Showing posts with label Lovecraft. Show all posts
Showing posts with label Lovecraft. Show all posts

Tuesday, April 26, 2016

Mythos Space: The Nug Soth of Yaddith

NUG-SOTH
Type: Monstrous Humanoid 
Size: Small (3’ tall) 
Intelligence: High (13-18) 
HD: 1
AC: 18 (Light armor and buckler)
ATK: Mind thrust and by weapon
MV: 20/60
SV: F 16, R 13, W 13
Environment: Any 
No. Appearing: Band (1d20)
Alignment: Neutral 
XP: 100 (CL 2)
"Without definite intention he was asking the PRESENCE for access to a dim, fantastic world whose five multi-coloured suns, alien constellations, dizzy black crags, clawed, tapir-snouted denizens, bizarre metal towers, unexplained tunnels, and cryptical floating cylinders had intruded again and again upon his slumbers... -H.P. Lovecraft & E. Hoffman Price, "Through the Gates Of the Silver Key"
The Nug Soth are an alien race originally from the long-lost planet Yaddith. They are vaguely humanoid beings with traits similar to mammals, reptiles, and insects. Nug Soth stand about 2½ tall and weigh between 30 and 35 pounds., they are yellow-green to dark brown in color and have a tapir-like snout. They are a curious, intelligent species that has colonized numerous worlds and can be found dwelling with or near human colonies. They have iridescent compound eyes. Nug Soth prefer to wear light clothing, and are sometimes content with just a sturdy harness. They speak their own language.
All Nug Soth suffer only 1/2 damage to acid and can use the mind thrust psychic power once per day. Nug Soth organize themselves into hives of 2d20 x 20 warriors and a number of non-combatants equal to 100% of the warriors. Hives have 4d6 giant bombardier beetles used as guard animals and mascots. For every 40 warriors in a hive, there is one leader with 3 HD. Hives with up to 200 warriors are led by a 4th to 7th level psion. Hives with more than 200 warriors are led by 5th to 8th level psion or occultist.
15% Light and buckler (AC 17), short sword, mk1 laser pistol
30% Medium armor and buckler (AC 18), short sword, mk1 laser pistol
35% Heavy armor and buckler (AC 18), vibro dagger
20% Giant beetle, heavy armorand shield (AC 19), vibro dagger, mk1 laser pistol
Spells: 1/day–mind thrust. Special Qualities: Resistance to energy (acid)

NUG-SOTH AS CHARACTERS
Nug Soth modify their starting ability scores as follows: Int +1, Str -1, Wis -1. They have base land speed of 20 ft. and a +2 bonus to AC from their chitin, which also gives them 50% resistance to acid. Their compound eyes give them a knack for finding secret doors. Nug Soth characters retain the ability to cast mind thrust once per day. Nug Soth speak English and Nug Soth. They might also speak Chinese, Cthuloi, Enochian, French, Latin and the language of insects. Nug Soth can advance in any class, and can multiclass as scholar/rogues and fighter/rogues. Whatever class or classes they pursue, they can only advance to a maximum of 9th level.

IN MYTHOS SPACE
The Nug Soth are an ancient, space-faring people from the planet Yaddith. These insectoid beings have colonies across the stars, often sharing worlds with Terran species. Ages ago, Yaddith was invaded by the Dholes, subterranean monsters distantly related to the Pnathian Deathworm but far more intelligent and more powerful. The Nug-Soth sought a way to prevent the destruction of their planet's crust by the Dholes, but to no avail. Eventually, the Dholes overwhelmed them and destroyed the Nug-Soth's civilization. Survivors of the catastrophe escaped, however, and hid on various planets.
As a species, most Nug Soth have lost their formerly space-faring culture, clinging to survival amidst many far-flung colonies across space. The Nug Soth priest caste is composed of Psions (Scholar sub-class), who maintain the races remaining technology, history and culture. 
Colonial efforts of the Tsan-Chan Empire and its corporate states have not been kind to Nug Soth colonies, generally conquering the Nug Soth populace and using them as cheap labor.

Thursday, April 16, 2015

Dreamlands: Thoughts on a Campaign Setting


The Big Map. More fine tuning and details to come.
When pondering possible campaign settings for the Blood and Treasure and Bloody Basic gaming systems, it struck me that I have yet to see a really good treatment of H.P. Lovecraft's Dream Cycle stories for use in an RPG. One used as a self-contained campaign world, and not just as a possible side-quest for Call of Cthulhu or similar. So I figured I would tinker around with this wonderful setting, and see where it takes us.
For those who don't know, the Dream Cycle stories were a fantasy series written by Lovecraft, that thought dark, was far more fanciful than grim as in his later works. The Dreamlands are a parallel dimension to ours, and is peopled with fanciful creatures and exotic extremes of Earthly peoples and societies. However it is fully a world in its own right and not an airy world lacking in peril. Both dreams and nightmares aplenty dwell here.
So I will be posting setting details, peoples, races and monsters. So stay tuned!

Friday, April 10, 2015

Mythos Clerics (The Elder Ones)

The Elder Ones
The Elder Sign
The Elder Ones are immortal entities in the Cthulhu Mythos. They are generally distinguished from the Outer Gods or Great Old Ones by being less unbearable to behold, and by being less generally inimical to humanity. Some Elder Ones are known to help human beings who have dabbled in the Mythos return to relative safety (though never to an untroubled psyche); it would however be a mistake to assume they are inevitably benevolent. At best, they are still vastly superior to humans and have minds and motivations beyond human understanding; their seeming friendliness may well be coincidental, or due to reasons humans cannot fathom.
Clerics of The Elder Ones follow a wide range of creeds and do not have a large united "church", rather they are allied in opposition to the Outer Gods and Great Old Ones. In fact, clerics of the Elder Ones can be of wildly opposing alignments, and often bicker or even out-and-out war with one another over doctrinal differences and personal disputes.
Cleric Alignments: Any
Clerical Powers: Clerics who revere the entire Elder pantheon have the power to turn or control undead creatures by channeling the power of their faith through their holy or unholy symbols. A cleric of Law (LG, CG, NG) can “turn” or destroy undead creatures. A cleric of Chaos (CE, LE, NE) instead rebukes or commands such creatures (see page 57 in the Blood and Treasure PHB). A cleric of Neutrality (N, CN, LN) must be a specialty priest (see below).

Specialty Priests
Clerics can choose to revere a specific deity to revere, losing the power to turn undead and instead gaining a Specialty Domain power based on the deity. An exhaustive list of Elder Ones would be enormous, however below are some notable members of the pantheon (and their respective alignments):

Bokrug (Neutral): Bokrug, The Great Water Lizard is a fearsome god that is primarily revered in the land of Mnar. At one time its only worshipers were the Thuum'ha of Ib who were destroyed by the humans of Sarnath. Bokrug now gets propitiatory worship by the folk of Ilarnek and the Miri Nigri, who correctly credit Bokrug with the destruction of Sarnath. Priests of Bokrug can turn fire elemental creatures and rebuke water elemental creatures instead of turning undead.

Hypnos (Chaotic Neutral): Also called Somnus, the god of sleep is often depicted as a winged youth. He appears most often as a strange mix of nightbird and man, some beautiful, some horrific. Clerics of Hypnos are often poets, musicians and magicians. His symbol is the poppy. Priests of Hypnos can use magic-user scrolls and wands as though they were magic-users equal to their cleric level.

Kib (Chaotic Good): This god is the Sender of Life and the creator of beasts. Kib is a wild trickster god who continually schemes to help life succeed in the universe, seeing it all as a grand game. He appears as a wandering entertainer and permanent sightseer. His symbol is a patchwork hat or coat. Priests of Kib are skilled at hiding, move silently and picking pockets.

Mung (Neutral Evil): Mung is the Lord of all Deaths, and thus is the master of undead spirits and places where the dead are buried. Mung appears as a skeletal human wearing an enormous black coak. His symbol is a skill or a skeletal hand (similar to a hand of glory). Priests of Mung may use a touch of death once per day. They must make a successful melee attack against an opponent and roll 1d6 per cleric level. If the roll is higher than the target’s current hit points, they die.

Nodens
Nodens (Lawful Neutral): Also known as Lord of the Great Abyss or Nuada of the Silver Hand, Nodens appears as an elderly, human male with white hair—gray-bearded and hoary yet still vital and strong. As a hunter, he will chase down servants of the Great Old Ones or Nyarlathotep for sport. Priests of Nodens can use edged and piercing weapons and receive a +1 bonus to all attacks.

Orryx (Lawful Evil): Also called The Bright Flame, Orryx manifests as a giant pillar of blinding white and purple flames. It is a fearsome fire entity who rules over other Lawful fire beings, opposing Chaotic fire creatures. Its symbol is an open flame, of a golden representative of flame. Priests of Orryx can turn water elemental creatures and rebuke fire creatures instead of turning undead creatures.

Ulthar (Lawful Good): Also called Uldar or Ultharathotep is a deity sent to hold vigil over the Great Old Ones. This ancient god appears as a mighty Lamassu wearing a crown and adorned with jewels. Cats are sacred to Ulthar and may never be slain by members of his cult. Ulthar's symbol is the unblinking eye. Priests of Ulthar are skilled at decipher codes, find secret doors and tracking.


USE IN MYTHOS SPACE
The Elder Ones are known of in occult circles across the stars and have numerous cults amongst the rich and poor alike. Clerics as understood by players of DnD or Blood and Treasure do not exist, and so the powers over undead and such are not known. However would-be priests of the Elder Ones must have the ability to cast Turn Undead and MUST be of Lawful alignment. Specialty priests (and domains) are unknown in Mythos Space, though most Magic Users may consider themselves as priests of a specific deity.

USE IN THE DREAMLANDS
The Elder Ones are revered far and wide in the Dreamlands, though regional changes are widespread. There are no large religious centers in the Dreamlands, though local temples and high priests are common in cities and large settled regions.

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

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