Thursday, February 26, 2015

The Polyester Road: Thinking about Murica!

Murica!
After talking with some local gaming buddies, it got me pondering the Mutant Truckers of The Polyester Road setting again. Its a great setting concept, and absolutely screams for house rules and the details that only tabletop gamers can generate. So I will be posting some additional tidbits and thoughts on the setting. 
Up above we have a map of the continent of Murica. I have concentrated on regions along the Polyester Road and several regions player characters are likely to wander. 

Critter Symbols
On the map you will see some symbols that look like the ones on the right. These represent regions where these creatures are plentiful. There will be further details concerning these creatures, including stats.


Tuesday, February 24, 2015

Mythos Space: Sawsnark Cruiser

The Sawsnark Cruiser is a type of Boojum, or Deep Space Swimmer. They resemble vast spiny fish to the earth-adapted eye. Their sides are lined with gasbags filled with hydrogen; and covered with vanes and wings. Their kind evolved in the high tempestuous envelopes of gas giants, and their offspring still spend their infancies there, in cloud-nurseries over eternal storms. When these creatures reach adult stage, they "skip" through Hyperspace, and into deep space. Many species of Boojum are regularly domesticated and adapted into living Starships, as these creatures can be induced to reshape their internal anatomy to accommodate passenger quarters and other starship accommodations. 
Sawsnark Cruisers are used primarily as patrol and pirate hunting vessels. They are typically armed with x2 Flame Cannons (8d10) as well as the creatures natural attacks (see below). Sawsnark Cruisers can produce both air and water for their crews as long as they have access to food and light. 
Type: Monstrous Beast 
Size: Colossal 
Intelligence: Low (3-8) 
Hit Dice: 70 (215 hp) 
Movement: [Space]- 3,000 mph, Ceiling Unlimited  ft., Climb 500 mpg; [Within a Gravity Well]- 500 mph, Ceiling Unlimited, Climb 100; Hyperspace X2.
Armor Class: 16 (DR 12) 
Attacks: Bite (4d10 + swallow whole) and tail slap (3d6)
Saving Throws: F3, R3, W3 
Special: Immune to cold, fire, disease, radiation, energy drain and poison, psychic power resistance 95%, regenerate 
Environment: Space or Upper Atmosphere
No. Appearing: 1 
XP Value: 15,000 (CL 33) 
Ship Stats: CP 4/50, WT 450 tons, Cost: $60,000,000.00
Boojum of all species can and will eat anything. Space rocks, comets, other space-adapted creatures, starships, etc. However they particularly love eating a mixed diet of metals, plastics and meat (such as crewed starships). Thankfully, most of these creatures are domesticated, thanks to the efforts of Gillie Biomechanics. 
Once per minute, the boojum can fire a focussed cone of electromagnetic energy that causes all targets to make a Reflex save (or Pilot Aircraft check) or suffer damage equal to the Boojums current hit point total. A boojum's armor-like carapace is exceptionally tough and reflective, deflecting all rays (magical or scientific). There is a 30% chance of reflecting any such effect back at the user; otherwise, it is merely negated. A boojum regenerates even if it fails a saving throw against an instant death effect. If a boojum loses a limb or body part, the lost portion regrows in 1d6 minutes. 

Friday, February 20, 2015

Mythos Space: Pulp Space Opera

There has been a Setting brewing here in the offices of Aaron Siddall Illustration and MythAdvocate Studios. One that I think a large number of you will appreciate. So far I am calling it "Dark Space" as a catchall, but sub settings and terms will likely spin off from.
Mythos Space is a science fiction setting set along theses that would fire the hearts of folks in the 1930's, 40‘s and 50‘s. Action, adventure, sexist pigs, gangsters, treasure, racist protagonists, and alien horror. It would be a space-going cosmos. With mankind reaching out into space, flying in atomic rockets. But it would not be a golly-gee sort of universe. The universe is haunted by alien intelligences, many of which are indifferent at-best to mankind.
A great many terms and elements will be drawn from the "Mythos" universe of shared weirdness by such authors as C.L. Moore, Clark Ashton-Smith, R.E. Howard, August Derleth and H.P. Lovecraft. However I will also be drawing inspiration from The Gaean Reach books by Jack Vance, Forbidden Planet, The Twilight Zone, The Outer Limits, and all kinds of weird sources.
The Dark Space Setting will include the following:

An Evil Space Empire (maybe more than one!)
Super-Weird Aliens (Starfish Aliens, Neglectful Precursors, Eldritch Abominations etc)
Atomic Rockets (Standard Space Fleets). 
Real Science (as well as not-real science)
Mega-Corporations 
Space Pirates 
And MUCH MORE!

As an RPG setting, I will be using the Grit and Vigor roleplaying Game by John Stater. John has been kind enough to allow me to see the playtest version of the rules, and this gives me more than enough to begin work on the Dark Space setting. 
So get into your space suit and grab your flame pistol, because we have a wide, weird universe to explore!


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, January 9, 2015

Pulp Age: Sarmak Martians

Sarmak (Martians)
Type: Aberration
Size: Medium
Intelligence: Genius (16-18)
Hit Dice: 4 (12-16 hp)
Movement: 10 (40 on Mars)
Armor Class: 16
Attacks: 4 slams (1d4) or Heat Ray (2d6 fire)
Saving Throws: F14, R14, W11
Special: Immune to bludgeoning weapons, resistance to cold
Psychic Powers: At will—Sensitivity to psychic impressions, mind link, suspend life.
Environment: Any
No. Appearing: Tripod crew (1d4)
XP Value: 400 (CL 5)

The Sarmak Martians are the Invaders that brought so much calamity to Earth in 1898-1901 (see here for details). These creatures live primarily in the Nodus Gordii region of Mars and are greatly feared by the other peoples of the Red Planet. The Sarmak Martians are similar in appearance to an octopus, with long ropy tentacles, bulging eyes and a v shaped mouth. Though on Earth they can only crawl along the ground, on lighter worlds such as Mars they can walk upright. The Sarmak Martians feed on the bodily fluids of other species (particularly humanoids), draining them much like a lamprey or leech.
Technologically advanced, the Sarmak made much use of their perverted science to eke out the meager resources of Mars and launch their failed invasion of Earth. Their susceptibility to the chemical weapons, initially used by the French, is well reported but the impact of these chemical weapons on the Red Planet has been less dramatic. Whether this is due to atmospheric peculiarities of the Martian atmosphere or the a new development in Sarmak technology has not been ascertained.
Sarmak Martians have rubbery bodies that are immune to bludgeoning attacks. They can stretch and alter their bodies as well, allowing them to get into places that should be too small for them to access. They have no language beyond a hooting sound, using their mind link power to communicate with one another. Selenite Workers (see here for details) are kept as slaves and as food.


Martian Tripod
Huge-X Construct (Tank)
HD 31 (109 hp)
AC 22
SPD 10 mph (140)
ATK 1 heat ray (10d6 fire) and black smoke* projector
MVR +1
CP 1/0
WT 20,000 lb
The Fighting Machine (also known as a Tripod) is a favored weapon of the Sarmak. It is a fast-moving, three-legged walker, reported to be 100 feet tall, with multiple whip-like tentacles used for grasping, and two lethal weapons: the Heat-Ray and a gun-like tube used for discharging canisters of a poisonous chemical Black Smoke that kills humans and animals. It is the primary machine the Martians use when they invaded Earth in 1898, along with the handling machine, the flying machine, and the embankment machine (to be detailed in future articles).
Their tentacles are used as probes and to grasp objects and humans; the fighting machines sometimes carry a large metal cage or basket, used to hold captives. Martian Fighting Machines also have spotlights that grant their pilots vision out to 500 feet in otherwise dark conditions.
*Black Smoke: When a Martian Tripod uses the Black Smoke Dispenser, foul and poisonous vapors boil from the thin air, forming a cloud 15 ft. in radius. The cloud moves directly forward at a speed of 6 ft. per minute unless its direction or speed is affected by winds. Unusually strong gusts of wind can dissipate and destroy it. Poison-laden, the horrid mist is heavier than air, and thus sinks down any pits or stairs in its path. Even touching the cloud (much less breathing it) requires a Fortitude saving throw to avoid immediate death.


This article is using the Grit and Vigor RPG playtest rules devised by John Stater (over at The Land of NOD). If you want to know more, stay tuned for further articles. And make sure to BUY a copy for yourself when the game is ready.

Wednesday, January 7, 2015

Pulp Age: Grit and Vigor is GO!

Roald Amundsen Approves!
As I mentioned in some past posts (here and here), I have been developing a basic setting for the up and coming Grit & Vigor RPG by John Stater. Well, I have recieved my playtest version of the game, from which I and a few stalwart fellows (ie my gaming group), will be running it through the paces. The adventures of the characters and our thoughts on the game will be noted here on this blog.
So far, from what I have read the Grit and Vigor RPG is LOADED with potential. Pulp Adventure, Steampunk, Horror, War Stories, Wild West, Space Opera or any combination thereof are all possible. I look forward to seeing what our fevered brains come up with.

Pulp Age Overview 
This is a setting where the real world and a number of fictional events all happened, though not always in the manner presented in the printed accounts. As a general rule, many of the wild stories of Arthur Conan DoyleH.G. Wells, Bram Stoker, Rudyard Kipling, George Griffith and Jules Verne are all more-or-less true. This means that several types of Alien are REAL, the Earth has been invaded, and wealthy persons and governments have access to higher technology than the rest of the world.
Otherwise, the world as we know it is chugging along, with the greater weirdness being generally ignored, not noticed or relegated to the wild stories of old soldiers and sailors. Not all that different from today really.

OUR HEROES 
For the Playtest group, all of the characters will be members or employees of The Explorers Club of New York, an American-based international multidisciplinary professional society dedicated to the advancement of field research. Towards this end, this club sends explorers to all manner of wild expeditions. In a world where Martians really DID invade in 1898, this can mean very strange adventures indeed.

So stay tuned!

Friday, January 2, 2015

Aetherverse: A Steampunk Campaign Setting Blood & Treasure

The Aetherverse setting is to be a short series of blog posts dedicated to a space-going universe with a definite Steampunk feel to it. The setting is inspired by the Larklight Series by Philip Reeve, The Leviathan Trilogy by Scott Westerfield, as well as numerous Sword and Planet and Steampunk novels, short stories, comics and films. I will be borrowing heavily from Larklight, as it is a well thought out setting with a great deal of room for expansion. Note: This is a campaign setting designed to be used with the Blood and Treasure RPG by John Stater

THE BASICS
It is the 19th century, Queen Victoria sits upon the throne of Britain. Yes, the history of this setting took something of a detour from our own when Sir Isaac Newton discovered the secret of space travel. Thanks to him, the British Empire has expanded across the solar system, borne on flapping wooden ships powered by mysterious alchemical reactions. Space itself is also a bit different, what with vestigial amounts of atmosphere suffusing the near-void, fish taxonomically dubbed Aetheric Icythyomorphs that swim through the emptiness, and native populations on Venus, Mars and many of the moons of Jupiter.

THE BRITISH EMPIRE IN SPACE!
The Empire is every bit as dreadful in space as it was in our own world. Entire planets, some with eons-old civilizations on them, have been conquered by the British Empire. At present, the Empire has subjugated The Moon, Mars, Venus (though it is a wild frontier) and has more-or-less dominated the Jovian Moons through economic means. The cruelty instigated by White Mans Burden is expanded to include alien races. Player characters might consider this process as GOD intended, or they might be revolutionaries.
Needless to say that the British Empire is surrounded by enemies both on and off the planet. Even a nation as mighty and devious as Britain, cannot protect all of Her borders at the same time. Of course that is is where plucky adventurers come in!
Other Earth Nations: These are in the background, but still relevant. The American Revolution never happened due to the existence of British Airships. Other European powers exist, but are somewhat behind Britain in the building and manning of Aetherships. However various Empires have their own technologies and alchemy such as Tsarist Russia, The Chinese Empire and the Austro-Hungarian Empire. More on these in later articles.


WEIRD PHYSICS
The physics of Aetherverse setting operates in nearly the same manner as that found in the classic setting of Spelljammer and my Voidjammer setting with only minor changes. Basically it follows the basic rules imagined in Aristotelian physics, particularly that concerning the Luminiferous Aether. For the most part, Gravity is either nonexistent, light or normal (Earth-like). Without a gravity pump, ships and space monsters have no gravity. Aetherverse uses the "Heliocentric Sphere" option found in Crystal Sphere Layout article AND the option found in Another Cosmology for the Aetherverse setting.

GLOSSARY OF TERMS 
Aether: This refers to both Wildspace and the Etheric Plane (see Another Cosmology).
British Standard Gravity (BSG): This refers to gravity similar to that on Earth, and to a lesser extent- Mars and Venus.
First Ones: A hostile race of giant spiders that dwell among the icy moons and rings of Saturn.
Georgium Sidus: Proper name for the Seventh Planet from the Sun. Vulgar people know it as Uranus.
Golden Roads, The: The Astral Plane (see Another Cosmology).
Goblin/Hobgoblin: Generic term for the denizens of the outer moons and asteroids near Jupiter.
Io: Major moon of Jupiter and home to the world-city of Farpoo and to the stocky, trustworthy Ionians.
Jupiter: Vast Gas Giant (Elemental Air) ruled by immensely powerful air elementals. Jupiter gives off enough light and heat to nurture life to its moons.
Jupiter System: The Moons and Planetoids that circle Jupiter, forming their own solar system.
Mars: Cold desert world and fourth planet from the Sun. Home to an ancient race of humanity or human-kin who are decidedly "Elfin" in appearance.
Mercury: First planet from the sun. A dry, desert world where many strange ruins can be found.
Venus: Second planet from the sun. A steamy jungle world dominated by dangerous plant creatures.

NEXT
Character Creation, Ships and Creatures!

Thursday, December 4, 2014

Kaeru Sama Frog Spirits

Kaeru-Sama (frog-spirit)
Medium Humanoid, Neutral (CN), Average Intelligence; Gang (1d10)
HD 2
Kaeru-Sama Fighter
AC 13 (buckler)
ATK By weapon
MV 20 (Swim 40)
SV F 12, R 15, W 15
XP 100 (CL 2)
Kaeru-Sama or Kaeru are bipedal frog-men, normally about 4 ft. tall, but with some growing as large as 6 ft. They can leap as far as 30 ft. to attack, gaining a tactical advantage and inflicting double damage that round.
Because of their skin color changes to match their surroundings, they surprise on a roll of 1-4 on 1d6 in wetlands and woodlands. They speak their own language.
Kaeru organize in clans of 1d4 x 20 warriors plus non-combatants equal to 100% of the warriors. For every twenty warriors, there is one kaeru sub-chief with 3 HD. If a clan has more than 40 warriors, it is
commanded by a chief with 4 HD; otherwise, one of the sub-chiefs commands the clan. The composition of a kaeru army can be determined randomly.
35% Short bow, spear
35% Buckler (AC 13), short sword, 3 javelins
20% Leather armor and buckler (AC 15), spear, long sword or katana
10% Leather and shield (AC 16), spear, 3 javelins, giant snail

KAERU CHARACTERS
Kaeru adjust their starting ability scores as follows: Dexterity +1, Intelligence -1 and Charisma -1. Kaeru can leap as far as 30 ft. to attack, gaining a tactical advantage and inflicting double damage that round, essentially using it as a charge attack that does not require them to move at least 30 feet. As with all charges, they suffer the normal penalty to AC when charging. Because of their skin color changes to match their surroundings, they surprise on a roll of 1-4 on 1d6 in wetlands and woodlands. Kaeru can multi-lass as cleric/sorcerers, fighter/sorcerers and sorcerer/thieves. They speak Kaeru may also speak Aquan, Draconic, Oni and Yokai.

IN THE WESTERN LANDS
Kaeru can be found in lands along lakes, rivers and swamps. Though Kaeru will gather into small communities of their own, they generally prefer to join human communities whenever possible. These frog people are regularly employed by human lords as dock-workers, boat tenders and in the maintenance of drainage systems. The Kaeru seem not to mind in the least. When working as mercenaries, Kaeru are often employed in sneak attacks or guerilla actions.

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!

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...