Friday, February 15, 2013

Pangea: Races

The land of Pangea is savage, and haunted by many dangers. Great beasts, wild spirits, and ancient evils all lurk right around the corner. And so the people of this world need to be rugged, versatile but still essentially human (or human enough). So below are the three primary races of player characters of Pangea. There are other intelligent races, who will be detailed in later posts, but the ones below are the most organized and human friendly in the central campaign region.


Adamu (Humans)
The Adamu are a versatile, and widespread people who can be found in a number of different colors and shapes. In the Middle Lands of Pangea (the beginning campaign region), the Adamu are a predominantly brown-skinned people, with dark-brown to black hair and dark eyes.
Adamu culture is usually based around families, clans and towns and city-states which are ruled by a council of wealthy elders. City States are ruled by ruling families who preside over a council of city fathers. Though laws among clans, towns or nomadic bands are usually simple, those in the city-states are a bureaucratic nightmare, with bribes, corruption and betrayals being common. A wise man steers clear of the law in the city.
The Adamu of Pangea are at the late Bronze Age/Early Iron Age of development. Houses are timber and stone, with nomads using hide tents supported with reed and bone.
In the past hundred years, the rise of the Church of Heaven has united a number of Adamu clans and city-states under a New Religion. This faith reveres the gods of the sky, the Sun, the Moon (more on this very soon!), The Starry Sky and other luminous lords and ladies. This church, centered in the Holy City of Meru is the greatest unifier of the Adamu that Pangea has seen in many ages. What the bodes for the future is anyones guess...
Adamu are rolled up as Humans as per the rules in Blood and Treasure pages 3 and 4.


Dakkati (Neanderthals)
The Dakkati are an ancient people who dwell in the wild mountains and in cold lands. They are renowned hunters, survivors and regarded as nearly magically skilled at working stone, bone and ivory. Dakkati are considered short by Adamu standards, ranging between five and five and a half feet in height, but very stocky and with thick bones.
Dakkati are a softly spoken people with a great love of nature, stories, music (particularly the bone flute) and family. Hunting, herding, beekeeping and stone-working are major parts of their societies, and so the more nature oriented classes are favored. Druids and storyteller Bards are the central religious leaders and primary spellcasters of the Dakkati. Other, more modern religions and magic users (such as Clerics) are deeply distrusted. Among the Old Gods  Uta the Bear Mother is deeply adored, with Druids and Adepts presiding over services to this "Bear Mother".
Dakkati prefer stone settlements, particularly ones with underground levels. In the mountains, Dakkati will build clan holdings incorporating cave networks and adding on with additional stone and earthworks. Though rough-hewn, these dwelling are always snug and surprisingly comfortable and clean. Most Dakkati prefer stone, bone and horn weapons, though some are starting to trade for metal weapons and tools.
Dakkati modify their starting ability scores as follows: Str +1, Con +1, Cha -1. Dakkati have a knack for survival. Dakkati speak their own unique clan language and might also speak Common, Giant, Terran or Troglodyte. Dakkati may advance in any class, though they prefer nature oriented classes. Dakkati can multi-class as druid/bards, druid/fighters, fighter/magic-users and fighter/ thieves (scout).


Kabiri (Meganthropus)
The Kabiri are a race of hairy giants who dwell in the hills and mountains. They are kin of the great Giants, though this relationship is strained at best, with only Hill Giants, Ettins and other brutish giant-kin having any sense of kinship with the Kibiri.
When standing fully erect, an adult Kabiri stand from eight to ten feet in height on thick, short legs. Their powerful arms are slightly longer than their legs, this along with their brutish jaws and low brows give them an ape-like appearance.
On their own, Kabiri are a tribal people, having family bands centered around a grand matriarch. These clans live in the harshest wilderness, living in near constant conflict with large predators and harsh conditions. Because of this, Kabiri admire strength and endurance over intelligence.
Magic is greatly feared among the Kabiri, with only the wilder sorts of Druid and Adepts existing as spiritual leaders in their communities, though more often than not such Kabiri mystics live alone. Kabiri worship fierce gods of the wilds such as Oanoe Razorfang, Kuvana Mountain Mother and Uta the Bear Mother, and have little use for the Church of Heaven.
Kabiri are a stone-age people, stealing, trading or even earning better made equipment and weapons, though they often take some time to learn how to properly tend to such items. As they produce nothing worthy of trade, Kabiri clans often sell their services as mercenaries in return for quality goods, food and a chance to see the wider world.
Kabiri 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. Kabiri have darkvision to a range of 60 feet. They speak Giant, but smart Kabiri often speak Common or other local tongues. Their thick hides give them a +2 bonus to Armor Class. Kabiri can advance as barbarians, druids, fighters, thieves and fighter/druids up to a maximum of 7th level.

Tuesday, February 5, 2013

Sword and Sorcery Music To Game By

As a game-master, I LOVE having music going in the background while planning and running a game. This helps set the mood of the game as well as to inspire players to be heroic in their portrayal of the characters under their control.

And so below are five tracks from seven fairly different bands. Each is excellent for setting a mood for a good game, and a few of them have some AWESOME cover art.


Hyperborea - chrysalis


Fairyland - Score to a New Beginning 

Tangerine Dream-Sorcerer 

Wolf People - Castle Keep


Serenity - Engraved Within

Thursday, January 31, 2013

Pangea: A Blood & Treasure Campaign Setting


Pangea
Pangea is a world that I will be detailing for use with the Blood and Treasure Fantasy RPG. This is to be a Sword and Sorcery setting that will borrow liberally from my favorite books, comics and movies that can be shoe-horned into the setting. It will be a primordial world, filled with ancient beasts, decadent cities and wandering barbarians. I make no attempt at historic accuracy, relying instead upon the Rule of Cool.
The map above is merely the black-and-white beginning. Color, details and lots of regional info is to come.

The World
The world of Pangea is largely unexplored (by humans). Soaring mountains, teeming jungles, and wide plains cover the land and the seas are vast and deep. The warmer climes host dinosaurs, huge insects and wild tribes. The colder lands are home to a wide range of mega-fauna mammals
Smaller and more modern animals do exist, and are found in many of the climes they are today. Such animals are usually a more feral variety (wolfish dogs, and smallish shaggy horses for instance), but are recognizable.

Society
Most of the peoples of Pangea live in wandering tribes, small kingdoms or city-states. Technology varies from stone age to iron age in development, with some noticeable jumps due to the use of magic. People will be as varied as they are today, though with a larger number of adventurers.

Races
The Blood & Treasure RPG suggests a number of humanoid races for play. Most of the people of Pangea would react to seeing an Elf or Dwarf much like they would to seeing a ghost, as magic and clearly non-human races are widely feared (and for good reason). So none of the standard fantasy races will be available for play. Rather than using differing races, Pangea will have a number of Human-kin races, with only a small number of non-humans (NPC's). I will post an article on these races next week.

So stay tuned! MUCH more to come!

Friday, January 25, 2013

Projects and Things To Come

Loads going on behind the scenes here at Random Acts Studios. And though I have some really tasty material to post soon, it will have to wait until next week to be posted. So to tide you over I present the following image:
Have a drink. Its delicious!
This illustration will be gracing the inside of an adventure being put out by Brave Halfling Publishing. This illustration will be a part of the delightful Dagger Kids RPG series, which I highly recommend. This marks the beginning of an excellent relationship, as I will be working on some really neat projects with these folks in the near future.

Coming soon will be a basic campaign setting for the Blood & Treasure Fantasy RPG, as well as info on my home Mutant Future campaign. So stay tuned!

Friday, January 18, 2013

Blood and Treasure

Recently I got my hands on a copy of a delightful game called the Blood & Treasure Fantasy Role Playing Game by the talented John Stater over at The Land of Nod blog. The game makes use of the D20 OGL, using much loved material from earlier editions of Dungeons and Dragons.
HOWEVER, Mr. Stater does not just make another addition or re-hash of earlier work. Rather Blood & Treasure is a brand new game inspired by favored aspects of those earlier works. The game uses the basic D20 mechanic used in D&D 3+, but streamlines the whole thing into a form that can quickly get you to the action.
Character creation and gameplay is quick and easy to understand. However, this version of D&D retains the deadly aspects of earlier editions. MONSTERS WILL KILL YOUR CHARACTER. No easy healing or rest periods here. Anyone looking to enter the life of an adventurer is in for a rough (but potentially rewarding) time.

For further details, downloads and other info of gameplay etc, go HERE.

Things to Come
After reading the game book, I find the need to put together a game. And after a quick look-round it looks like I have some interested gamers looking to try their mettle on Blood & Treasure.
So because I delight in world building, map-making and tinkering around with settings, I will be putting together a game-world that will use the Blood & Treasure rules. I will be posting art, maps, monsters, gods, peoples and other assorted tidbits.
So stay tuned!

Thursday, January 10, 2013

Atomic Dawn: GMK Series Mecha

The GMK series Mecha is a type of general-purpose engineering vehicle left over from the Transgenic Wars. The GMK series were used to construct and maintain everything from remote outposts to space platforms as well as harvest resources. These vehicles are still used by Utopian Domes, CostMart and Copernicus City on the Moon. The Alamo Empire has purchased a number of these units from CostMart, which are used to maintain levies, dams and other major works of engineering, and (occasionally) combat. The Guild of Engineers makes great use of these devices.
As a robot, GMK units are simple laborers capable of doing only what they are explicitly instructed to do. However, these devices are equipped with a cockpit large enough to accommodate a human sized pilot. Once inside the GMK is capable of doing whatever the pilot is capable of, and attack based on the pilot's ability. 

Hit Dice: 10
Frame: Biomorph
Locomotion: Legs (2)
Manipulators: x2 Claws
Armor: Duralloy (AC 3)
Sensors: Class III
Mental Programming: Programming
Controls: Basic Controls (joystick and foot paddles)
Accessories: Air Filters, Fire Extinguisher, Tool Mount (in tail), Robot Repair Unit
Weaponry: Claws: 10d6 damage each

Air Filters: When housing a pilot, the GMK initiate the filtering of all air, completely removing all toxins. As a result of the filtration process, the insides of the suits tend to smell like ozone. No gas, scent, or airborne toxin will affect a person inside the armor. If the suit runs out of electricity, there is enough oxygen inside for 3 days of regular breathing. The filters will keep out any toxic substances even when the suit has no power.

Basic Controls: Basic controls are simple joysticks and foot paddles, with a set of screens (for enclosed cockpits) or HUD displays (for windowed canopies). This control system is basically an elaborate video game system, and the pilot lacks the reaction speed and fine-point manipulation found with more advanced controls systems. Pilots have to move or attack in a round. 

Further information regarding Mecha in Mutant Future can be found here

Friday, January 4, 2013

Atomic Dawn: The Guild of Engineers


"Hey look, buddy, I'm an Engineer. That means I solve problems. Not problems like 'what is beauty?', because that would fall within the purview of your conundrums of philosophy. I solve practical problems." -The Engineer, Team Fortress 2
Alias: Gearheads, Grease Monkey, Builders Guild, The Guild, Mechnicians
Group Goals and Beliefs: The Guild of Engineers is an organization of architects, mechanics, chemists and related technicians dedicated to applying the scientific knowledge, mathematics and ingenuity of the ancients to develop solutions for the technical, social and economic problems found in the post apocalyptic world of Atomic Dawn. Guild Engineers have a pseudo-religious adherence to The Applied Sciences, which are taught to them through apprenticeships from an early age. This makes them into human repositories of ancient knowledge, and among the most valuable (but often irritating) people to have around.
The Guild is comprised primarily of Pure Humans, though a large number of Mutant Humans can also be found as members. Androids are rarely Guild Engineers as the higher ups of the Guild see them as machines rather than people.
Identifiers: All Guild Engineers have the symbol of their Guild tattooed somewhere on their person, typically the arm or forehead. As they are brought up to be very serious about technology and caring little for personal appearance. Guild Engineers wear serviceable clothing like coats, robes and tool belts with little ornamentation. Men and women keep their hair short or even shaven altogether.
Guildhalls are always solidly built and well-lit, utilizing the best materials and innovations available in the region. These buildings are almost always austere, with few adornments that are not primarily practical in nature. These Guildhalls always have significant areas functioning as labs, workshops, libraries and classrooms, with close dormitories for those Mechnicians who live at the Guildhall.
Group History: The Guild grew out of the efforts of engineers who survived the Apocalypse and tried to hold on to the sciences of the ancients. To maintain or even rediscover and reinvent the ancient devices of the past requires a great deal of dedication and study, and cannot be “figured out” for very long before it is lost forever.
Game Information: Guild Engineers are a valuable resource in any land, as these serious men and women can transform a shabby town into a clean and efficient society in a short period of time. However they are not the easiest people to like as a whole, being stern and extremely serious people. Guild Engineers have an almost monastic feel, living separate lives from their neighbors and keeping to their studies.
Within the ranks of the Guild of Engineers are the Four Branches or Four Schools, one of which a Engineer must belong. All technology rolls regarding this specialty gain a +20% to identify, use and repair the device. A list of Guild Specialties. These branches are;
Chemical: Chemical Engineers convert raw materials into more useful or valuable forms. In the era of the Atomic Dawn, Chemical Engineers contribute to the "chemical" industries such as ore testing and refining, metalworking, production of gunpowder, ink, dyes, paints, cosmetics, leather tanning, ceramics, glass manufacture, preparation of extracts, liquors, and so on.
Civil: Civil Engineers comprise the design, construction, and maintenance of permanent structures such as buildings, roads, mines, bridges and the like. Civil Engineers are masters at salvage and related waste management, finding new and better ways to get the most use out of damaged or broken devices, structures and systems.
Electrical: Electrical Engineers are dedicated to the study and application of electricity, electronics and electromagnetism. Electrical Engineers also work with computers (hardware and software), telecommunication and robots.
Mechanical: Mechanical Engineers comprises the design, analysis and usage of heat and mechanical power for the operation of machines and mechanical systems. Mechanical Engineers are those who they study, repair and build all manner of mechanical marvels and vehicles.

Engineers in Mutant Future
The Guild of Engineers is an excellent source of NPC's or PC's who are particularly tech-savvy, but do not have all of the answers. Engineers are an excellent source of assorted technology and specialized knowledge. In my home campaign of Atomic Dawn, the Engineers operate salvage and gadgeteering shops, brew ethanol, make gunpowder and supply a wide range of minor gizmos. So they are an excellent source of adventure, as their need for exotic materials, information, and salvage brings them to hire adventurers.
Engineers can also be an excellent source of more exotic technology such as airships, cybernetics or the like. Mutant Lords are urged to come up with all manner of wild mechanical marvels that might be created by Engineers. I suggest the following special items:

Airship (Blimp)

These are small, semi-rigid airships with an enclosed gondola, multiple internal balloonets and a steering system. These vessels are 100 feet long and 35 feet in diameter. Aiships are powered by ethanol engines, though some advanced models make use of solar cells or more exotic power sources. Some variations of these vessels are made with advanced materials for the balloon, and additional devices.
Though expensive to make and fuel, an Airship is an excellent way to get around the turbulent post-apocalyptic world of Atomic Dawn. These vessels have sealed gondolas, and so are able to fly as high as 9000 feet, well above the limit of most flying mutants.
Required Crew: 2
Top Speed: 55 mph
Cargo: 2000 lbs
Structural Hit Points: Balloon 20 Gondola 40
Armor: Balloon 6 Gondola 4
Weapons: None initially

Bicycle
Modeled after modern day mountain bikes, these vehicles allow a character to travel over rough terrain and at considerable speed. These bicycles have solid rubber tires, have a single speed, and are heavier than modern version, but more durable. Bycycles cost 10 gp and allow a character to double his or her movement rate over more-or-less level ground. DEX checks are required to handle rough terrain.

Cybernetics
With the many harmful mutations and sources of injury running rampant across the Mutant Future, the need for corrective and enhancing cybernetics is great. Still, the process of implanting cyberware is dangerous and daunting, and will be expensive, often done in trade for services.
For Cybernetics Rules, I recommend the Apocalypse Tech Report from The Savage Afterworld. Other systems are out there, but so-far I have found this to be the most balanced.

Friday, December 21, 2012

Decapodians

No. Enc.: 1d4
Alignment: Lawful
Movement: 90' (30'), swim 150' (50')
Armor Class: 4
Hit Dice: 9
Attacks: 2 (2 pincers)
Damage: 2d6/2d6
Save: L12
Morale: 7
Hoard Class: III, IV, IX, XXI
The Decapodians are a race of sapient, lobster-like creatures from Decapod 10. Like lobsters or crabs on Earth, Decapodians have no bones. Instead they have an exoskeleton—a hard, chitinous shell which gives their body the rigidity needed to move about. They may vary in colour from pink, red, or brown, and all hues in between. They have claws instead of hands and feet, and have a row of four small finger-like flaps that cover their mouths. Decapodians are very strong, and their claws are sharp enough to cut steel bars and similarly hard things. Decapodians are cold-blooded, the blood appears to be light purple in color. When in danger, a decapodian can spray a 20’ radius cloud of black ink to obscure its escape. This defense is only truly effective underwater, as online it only manages to make a mess rather than an effective defense.
Decapodians are a species that can survive in or out of the water, though they prefer hot, damp environments and despise the cold. These creatures have taken up residence in the coastal seas where they harvest sea life for food, and conduct medical and genetic experiments upon Earth life-forms. It is believed that a number of the aquatic monsters and races of the Mutant Future are the result of Decapodian experimentation. Cephalapoids and Fishmen are often found in large numbers near or around Decapodian controlled regions.
Mutations: Bizarre Appearance (all non-aquatic creatures find them disturbing), Natural Armor (heavy), Pain Insensitivity, Xenomorphism (Gills), plus 1d4 Mental Mutations.

Decapodian (Race)
Hit Dice: 1d6 per point of CON
Mutations: Bizarre Appearance (all non-aquatic creatures find them disturbing), Natural Armor (heavy), Pain Insensitivity, Xenomorphism (Gills), plus 1d4 Mental Mutations.
Decapodians are an alien race from the distant world of Decapod 10. Decapodians are essentially humanoid crustaceans, they have an exoskeleton shell, claws for hands, four seemingly prehensile appendages above their mouths and no hair. They аlso possess a fin-like crest that appears when they are enraged or aroused, as well as an ink gland similar to the Earth octopus. They are capable of breathing air and water, so in the rare event that they retreat, they will often head toward the nearest body of water. They walk awkwardly on land (at 90’ (30’)), but are natural swimmers (150' (50'). They have an extremely tough exoskeleton and powerful claws that deal 2d6/2d6 damage, and are able to cut steel bars and similarly hard things.
Decapodians are generally disliked except among each other. They are odd, smell unpleasant, and have a habit of trying to eat anything organic they come upon. Despite this, most Decapodians are decent and friendly beings who go out of their way to be helpful. However, if angered a Decapodian is a relentless and dangerous enemy, capable of shrugging off all but the deadliest attacks.


Decapodian Technology
All Decapodian technology is at least partially alive, and shared some features in common with sea life.However, Decapodians do not share a sense of aesthetics with most humankind, and their devices look weird or even frightening to Earth beings.

Decapodian Sedan

The Decapodian Sedan is a versatile vehicle designed to carry passengers across all types of terrain. The Decapodian Sedan resembles an automobile, but instead of wheels possesses crab-like legs that are capable of moving at considerable speed. These vessels can travel across wasteland, rocky hills, sand, swamp and even along the bottom of the sea.
Since coming to Earth, Decapodians have been using these vessels to explore the seas and coast. The arrival of these crab-like vehicles has caused quite a stir in those who have not seen them before. Decapodian car salesmen are beginning to make themselves known, selling these vehicles for a mere 1,000gp (or equivalent weight in Krill).
Required Crew: 1
Top Speed: 125 mph
Cargo: 3 passengers plus 500 lbs in trunk
Structural Hit Points: 40
Armor: Advanced Ceramics (AC 4)
Weaponry: None

Decapodian Warships 
The Decapodian Warship resembles a giant metalic lobster. Its weaponry consists of a disintegrator cannon and its massive claws which are capable of shredding star-ship hulls with startling ease. As with all Decapodian technology, the Warship is capable of operating in space and in the deepest ocean.
These vessels have been seen flying over coastal waters, usually about to submerge or taking off from an underwater location. It is believed that underwater caves house hangers for these vessels, connected to similarly hidden bases. 
Required Crew: 10
Top Speed: 600 mph, swim 300mph, crawl 250 mph
Cargo: 10 passengers plus 2,000 lbs. freight
Structural Hit Points: 400
Armor: Decapodian Composite (AC -2)
Accessories: Class V Sensors, Comm Unit, Inertial Inhibitor, Hyperdrive (Plane Shift), Robot Repair Unit
Weaponry: Two Claws: 10d6+12 damage each, disintegrator cannon (10d10+)

Mobile Oppression Palace (MOP)
The Mobile Oppression Palace is used by the Decapodians as a mobile base or operations and a massive war machine. A Mobile Oppression Palace can function in any environment, from the airless void of space, to the deepest seas. While moving in water, the MOP moves at twice its land speed, allowing it to traverse the deep swiftly.
The interior of a Mobile Oppression Palace should be treated as a small fortified town, having multiple floors, rooms and encounters. The palace itself will be well stocked with equipment, weapons, and specialized gear for aiding the aliens in their efforts on Earth. Guards, guardian beasts and robotic servants will all be in great abundance.
Required Crew: 40 (max. 61)
Top Speed: 30 mph, swim 60 mph
Cargo: 72 passengers plus 8,200 lbs. freight
Structural Hit Points: 600
Armor: Decapodian Composite (AC -2)
Accessories: Class VI Sensors, Inertial Inhibitor, Robot Repair Unit
Weaponry: Two Claws: 10d6+12 damage each. Twelve missile launchers in four batteries of three each (two batteries forward, two aft, located dorsally and ventrally), see Mutant Future Page 121 for damage and range.

Thursday, December 13, 2012

Atomic Dawn: Corvitas

Corvitas
Corvidus 
Population: 8792
Economy: Opium, rice, slavery, gladiatorial games
Government: Earldom
Militia: 87 (muster 439) not including the Earls personal troops.
Total Gold: 10300999gp (11715gp limit)
Corvidus is a small city in the Duchy of Naark. The city is situated along the Orange River, connecting it with both the Udson River to the East, and on a direct river route to the city of Naark. A prosperous but uncomfortably quiet city, Corvidus is focused primarily around the cultivation of rice and opium. Earl Ulysses Corvidus rules over this region with an iron fist, using Canisoid and mercenary guards to patrol his lands with brutal efficiency. 
The city is a jumbled collection of buildings made of wood, plaster, stone and brick with the wealthier areas being made from concrete and stone. Earthen streets are the norm here that quickly turn into mud at the slightest provocation. Wooden walkways and planks are commonly used to traverse the swampier regions. Litter-bearers, slaves and pack animals are preferred over wheeled vehicles (which get stuck).
Places of Interest
The city is full of interesting places, people and things, and adventurers are urged to explore. Some interesting places are: 
Arena: Where the locals let their hair down to enjoy bloody spectacles. Races, boxing, athletic competitions and bloody arena bouts are regular occurances with truly gruesome events on holidays. 
Bog Town: Bog Town, or "The Bog" as it is know by the locals, is the lowest and swampiest area of town. The buildings are made of wood and plaster, and crammed together. The Bog is where the majority of the cities slaves and poor live, and it is a good place to disappear.
Bog Town
CostMart: This is a standard CostMart and not a superstore, but is still very popular. The store is situated right across Main Street from the Great Market, much to the frustration of the local merchants.
Fish Head: This area south of the river hosts a daily fish market. Fish Head also has the largest number of taverns, inns and brothels in the city.
Fixit Bridge: This is the name of both the bridge itself and the iland in the middle of the Orange River. This is where assorted machinists, and gadgeteers sell their services. The island hosts several machine shops that cater to river travelers. The bridge is host to numerous shops that often overhang the street forming a dark tunnel through which all traffic must pass.
Fort Judd: This fortress overlooks the western edge of town and guards the river trade between Goshen Swamp and the Udson. Captain Swift is in command here, and leads the town militia. The Fort has a small barracks and a large jail.
Great Market: The Great Market is a large (mostly outdoor) market where all manner of produce, livestock and ever slaves might be bought and sold. It is a loud, boisterous place. 
Our Lady of Shadows Church: The most prosperous church in town, dedicated to the infamous St Death (see Religions) and presided over by Bishop Ashmen, four priests and a dozen warrior monks. Walking Dead guard the church, but are trained to not harm the clergy. The Earl himself is a great admirer of the Saint, and attends services regularly, though he has an ornate shrine in his home.
St Fiacre Abbey: This monastery is located outside the city walls, near the opium farms and is dedicated to the patron saint of mutant and medicinal plants. Abbot Ran Greed and the monks and nuns (10 each) tend to the spiritual needs of the laborers and slaves. The Earl considers them useful for keeping the workers quiet. The Abbey itself is a cluster of wooden buildings surrounded by a wooden palisades.

Friday, December 7, 2012

Atomic Dawn: Androids

Androids are a major player race in Mutant Future, and in my home campaign of Atomic Dawn, Androids are associated with several major powers. They are tough, versatile, and all of them have mutation-like powers that can easily raise them to superhuman levels of ability. But as characters, androids offer some very interesting role-playing opportunities. Though made on an assembly line, or grown in a vat, androids have minds. They think, hope and dream, and often consider their role in the universe more thoroughly than do human beings.
Androids in Mutant Future can be clearly mechanical to so human like that even they may not realize that they are artificial beings. Basic Androids are basically really advanced robots, Synthetic Androids are beings made from synthetic flesh and (milky-white) blood, much like Bishop from the Alien Franchise. Replicant Androids are bio-engineered creatures who are indistinguishable from naturally born persons who live for a mere five years. 
In my home campaign of Atomic Dawn, androids are not always dug up from ancient sites, but are still being made by certain groups. And though these groups are themselves quite sophisticated, the androids themselves are almost always left out of the loop.
In my home campaign, androids come primarily from the following sources:

CostMart

The manufacturing giant CostMart has continued to exist even long after its creators have been burned to ash. Now this super chain of stores and manufacturers continues to produce abundant but lower-quality goods for sale in its many stores, superstores and mobile kiosks. 
As an organization run and staffed primarily by androids, it is the largest producer of androids in Merica. Replicants form the bulk of androids that work for CostMart (as they die before promotion is a possibility), though a large number of Basic and Synthetic models are also produced.
CostMart adroids come in all shapes and sizes, and are often hired out by the corporation for a wide range of uses (see models below). Others leave the corporation for the sake of adventure, or in an effort to represent the companies ideals to the wider and wilder world.

C.A.R.S.O.N.
The A.I. known only as C.A.R.S.O.N. (see Map) is known to command a large number of Basic androids and apparently has the capability to build and supply a veritable army of them. Thankfully this Greater A.I appears to be uninterested in conquest, but is rather interested in researching the many strange beings found in the age of the Atomic Dawn. 
Androids in service to C.A.R.S.O.N. are usually on fact-finding missions, seeking out some obscure facts or seeking to educate the often ignorant denizens of the blasted lands. Most have a military look about them and all are educated in the ways of warfare.

Android Models
Androids have and are constructed for a wide variety of functions, and though many are "generic" models with no particular function in mind, different “models” of androids exist with ability ranges might differ. Some sample models of android are presented below.

Diplomat (Face)
Created as assistants, salesbots and assorted forms of entertainer (ahem), diplomatic androids are the most human-friendly androids you are likely to meet. All are physically attractive, charming and intelligent, though most are not buit for hard use.
+1 INT, +2 CHA, -1 STR and -2 CON
Recommended Powers:
Physical: Fragrance Development,
Mental: Empathy, Intellectual Affinity (Trade), Mental Barrier, Neural Telepathy, Precognition, Quick Mind

Labor
Used primarily in factories and mines, labor androids are built for endurance. Labor androids are heavily built, physically strong and made to survive in harsh conditions. They are not built for social interation however.
+2 CON, +1 STR, and –1 INT, -2 CHA
Recommended Powers:
Physical: Density Alteration (Self), Energy Retaining Cell Structure, Epidermal Photosynthesis, Gigantism, Increased Physical Attribute (CON)
Mental: Accumulated Resistance

Soldier
Soldier model androids were and are used in military and law enforcement roles. Soldier androids are always powerfully built and clearly made for battle. Soldier Androids are usually simple (not stupid) and prefer head-on solutions to situations.
+2 STR, +1 DEX, and –3 INT
Recommended Powers:
Physical: Increased Physical Attribute (STR or CON), Natural Armor (Heavy), Night Vision, Regenerative Capability
Mental: Ability Boost, Force Screen

Scout/Recon
Built to be fast, quiet and perceptive, scout androids are lightly built. Many are slim and some have shapeshifting powers allowing them to blend in with organic creatures. Many scout androids find work as assasins, advance soldiers and monster hunters.
+1 STR, +2 DEX, and -3 CHA
Recommended Powers:
Physical: Chameleon Epidermis, Increased Sense (Vision, Hearing), Metamorph, Quickness, Regenerative Capability
Mental: Know Direction

Technician (Tech-Droids)
Built to manufacture and maintain the miraculous machines of the Ancients, Technician androids are greatly prized. Tech-Droids are seen as almost magical beings who have access to arcane lore (not far from the truth), with many setting themselves up as wizards and asking exorbitant fees. 
+3 INT, -1 STR, -2 CHA
Recommended Powers:
Physical: Dwarfism, Increased Sense (touch)
Mental: Intellectual Affinity (Tinkering), Neural Telekinesis, Night Vision, Quick Mind


Android Equipment
Equipment designed specifically for the use of androids is typically no-frills and plain to look on, but resistant to harm. Many of these items are designed to link up with an androids power core and powers, and so are not normally usable for non-androids. 

Necron Series Environment Suit
Environmental suits designed for the use of Basic and Synthetic androids. Necron suits are favored by CostMart android operatives, but can be purchased by independent androids for a nominal fee of 250gp. 
These bulky jumpsuits are made of reinforced Ballistic Nylon (AC 4) and have numerous pouches and pockets, allowing for the wearer to carry 10 pounds of goods while leaving his/her/its hands free. When worn by a Basic or Synthetic Android, Necron Armor grants the following: 

Night Vision Goggles allowing the wearer to clearly discern heat
sources in the dark as the mutation thermal vision to a
distance of 240’.
Complete protection against gases and other airborne contaminants.
Complete protection against radiation classes 1-5, treating the class of radiation as if it is 5 lower. The suit will alert the android of the presence of radiation with an internal pop-up on the suits goggles.


Tuesday, December 4, 2012

Atomic Dawn: The Duchy of Naark

The Duchy of Naark (My Campaign Setting)
The Duchy of Naark is a large independent kingdom that has loose connections to Alamo Empire, though is not beholden to the Empire in any way. The Duchy does not share the Empires harsh views on Mutantkind, but does contribute to the slave trade by capturing and selling dangerous and unstable mutants such as The Irradiated or Pigmen.
Naark encompasses what remains of South-Eastern New York, and a bit of New Jersey (as this is a "sandbox" game, the characters may wander as they wish). The sea has risen 100ft from our present state, gobbling up the coast and widening the Udson (Hudson River) into a significant outlet to the ocean.
In the age of the Atomic Dawn, this region is thick with forests, swamps and waterways dotted with small city-states and petty kingdoms. Some notable places are:
Corvitas: A prosperous city that makes its living with the growing of rice and opium. Earl Ulysses Corvidus rules here, and is a great fan of the politics of the Alamo Empire. Though a tyrant, the Earl keeps an orderly city, and is widely respected.
Indun: Techno-Dome guarded against outsiders by impressive guardian robots. The inhabitants are virtually never seen, though occasionally a "tourist" will venture out from the dome to sample the fleshy, dangerous delights of Naark.
Goshen Swamp: This swampy region is west of Corvitas, and is the lair of outlaws and monsters. The edges of the swamp are dotted with rice paddys and Rice paddy's and a monastery dedicated to St Fiacre (see Religions) can be found along the northeastern edge.
Naark: The seat of the great Duchy of Naark, and a bustling trade center and port. The city is quite large by present standards (the only real city in the area by our standards), and does a brisk trade in salvaged goods, slaves, and steamships.
New Keepsie: A large fishing town along the banks of the Udson. This town is well known as an excellent builder of ships, particularly sailing vessels and fishing pontoons.

Races
Though all of the standard Mutant Future races can be found in Naark, Pure Humans and Mutant Humans are predominant. Pure Humans are the ruling class in the larger settlements, with mutant humans forming the bulk of the citizenry.

In my campaigns I use:

Mutant Future Rulebook: This awesome product is available as a free download from Goblinoid Games. Or if you wish to support this product, you can purchase a print version for a nominal fee (hint-hint).

The Apocalypse Tech Report: An excellent resource for those looking for extra gadgetry to add to their campaign. I plan on making full use of the cybernetics rules presented here, though only certain sorts will be available for purchase from your neighborhood CostMart.

More to come!

DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...