Showing posts with label Pangea Ultima. Show all posts
Showing posts with label Pangea Ultima. Show all posts

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.

NEXT
Clerics and Religion. Several monsters. And much more!

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