detect. She has been compared to a puppeteer manipulating her creations from within shadows. She is sometimes called "Her Dark Majesty" or simply "Dark Queen" by her worshippers.
Priesthood: A cleric of Tiamat must be of "Chaotic" alignment (LE, NE, CE) and can rebuke or command undead creatures as shown on page 57 in the Blood and Treasure Players Guide. Such clerics are generally dressed in a manner similar to most animated movie villains, dark and flamboyantly evil looking.


RACES
The standard Dwarf/Elf/Orc/Halfling mix of most fantasy campaign settings is nonexistent on Trevski. Rather humankind shares this world with some more primal and reptilian sorts of beings.

Humans (Mankind)
The humans of Trevski are the descendants of humans snatched from Earth by the Ophidians to serve as slaves and living incubators for snakeman eggs. Nowadays, these humans are a genetic mix of different peoples. Because of this the humans of Trevski are the same as modern humans, though racial distinctions as we know them are nnonexistent The human peoples of Trevski are a Eurasian-Negroid mix, similar in appearance to the Ancient Egyptians and Olmecs, and have replaced the diversity of peoples with a diversity of individuals.
After the declining Ophidians, Humankind are the most advanced civilization on Trevski. Technologically, human civilization is roughly equivalent to the Renaissance era. Humans get along fairly well with most intelligent species but have a general preference to Neanderthals and Lizardmen.

Kobolds (Meeps)
Kobolds are short, reptilian humanoids that resemble small humanoid dinosaurs. A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Kobolds wear clothing that is red and orange. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. The Kobolds of Trevski are less savage than the kobolds of other worlds, having a more mercantile society that is quite active in the underworld of most cities.
CHARACTER TRAITS
Kobolds modify their starting ability scores as follows: Str -2, Dex +1, Con -1. They are small creatures but have a standard speed of 30 ft. per round. Kobolds can see in darkness up to 120 feet and their scales give them a natural +1 bonus to Armor.
Kobolds have a knack for noticing unusual stonework such as sliding walls, stonework traps, new construction, unsafe stone surfaces and shaky stone ceilings. A kobold can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which
way is up. This knack also applies to finding and removing traps that involve stone construction.
Kobolds speak Kobold and may also speak Draconic, Lizard Man, Neanderthal or Troglodyte.
They can multi-class as cleric/sorcerers, fighter/sorcerers and sorcerer/thieves.

Lizard Men (Crocs)
Lizardmen are large (6 ½' tall) reptilian humanoids, wise and keen of wit as well as powerfully muscled. Most LizardMen's scaly hides are green though they range in color from a rattlesnake brown to dull yellow. Additionally, most Lizardmen paint or tattoo their bodies with elaborate tribal markings. Without an extensive knowledge of scale patterning, it is nearly impossible for other peoples to tell male Lizardmen from female Lizardmen.
Most LizardMen tend to be peaceful, thoughtful and amicable creatures despite their fearsome appearance. They are a spiritual people and drawn into Druidism and the worship of Ao. Most Lizardmen live in small semi-nomadic tribes in deep bayous, and swamps, though many tribes are known to exist in the deep desert and many other share the equatorial rainforests with the Ophidians and Human tribes.
CHARACTER TRAITS
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 that dwell in swamps have a swim speed of 20. Those who dwell in mountainous or wooded areas replace this with a climb speed, and those who dwell in deserts replace it with a burrow speed.
Lizardmen speak their own language, and might also speak Draconic, Kobold or Troglodyte.
They can multi-class as druid/fighters, fighter/sorcerers and fighter/thieves.

Neanderthal (Ugs)
The Neanderthals of Trevski are the descendants of humans snatched from Earth by the Ophidians to serve as slaves and living incubators for snakeman eggs. Neanderthals are close kin to human beings. They are often assumed to be stupid, due to their large brow ridges, receding chins, and slightly shorter, denser bodies. This is not the case. 
While Neanderthals often live a primitive lifestyle, they are as intelligent as humans. Neanderthal towns and cities dot the vast mountain ranges of central Myvillion, and incorporate elaborate stone structures that often make use of caves and other natural features. Neanderthal Clerics almost always revere archomentals (elemental lords), preferring Imix (Fire domain) or Sunnis (Earth domain) over worship of the dragon gods.
CHARACTER TRAITS
Neanderthals modify their starting ability scores as follows: Strength +1, Constitution +1, Intelligence -1. Neanderthals have a knack for survival. Neanderthals speak their own unique clan language and might also speak Common, Terran, Kobold, Ignan or Troglodyte. Neanderthals can multi-class as cleric/fighters, fighter/magic-users and fighter/ thieves.

Ophidians, Lesser (Snakemen)
The Ophidian race are an ancient people who ages ago were the favorites of Tiamat in her early struggles against Bahamut, and lost. Now their ancient civilizations has dwindled to a handful of kingdoms and underground cities. Lesser Opidians are a lower caste amongst Ophidians that look more human that their sires and are incapable of reproducing. Lesser Ophidians are found out and amongst the "lesser" races, dwelling most often amongst mankind. Since the downfall of their race, Ophidians rarely produce druids or clerics, preferring arcane magic in most cases.
CHARACTER TRAITS
Lesser Opidians adjust their starting ability scores as follows: +1 Dexterity, -2 Constitution. They are medium-sized creatures with a base speed of 40 feet. Snakemen have darkvision to a range of 60 feet. They have a knack for search. They need only pass within 5 feet of small things to have a chance to notice them, even if they were not actively looking. Lesser Opidians receive a +1 natural bonus to Armor Class due to their scales. Lesser Opidians have +1 save vs psychic powers. Finally, they have a +2 save vs poison.
Lesser Opidians speak Common and the language of serpents. They might also speak Draconic, Gnoll, Kobold, Lizardman, Infernal and Troglodyte. Snakemen may multi-class as fighter/magic-users, cleric/magic-users and magic-user/thieves.

Tagalong (Lizardman Scout) and his mount Buster.

These rules are made for use with the Blood and Treasure RPG by John Stater.

Thursday, May 28, 2015

Mutant Mars: A New Campaign Setting for Mutant Future!

New Campaign! Due to an old gaming buddy being back in town I am throwing together a campaign setting for Mutant Future. As I LOVE to tinker with campaign settings, I am not going to be using my Atomic Dawn setting for the game. Rather I am trying something a bit different for our post-apocalyptic fun. As follows:

MUTANT MARS
The game will be set on a Terraformed Mars that was established as a colony world shortly before Earth was plunged into a devastating war that cut off the Mars colonies from the homeworld. Of course as numerous nations and corporate powers worked together (as weird as that is) to terraform the Red Planet, these groups got into fights as well.
So long after the dust has settled, Mars is a savage world. The adapted ecosystem of the planet reacted strangely since the groundwork, and along with cosmic radiation and the uncertainties of bio-engineered life-forms, mutation is rampant. Culturally Mars is dotted with city-states, petty kingdoms and nomads with only a few cities holding to a higher standard of culture.
Players can play any of the races other than Mutant Plants, and will be beginning at 3rd level.
Players of Mutants have the option of using Mutant Packages.
Also, characters have the option of playing Magic Users (call them Wizards, Sorcerers, Priests etc) by using these rules. Such characters will have to have a cool back-story and/or belong to a spellcasting society. More on those very soon.

Below is a map of the beginning campaign region:

Candor: A massive city near Mariners River-Valley. The city is built around a Utopian Dome and is home to a large and diverse populace. The city is mostly composed of tiered slums interspersed with barbarian splendour and advanced technology. The city has many industries, but the largest is the processing of Martian Ore from Nickel-Iron Meteorites.
Ignarh: A barbarian city that maintains a trade route across the plains. It is a rough place full of cutthroats and thieves. Ideal for adventurers.
Lakkdarol: This city-state is a dusty but prosperous trade town.
Lockyer: Industrial town that maintains the other end of the Ignarh trade route. A society of mystics rules here, communing with ancient gods of Mars.
Paleveria: A republican and capitalist state with class divisions. Ruled by a wizard elite and styled much like Roman philosopher-leaders. Thursia - A learning center of Paleveria.
Mariners Valley: A deep gorge larger and more frightening than the Grand Canyon. Cliffs and cave networks are numerous here as are a number of cliff loving monsters and bat-riding madmen. Travelers beware.

Friday, January 16, 2015

Pulp Age: American Steampunk


Machinists preparing a rocket for Thomas Edison.
When most folks think of Steampunk, they think primarily of the work of European (particularly British) writers such as H.G. Wells, George Griffith, Sir Arthur Conan Doyle, Jules Verne and others. And while I am a fan of many of the works of these esteemed gentlemen, I feel that the many American writers are too often short-changed in this regard.
Science Fiction in 19th and early 20th century was not enormously successful, and was often dominated by European writers, however there was plenty of homegrown talent that greatly influenced the genre.
In the Pulp Age setting (which has a number of Steampunk elements in it) America is front and center in the affairs of the world, churning out adventurers, industrialist inventors, and all manner of wild gadgetry. And so I will be incorporating the concepts of American writers of wild adventure stories and Edisonade elements.

A SHORT LIST OF AUTHORS
Below is a list of some American authors whose work could be considered Steampunk in many regards, and excellent examples of early Science Fiction. The science involved ran the whole gamut of plausibility and implausibility, but were thoroughly American in caste.

Frank L. Baum
Everyone has heard of The Wonderful Wizard of Oz, but this knowledge rarely goes beyond the 1939 film. As fun as that classic was, it hardly represents the weird and wonderful world that was churned out of this mans mind. In the Oz Books, we find all manner of strange creatures, more than a few of whom are mechanical beings of one kind or another. Though not Steampunk per se, the strange devices found throughout Oz are excellent fodder for inventions. If nothing else, the Oz books would be something that Pulp Age Adventurers would be aware of and can supply some useful flavour text to an adventure of backstory.

Edward Bellamy 
Though known primarily for his much more famous after Uncle Tom's Cabin and Ben-Hur, Edward Bellamy also wrote a nifty Science Fiction novel cammed Looking Backward. The novel is primarily an overview of a Socialist Utopia that is naieve from modern views. Still the book handily predicts telephones, credit cards and modern warehouse club like BJ's, Costco, or Sam's Club. Though not Steampunk in the normal sense, Looking Backwards along with Charlotte Gilman's Herland (see below) present the "forward" thinking views of a great many people at the time.

Edgar Rice Burroughs
Though known primarily for his Tarzan novels (and the many sad movie attempts of this character), Edgar Rice Burroughs initially came on the scene with Under the Moons of Mars (1912) which inaugurated the Barsoom series (ala John Carter of Mars). These novels, along with the primordial strangeness of the Hollow Earth of Pelucidar and the Amtor (Venus) novels, make his work IDEAL for Steampunk adventures. The Land That Time Forgot is another gem worth digging up for lovers of wild implausible adventures, this one set in WWI. Not only are the works of Burroughs excellent for tidbits for GMs, but are damn fun to read. I recommend them highly!

Charlotte Gilman
The efforts of the early feminists in America are certainly noteworthy and should be required reading in all schools (but are NOT). Charlotte Gilman was a powerful voice during her lifetime (1860-1935) being a novelist, writer of short stories, poetry, and nonfiction, and a lecturer for social reform.Though perhaps not Steampunk, she wrote a novel involving weird bio-science called Herland. Herland is a utopian novel from 1915, written by feminist Charlotte Perkins Gilman. The book describes an isolated society composed entirely of women, who reproduce via parthenogenesis (asexual reproduction). The result is an ideal social order: free of war, conflict, and domination.

Edward Everett Hale
Edward Everett Hale was an American author, historian and Unitarian minister. Though primarily known as a Historian, he also wrote an excellent short story called The Brick Moon, published serially in The Atlantic Monthly starting in 1869. It describes the construction and launch into orbit of a sphere, 200 ft. in diameter, built of bricks. It is intended as a navigational aid, but is accidentally launched with people aboard. They survive, and so the story also provides the first known fictional description of a space station.

Will Harben (Land of the Changing Sun)
Considered a minor author today, Will Harben was one of the most popular novelists in America during the first two decades of the twentieth century.  In 1894 he wrote Land of the Changing Sun, his only science fiction novel. The story concerns a voyage to the center of the earth where they find a technologically advanced civilization. He incorporates number of interesting concepts such as super-foods in the form of a liquor and wireless power much like that proposed by Tesla. The book is a bit dense (being Victorian in language) but very interesting in concept.

Richard Adams Locke
Richard Adams Locke was a reporter who was working for The Sun when he wrote "The Great Moon Hoax" in 1835 under the false name of Sir John Herschel (a widely respected astronomer). The Great Moon Hoax was a series of articles about the supposed discovery of life and even civilization on the Moon.
The articles described fantastic animals on the Moon, including bison, goats, unicorns, bipedal tail-less beavers and bat-like winged humanoids ("Vespertilio-homo") who built temples. There were trees, oceans and beaches. These discoveries were supposedly made with "an immense telescope of an entirely new principle."
Herschel was initially amused by the hoax, noting that his own real observations could never be as exciting. He became annoyed later when he had to answer questions from people who believed the hoax was serious.
Though not technically a Steampunk tale, the Moon Hoax articles are excellent fodder for adventure. In most Steampunk tales of the Moon there certainly is life.

Edward Page Mitchell (An American H.G. Wells)
Edward Page Mitchell (1852–1927) was an American editorial and short story writer for The Sun, a daily newspaper in New York City. Mitchell was a prolific writer of Steampunk/Science Fiction, and was more than a little ahead of European contemporaries. Mitchell wrote fiction about a man rendered invisible by scientific means ("The Crystal Man", published in 1881) before H.G. Wells's The Invisible Man, wrote about a time-travel machine ("The Clock that Went Backward") before Wells's The Time Machine, wrote about faster-than-light travel ("The Tachypomp"; now perhaps his best-known work) in 1874, a thinking computer and a cyborg in 1879 ("The Ablest Man in the World"), and also wrote the earliest known stories about matter transmission or teleportation ("The Man without a Body", 1877) and a superior mutant ("Old Squids and Little Speller"). "Exchanging Their Souls" (1877) is one of the earliest fictional accounts of mind transfer.
A collection of his works can be found here.

Luis Senarens
Luis was an American dime novel writer specializing in science fiction, once called "the American Jules Verne". He grew up in a Cuban-American family in Brooklyn. Senarens wrote elaborate and entertaining "inventor" themed stories incorporating all manner of wild devices. Helicopter like flying "ironclads" are widely represented in his work, and predated all other such fictional devizes by a wide margin. If you would like to read up on his work the Reade Family and particularly Boilerplate are presently available in print. For a free view of his work the book Jack Wright and His Electric Stagecoach is a good place to start.

Garrett Putman Serviss
Garrett Putnam Serviss was an American astronomer, popularizer of astronomy, and early science fiction writer. His scientific papers are very interesting in their own right, and present some very interesting thoughts on the possibilities of life within our own solar system. However on the concept of Steampunk, it would be hard to do better than Edison's Conquest of Mars. In this novel, a force from Earth, composed of troops from around the world (and under the leadership of Thomas Edison) set out in Earth-made spaceships to attack Mars. This is in retaliation of the Martian assault in H.G. Wells War of The Worlds.
The Martians in this version are not like the squid-like Martians described in H.G. Wells's story. These Martians are more humanoid with arms, legs and an enormous head with projector-like eyes and bad looking faces. When they rise, they are 15 feet high (4.572 meters). However this is only the male, for the species exhibits sexual dimorphism. To Earthlings, they appear unpleasant. The Martian women, however, are (of course) graceful and beautiful.
The book contains some notable "firsts" in science fiction: alien abductions, spacesuits (called "air-tight suits"), aliens building the Pyramids, space battles, oxygen pills, asteroid mining and disintegrator rays. Steampunk Space Opera is a wonderful concept.

George Tucker
George Tucker was a United States attorney, author, educator and politician. His literary works include the first fiction of colonial life in Virginia and a second which is one of America's earliest science fictions, A Voyage to the Moon. In this novel we see the first known depiction of antigravity, as well as some novel views of utopian societies in the denizens of the Moon. The novel is more of a review of utopian concepts rather than speculations on science, but it is interesting nonetheless.

Friday, November 21, 2014

Vanara of The Western Lands

VANARA 
Medium Humanoid (Vanara), Neutral (N), Normal Intelligence; Troup (1d12)
HD: 1
AC: 13
ATK: bite (1d3) or by weapon
MV: 30, climb 20
SV: F 13, R 15, W 13
XP: 50 (CL 1)

Vanaras are intelligent, monkey-like humanoids that live in deep, warm forests and lush jungles. A vanara's body is covered in a thin coat of soft fur, and individuals with chestnut, ivory, and even black or golden coats are common. All vanaras have long, prehensile tails and handlike feet capable of well-articulated movements. A vanara stands slightly shorter and weighs slightly less than a typical human.
Large troupes of Vanara are led by a sage (5th to 8th level cleric). He is assisted by two apprentices (2nd or 3rd level). For every 20 vanaras there will be a 3rd level monk, and for every 100 a 5th level monk. Occasionally, Vanara tribes will have 1-4 carnivorous apes as guard animals. Most vanara wield staves or falchions. When they wear armor, it is rarely heavier than a studded leather, but a few bodyguards will wear splint mail (AC 15).

VANARA CHARACTERS
Vanara modify their starting ability scores as follows: Str -1, Wis +1. Vanara have darkvision to a range of 60 feet. Vanara have a bite attack that deals 1d3 damage and have a climb speed of 20ft. They speak Vanara, and might also learn Common, Carnivorous Ape, and Yokai. Vanara can multi-class as cleric/monk, fighter/ monks and fighter/thieves.

IN THE WESTERN LANDS
Vanara tribes can be found in any forested region, particularly in tropical jungles. The land surrounding the Jomon Sea has several large tribes near the cities of Nagana and Paititi (See map). Humans usually get along with Vanara, though the monkey folk are usually considered non serious and often unreliable. 
Vanara are a spiritual people, enjoying philosophy and in-depth discussions regarding fate and meaning. Because of this, Vanara communities are always led by priests, and monks are deeply respected. 

Monday, November 17, 2014

World of Tsuchi (Soo-Chee): Campaign Construction

The big world map
While tinkering around with world concepts (something I do when sleep eludes me), I caught upon a concept that I feel needs exploring. The general concept is another world, peopled entirely by the descendants of shipwrecked people from our own world, past and present. The world itself will be warm, as with winter setting in I prefer to dream of warm to hot places, and home to magical creatures and animals that are endangered and extinct in our world.
As I continue tinkering, I am thinking that the Northwestern Europe thing in fantasy is waaaay overdone, I thought I would make it a fairly Asian-centric place, with a fair smattering on South Pacific Islands, Mediterranean, Middle-Eastern and some Central/South American elements too (for my purposes, the Olmec Civilization was a seagoing power).
And so, as I tinker I have made a map, of which I am presently tinkering with a Western region presently named Tsuchi (Soo-Chee) by the predominant cultures. See below:

Closeup of the West
As you can see, this map represents a pretty large area, with a great many places unspecified so that stories and games told here can fill them in as need be. No need to explain every corner right away! Any adventuring party should be fairly itching to go exploring.
Difficult Words: Some of the names seen here might be tricky for Americans to say. If such is the case, GMs should urge players to adopt simplified versions. If Avaiki is too difficult, say Avaki, Avi, or similar. Anything to smooth it along.


RELIGION AND CLERICS
All God's children got a place in the choir...
The western lands (in fact all of the world of the setting) is home of an enormous pantheon of deities. I am breaking from the standard cosmology of more RPG settings in that ALL of the settings gods and goddesses are "Petty" deities, meaning that none of them are of greater power than a Celestial Paragon or Demon Lord. These powerful spirits are collectively powerful, but individually embody specific mountains, certain rivers, obscure concepts, animals, and all manner of oddities and concepts. This will allow for pretty personal cleric/deity relationships as well as potent local flavor.
In general, the gods are mostly pretty alien in mindset, and not really very good at communicating with mortals. Most of them are best left lumped together into broad categories of Lawful and Chaotic, with chaotic gods being in the majority (though being chaotic, they are less adept).
PRIESTS: The main division of Clerics are those who revere the Lawful gods (Lawful Clerics), those who revere Chaotic gods (Chaotic Clerics), and Druids. Clerics of specific deities are specialty priests, and take a domain rather than having any power over undead.
Below are a few examples of deities:
Azwa: Protector of Giant Stone Heads in the Wilderness. Azwa is a normally silent god, but can be demanding. Clerics of Azwa can turn air elemental creatures and rebuke earth elemental creatures.
Barae (The Sea Rose): Barae (bah-rah) is the goddess of the waves, Orphium flowers, and patron of all who would cross the sea. Clerics of Barae are skilled in balance, climb and swim.
Grandfather Kogo (Kōgo Ue): Kappa god of ponds and rivers. Hates visitors, preferring its solitude. Occasionally eats people, however they generally deserve it. Clerics of Kogo gain swim as a class skill, and can speak to turtles.
Lord Kotenbo (Crowfoot, Laughing Sword): Daitengu god of martial arts, wild forests and enemy of vanity. Clerics of Kotenbo can use any weapon, and gain a +1 to damage when wielding swords.
Lady Mohin (Bringer of dead birds, Trilling Maiden): Bakaneko (cat Henge) goddess of cats, vanity and revenge. Clerics of Lady Mohin are skilled at  listen at doors, move silently and trickery.
Yuha (Offal One, He of The Mysterious Smells): Akaname god of filth and gross monsters. Not nearly as bad as he looks or smells. Clerics of Yuha gains a +2 bonus to save vs. disease and is immune to Nausea.

LANGUAGES
Differing human languages of the land can make things pretty difficult. So lets say the magic of the land more-or-less translates the differing languages based on race/species. So there will be the following languages: Draconic, Elemental Tongues (Air, Earth, Fire, Metal, Water and Wood), Celestial, Common (trade language), Henge, Infernal, Obake, Oni, Tengu and Yokai (Fey). If you would prefer a more varied selection of human languages, add Arabic, Chinese, Japanese, Maori, Spanish, Tagalong, Greek, English and any others you might prefer.

PEOPLES OF TSUCHI 
As this world is the place many lost ships have foundered over the centuries, the humans of the Western lands are a fairly diverse lot. Onto those shores have crashed Pirates (Chinese, Barbary, Caribbean, etc), Japanese fishermen, Polynesian Islanders, Phoenician Traders, Italian, Portuguese and Spanish Explorers, WWI and WW II soldiers (sailors, pilots, etc), Filipino people and African slaves from ancient times to more modern eras.
Though ethnically specific communities do exist, most of the human people of the Western lands have mingled over the years, and have mixed ancestry. The overall look is much like when Hollywood attempts at having a caste look ethnic enough to pass as being in a foreign country, regardless of what people in the intended country actually look like.

NON HUMANS 
All manner of Non-Human races exist in the Western Lands, with a few living, working and fighting alongside human residents. Whether or not humans and non-humans get along is a different matter. Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, and Halflings are not available as player characters. This is partly because creatures of traditional western fantasy-fiction come with their own flavor regardless of the efforts of writers to change them. Also, I want other options for players.
Most of the non-humans are actually different types of Kami (spirits) akin to the many gods of the land (see religion and clerics), and can be strange. Of the races I will allow, I am choosing ones that are fairly human in appearance and mentality, so they do not easily offend.
Details for creating player characters of these races require both the Blood and Treasure Players Handbook and the Blood and Treasure Keepers Tome (see here for details).
As a GM, I am allowing the following races:

Hanyo (Assimar or Tiefling)
Creatures born of a mingling of human and spirit-creature are about as common os Half-Elves in most campaign settings. The Hanyo always show some aspect of their mixed heritage, though in an Asian culture, this might take many strange forms. As a general rule, those of celestial heritage will look like exceptionally beautiful and graceful humans. On the other hand, those of demonic heritage will often appear ugly or with animal features (fox ears, tails, claw-like hands etc).
AASIMAR (Celestial Blood): Aasimar characters modify their starting ability scores as follows: Wis +1, Cha +1. They have darkvision to a range of 60 feet and can cast daylight 1/day and have resistance to electricity. Aasimar speak Common and might also know Celestial, Draconic, Elemental (Air or Water), Henge and Yokai. They can advance to 9th level in most classes, but have unlimited advancement as Clerics (Lawful), or paladins.
TIEFLING (Infernal Blood): Tiefling modify their starting ability scores as follows: Dex +1, Int +1, Cha -1. They have darkvision to a range of 60 feet. They can cast darkness once per day and have resistance to fire. Tieflings have a knack for moving silently. They speak common and might also know Draconic, Infernal, Elemental (Fire or Metal), Henge, Obake and Oni. Tieflings can advance to a maximum of 9th level in most classes, but have unlimited advancement as thieves of Ninja (Monk variant).

Henge (Hengeyokai)
Badger and Fox Henge
Henge are shapeshifting animals that can take on human or hybrid form. Such creatures are actually spirit beings (Yokai). Seven races of Henge are available as player characters, each with their own nature and culture, though all share a common tongue. Most Henge can and do live amongst humans undetected, though those with less pleasant animal and hybrid forms do so for dishonest reasons.
Henge live between worlds, having contacts with both the world of Kami (spirits/fey), animals and mortals. They can and do interbreed with humans, producing either Henge or Human children. They can also breed with normal versions of their animal side, producing animal or henge children. It is only when married to another Henge that they will always produce more Henge.
Details for character creation can be found here.

Oni (Ogre)
Oni is a term that comprises several species of giant-kin. These creatures are a race of creatures related to both kami and to man. They are hideous, gigantic creatures with sharp claws, wild hair, and two long horns growing from their heads. They are humanoid for the most part, but occasionally, they are shown with unnatural features such as odd numbers of eyes or extra fingers and toes.
The term Oni can refer to a fairly wide range of giant humanoid creatures such as Ettins, Cyclops, Hill Giants, Ogre Mages, Ogres and Trolls. All of these creatures (and other besides) can and do interbreed in this campaign setting and are considered Oni. Most of these races are not available as player characters, as they are too powerful and inhuman in caste (and they eat people). 
The only playable race of Oni are the Kimon-Oni. See below:
KIMON-ONI (Northern Ogre)
The Kimon-Oni or Kimon comprise the "common" populace of Oni. They resemble "regular" Oni, but have brown or red-brown skin and are more often Neutral than Chaotic. It is said that the Kimon-Oni are descended from mortals enslaved by the Ogre Magi in ancient times, and so they resemble men in demeanor to some degree. Kimon Oni are often found in the wilderness, but can occasionally be seen working as soldiers, bodyguards and even grunt laborers.
PLAYER CHARACTERS
Kimon-Oni modify their starting ability scores as follows: Str +4 (max. 20), Dex -1, Con +2, Int -2, Cha -2. They are large creatures, so must pay double the normal price for armor. Kimon-Oni have a natural slam attack that deals 1d6 damage. Kimon-Oni have darkvision to a range of 60 feet. They speak Oni. Their thick hides give them a +2 bonus to Armor Class. Kimon-Oni can advance as barbarians, clerics, fighters, sorcerers and thieves. Kimon-Oni cannot multi-class.

Half-Oni
Half-Oni are descendants of a Human and a Kimon-Oni parent, and so all of them are big and strong. Half-Oni look like particularly big humans, often having brutish or otherwise "ugly" features. Unlike Half-Ogres in most settings, a Half-Oni is far more likely to come from a mixed marriage, and so has had the benefit (or ill-luck) to be raised by both parents. Kimon-Oni are tough but good parents, but will usually encourage less than savory habits on their children.
PLAYER CHARACTERS
Half-Oni modify their starting ability scores as follows: Str +1, Con +1, Dex -1. They have darkvision to a range of 60 feet and a natural +1 bonus to Armor Class. Half-oni can speak Oni and Common and might also know infernal, henge or tengu. They can multi-class as cleric/fighters, fighter/magic-users and fighter/thieves.

Tuesday, October 14, 2014

The Polyester Road: Home Campaign Notes

The Apocalypse means something different to different people. But for those of us who soaked up a hearty dose of Cold War propaganda, Reaganomics and  70's and 80's pop culture, the Apocalypse is all about Adrienne Barbeau's cleavage, shoulder pads, bad dialogue, rubbery monsters and lots of hair gel. Which brings me to a nifty little game called "Mutant Truckers Of The Polyester Road," but as Polyester Road is way easier to say, I am going with it.
The Polyester Road campaign is a Beer and Pretzels RPG that uses the Target 10 game system. It is a post apocalypse game that is fully detailed in NOD # 12 (print or e-book). Though the official game uses its own setting, there is no reason why you cant use your favorite RPG system to emulate the setting. Mutant Future could easily be used for this setting, with only minimal changes.
The setting of The Polyester Road RPG melds Trucker and Biker culture with the post apocalypse comics, books and movies of the 60's, 70's and 80's. Ever game-world locale should look and feel like it could be shot (if a movie of TV series) on a back lot, in an abandoned factory, an off-shift reactor or along a lonely stretch of road. 
So get on your old hockey pads and glop on some hair gel. Its time to roll out!


THE SETTING (My Take Anyways)
Murica!
The Polyester Road takes place in an alternate timeline from our own, first diverging with the failed assassination of President John F. Kennedy. Instead of concentrating on the Space Race, technological advancements in robotics, super-soldier programs and PSI take place. A more heated Cold War ensues, culminating in a nuclear World War III in the fall of 1977. The Soviet Union nuked all of its primary and secondary targets in the U.S. (and vice-versa), obliterating civilization as we know it.
Now its the late 2070's, and the world has (mostly) gone back to a wild state, with most of North America being a primeval and often irradiated wilderness. Civilization is centered around isolated city-states and kingdoms scattered across the wilderness, each holding their own laws and customs. These towns and cities are at-best at a Renaissance technology (15th-16th century), interspersed with more advanced relic technology.
Across the remade landscape of post-nuke Murica stretches an important trade route called the Polyester Road. This road is central to cultural interaction through regions of the Murica connecting the East and West and North by linking traders, merchants, pilgrims, monks, soldiers, nomads, and urban dwellers from the great city of Kinston and its still-working plastic factories. 
Maintaining this route are Truckers, who drive ancient big-rigs and other vehicles along this and other routes, connecting the far-flung pockets of civilization. The road is lawless and often quite dangerous, and so tough, smart and brave men and women are needed. The vehicles are often so patched and modified through the efforts of post-nuke modern craftsmen that they are often a rolling mish-mash of patches, figurehead, armor plates and guns.

Character Sheet!

So in the days to come I will be posting some of my own thoughts and embellishments to the Polyester Road campaign setting. So stay tuned!

Friday, October 3, 2014

Grit and Vigor: Thoughts on Weird History and Science

Light German land ironclads in The Battle of Purleigh 1910
The Grit and Vigor game being devised by John Stater is all about the pulpy adventures of manly men from 1850 to 1959. An era of manly men doing manly things. Though over the top action and wild adventure are implied and encouraged, it is largely a historic and human-centric setting. However with that in mind, game-masters should never feel constrained by history and real-world events. As a lifelong student of history- I can assure you that most people don't know jack about history. Most people don't even recognize why they should care. So dont worry too much about it.

My Pulp Age setting for Grit and Vigor incorporates selected components of weird history. This attitude comes both from my love of penny dreadfuls, pulp magazines and the habit of publications of that era having no compunctions about mixing fact and fiction to boost sales. Everything from tales of bat winged moon men to the accounts of Spanish-American War Correspondents are all newsworthy, and might be real as far as the player characters (or other people of that era) are concerned.

So mixed with real history (or at least the history the establishment teaches us) will be a number of strange events, weird technology and other elements of the bizarre.

SCIENCE!
Science in the 1800's and early 1900's was the stuff of legends. New discoveries, theories and inventions were coming out all the time, and even common joes might invent or discover something extraordinary if they put their minds to it (this was before corporations and academics made a concerted effort to crush such free thinking and innovation). Society at large saw scientists much like the wizards of old. Imperious, mysterious and capable of almost anything.
In the world of The Pulp Age, bizarre chemicals, substances and devices are being discovered, re-discovered or invented all the time. However though such inventions are marvelous, they are mostly in the hands of secret societies, the super rich and-or the inventors who created them. So while death rays and Land Ironclads exist, they are not commonly bought and sold.
But still, with the many skirmishes across the Empire and in the Americas, the Good Lord only knows what devilish devices may be unleashed! Since the Martian Invasion of 1898 as well as interest in Lunar and Martian colonies grows, all manner of strange devices will be needed.


STRANGE MATERIALS
Below are some strange substances that exist in the Pulp Age. Most are only known of by specialists, scholars and the certifiably insane. Whoever has access to these items, they don't share their secrets with the rest of the world. This list is far from exhaustive.

Apergion [Across the Zodiac by Percy Greg]
An antigravity substance with enough power to propel a ship from one planet to another. In the story, the actual use of Apergion is a bit vague, so I would call it a fissionable fuel of some kind. Perhaps the source of the "M-Force" used in The Honeymoon in Space by George Griffith.

Cavorite [The First Men in The Moon by H.G. Wells]
This amazing alloy is not affected by the force of gravity, it can also shield other materials from gravity. It was named after its discoverer, Dr. Cavor. In the Pulp Age, this alloy is derived from the metals used by the Martian invaders, and is instrumental in building the larger sorts of Aeronef airships, Aether Ships and Land Ironclads. The secret of Cavorite is only available to British engineers and metalurgists.

Fleury's Gas [With The Night Mail by Rudyard Kipling]
Lifting and power gas in 'Aerostat airships. This substance is non-flammable, and has five times the lifting power of Hydrogen.

Vril [Vril, the Power of the Coming Race by Edward Bulwer-Lytton]
An extremely luminous compound which can be used as an energy source, a healing agent or a disintegrating agent. This substance is controlled almost exclusively by secret mystical societies who use it to develop what most would see as psychic powers or magic.


WEIRD TECHNOLOGY
These marvelous gadgets would all be game-changers if they were employed in large conflicts. Fortunately, their mass production was cost-prohibitive, so only a limited number were ever made.

Aeronef [Victorian/Edwardian Airships]
Small Aeronef
Heavier-than-air flying vessel, capable of hovering, supported mainly by rotating propellers, often aided by wings in horizontal flight. These are effectively Victorian/Edwardian era helicopters, generally in the shape of a water-going ship. Generally speaking, these vessels function like a cross between an Ironclad and the V-22 Osprey. While some governments and private inventors use these vehicles, they are generally considered too difficult to maintain.

Aerostat [Air-Ships]
Steerable lighter-than-air flying vessel supported by gas-bags or balloons, e.g. a dirigible. Of all the devices mentioned here, the Aerostat saw the widest practical use in the eyes of the common man. Most of these ships use either Helium or Hydrogen as a lifting agent, with a rare few having access to Fleury's Gas for greater lift.

Automatons [Automata]
Automatons are robots that generally resemble mobile water-heaters or other machines. Some are simple toys or useful gadgets, while others are veritable robots that meet or exceed the abilities of modern analogues. The more sophisticated use specialized Babbage Engines as brains, with most being about as smart as a dog. Some are extremely sophisticated, and are as intelligent as a human, but this is very rare. Automatons are only used by the very rich and inventors, as they are dreadfully expensive and require constant maintenance.

Babbage Engine [Difference Engine]
These are computers, only using clockwork rather than magnetic processors. The original Babbage Engines were the size of a printing press and weighing over a ton. However as things progress, these devices are now the size of a typewriter and merely about 200lbs. These devices are very expensive, and require regular maintenance.

Land Ironclads [Tanks]
Effectively super-tanks the size of battleships. These juggernauts were originally used in the Second Boer War, and were devastating against human targets and fortifications. These vehicles vary in appearance and size, but all are BIG, loud and belch smoke like a mobile factory. It is hoped that these mobile weapons will be of use agains Martian Fighting Machines if the invaders are to return.

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