Showing posts with label pc options. Show all posts
Showing posts with label pc options. Show all posts

Sunday, December 8, 2024

Survivors of the Core Wars

click me 

Hi! Been a minute. That’s not unusual around here.

I wrote a 50 postcard (4" x 6") deck of PCs/NPCs for Mothership that is still on backerkit for 42 short hours! Should I have posted about this a month ago? Absolutely! Oh well.


On one side of each card you’ll find a character illustration by Boson Au, who did all the greyscale art in Longshot City and has been excited to do full color this time. The other side has stats and a short Personal History entry. They’ve all been through terrible shit. Most have done terrible shit. Many regret nothing.


I'm honestly just as excited for the stretch goal adventure, a one-warden-one-player adventure about hungry trees called Absence by Jarrett Crader of Space Penguin Ink. We've already unlocked a digital version of it, and if we (somehow) hit $15,000 we also get it printed.


Anyway, here's a few sample cards:





Saturday, March 12, 2016

Silicates

A silicon dioxide-based race of chronomancers with a roughly humanoid body shape. Organic muscles work because they’re made of material that contracts when electricity is applied by the nervous system. The quartz that silicates are composed of reacts to electrical current by vibrating at a constant rate. That’s why humans use quartz crystals to regulate their timepieces.

The regularity of these vibrations has allowed the silicate race to evolve with a sense of temporal awareness in addition to the spatial awareness possessed by humans. Over the course of that evolution, they’ve developed the inborn ability to manipulate time by creating temporal anomalies.

Silicates are asexual, and reproduce by seeding quartz clusters that grow to about a 2 foot height and radius. Once that size is reached, the cluster is again visited by its parent and imbued with a self-sustaining electrical pulse that does for silicates what DNA does for organic life. This pulse rearranges the physical material of the new silicate into a bipedal form, at which point the new silicate gains sentience and mobility. Each cluster produces 1d6 silicates. The electrical pulse is also a coded message containing all of what the parent considers to be the most important knowledge, which is instantly learned by each new silicate.

In appearance, new silicates feature the rough surfaces and hard edges of fresh, raw crystal. Their upper limbs end in big, chunky three-fingered hands. As they live out their lives and grow in power, they’re ground down by time and experience, becoming smooth and soft-edged. This is important for adventurers who might encounter them to keep in mind, since it means that the ones with rounded, organic-looking forms are the most dangerous.

Silicates can grow crystal weapons as sharp and strong as steel. Sometimes, powerful silicates learn to permanently imbue the weapons they grow with time-related powers and curses.

They “eat” gemstones and precious metals. This makes their acquisition a primary motivation for silicate NPCs, and groups of them usually try to keep a fully stocked pantry (but are you really willing to sink low enough to steal food from this ragged band of alien survivors? well probably yeah). Silicate PCs gain the value of the minerals they ingest as XP. This is in place of, not in addition to, the normal XP for loot rules.

These creatures were first encountered 529 years ago by the rokai Hojo Mori while he was on a slave raid in the outside worlds. Recognizing that they were too powerful to be suitable for use as slaves, he instead sought to learn how their powers worked in order to harness them himself. To that end, he pretended to diplomatic aspirations and extended an invitation which several of the creatures graciously accepted. Once they were in his castle, Hojo Mori treated them as guests until he learned how to trap them in a stasis prison, outside of any timeline.

WIS: 4d6  INT: 4d6  DEX: 2d6  STR: 2d6  
HD: d4
Saves progress as a magic-user, but apply a bonus equal to half of the silicate’s level (round up) to breath/reflex/DEX saves.
Add WIS bonus to AC. 
Immune to poison and sneak attack damage.
Acid and sound-based attacks do double damage.
Silicates don’t heal naturally with rest like organic life forms do. Instead, they rely on their Entropy Reversal ability for healing (see below). If the silicate is unable to reverse any damage done, the missing chunk of quartz becomes a permanent “scar” and their max hp is permanently lowered by the amount of damage that wasn’t healed.
Silicates can create one temporal anomaly per day per 3 levels (round up) without straining themselves. After that, creating further anomalies costs 1d6 hp damage (save vs. magic to avoid the damage, with a cumulative -2 penalty each time that resets each day).

Stasis Bubble- Stops time within a diameter of 10’ per level for one turn per level. This effect can be set up as a trap to be triggered by a reasonably simple condition determined by the silicate creating the anomaly. This anomaly will continue to exist in its dormant state for as long as the silicate wishes, but it also continues to count against the silicate’s anomalies per day. That is, a silicate who begins a new day with a stasis trap previously set up, begins that day with the ability to create one less anomaly per level. If such a trap is triggered, the silicate who set it is immediately aware of the fact, but not of the specific circumstances. If the silicate dies before the anomaly is set off, it ceases to have ever existed.

Forward Slip- Slows down time for the silicate long enough to perform one standard or movement action per level in the blink of an observer’s eye. So a level two silicate can make one attack and move at normal speed before anyone else knows what happened. Any victims are considered to be surprised or flat-footed, even if they’re already in combat with the silicate.

Entropic Touch- A successful touch attack causes the victim to physically age several decades or even centuries (depending on the normal lifespan of the species) in matter of seconds (save applies, only affects creatures and objects which can normally die of old age). The shock of this sudden transition causes 1 permanent point of CON damage per 2 levels of the silicate (round up). If the target is an inanimate object, it instantly becomes subject to the ravages of time to the point of uselessness. Wood and leather rot, metal rusts and disintegrates. Magic items are entitled to a saving throw to avoid destruction.

Macrouncertainty Cloud- There are always an infinite number of realities which are so close to this one on the world tree that the only difference is the exact location of a single being. This anomaly causes the silicate’s analogs in three adjacent realities to become visible in this universe for one round per level of the silicate. These images are constantly shuffling around with the silicate in a multidimensional shell game, and are impervious to harm. Every direct attack that would normally hit the silicate has a 3/4 chance of passing harmlessly through one of the images (which flickers for just a moment, but comes right back at the end of the round). If one of the images is already flickering from an attack, and another successful attack is made, that one only has a 2/4 chance of missing the silicate. So if the silicate is the target of five attacks in one round, only the last two attacks will have the normal chance of hitting it.

Reverse Slip- The silicate is able to very, very briefly reverse the temporal velocity of reality itself, essentially taking a step back in time. The silicate can only turn back time by a second, just far enough to re-take one roll or re-think a single, extremely recent, and incredibly bad decision. If the new roll still fails, and the silicate is high enough level to create multiple anomalies per day, more than one anomaly can be used to retry a single die roll multiple times. This can also be used to force an opponent or allow an ally to re-take a roll.


Entropy Reversal- Touch any living (or recently dead) thing to instantly undo all damage taken by that creature within the past ten minutes. This anomaly’s effect doesn’t stack with itself. For example, if you use it once to heal 12 hp taken in a recent battle, you can’t immediately use it again to gain another 12 hp. Extending the effect further back in time costs another daily anomaly use per extra ten minutes— so it would cost a level 6 silicate all their free anomalies for the day to undo damage that was 30 minutes old. This applies to ability score damage and conditions like disease or level drain as well as hit point damage. This anomaly cannot be used to bring a creature back from the dead.

Monday, February 29, 2016

Dungeons & Dinosaurs

The multiverse contains infinite realities and grows with every decision or random occurrence. Most of those realities include some version of the star Sol, but relatively few of those realities still include some version of the planet Earth. This planet has been destroyed in millions of ways over the millennia, and its continued existence grows more unlikely by the day.

Some of these apocalypses have been the result of an external cataclysm. The astral body that collided with earth in its early history, forming the moon, could have been more massive, or approached at a slightly different angle, which means that in many timelines, it was, and the Earth was demolished long before it would have become suitable for life as we know it.

Many, many of these Earths were destroyed in the crossfire of wars fought among their own inhabitants. In some of the universes where restraint proved too difficult when it came to nuclear warfare, even those weapons failed to satisfy the wrath of the warlords and generals and presidents and kings. The survivors were forced underground but the war would continue. Sometimes the core of the planet would become part of the battlefield, compromising the Earth’s structure. A few realities produced particularly enterprising and ingenious madmen that managed to trigger a supernova event, destroying their entire solar system.

Even on the Earths that physically survived, mass extinction events were fairly common on most. Each of these massive die-offs cleared the way for another form of life to have its shot. The only hope of any particular genetic strain of surviving one of these events was in producing a species intelligent enough to see the event coming and prevent or escape it (bear in mind that most technologically or magically advanced civilization that the Earths produce also bring about their own extinction, so even if evolution somehow gets that far it’s still a crapshoot).

In some of those realities, the great oxygenation event (when early plants poisoned the world with oxygen, and the rest of life had to adapt to the abundance of this new toxin) happened a few hundred million years earlier, giving cambrian life a longer period in which to develop. The cambrian intelligences that ruled some of those worlds were the first to escape to other Earths, where they lie dormant beneath the oceans, while their cultists on land prepare for their awakening.

On one branch of the world tree (which is a much more apt metaphor for the multiverse than the ancients are likely to have realized), the great permian extinction occurred a hundred million years before it did in ours, greatly extending the length of the mesozoic period, giving the dinosaurs plenty of time to produce a species capable of language and tool use. Great saurian empires rose and fell much as our own have (that is to say, through a tragic history of violence, treachery and greed). Meanwhile, the academically inclined continued to work towards understanding the world around them and adapting it to their own needs.

When the saurian astrologers of those worlds recognized impending doom in giant asteroid form, they severed their homeland from their own timeline, expelling the land from its original place in the multiverse. This is how Exodus, the Prodigal Continent, came to be.

This continent, about the size of Australia, would jump to a wildly different shade of reality every year or so, and continues to do so sixty five and a half million years later. It’s been known by many names on uncountable worlds, including Atlantis. Due to the fractal nature of the multiverse, it’s essentially certain that more than one version of Exodus exists, but if more than one has ever appeared in the same world at the same time, the history of their interaction was lost long ago.

Nations and philosophies have risen and fallen on the continent over the course of countless generations. Few saurian philosophers today even remember the traditional world tree model and those who do reject it, perceiving themselves as the one true people, denizens of the one true continent in a constantly shifting universe. 

One of the few constants throughout the multiverse is that any civilization which stops thinking of outsiders as real people no longer sees abuse and exploitation of those outsiders as morally wrong. This universal truth, coupled with what the saurians perceived as an outside world that was almost constantly rewriting itself from scratch, has largely shaped the behavior of this species. Generally speaking, any time the saurians themselves aren’t too busy with some internal crisis, they appear in a new world and make contact with the most intelligent ephemerals they can find (as they refer to any species not from their continent), take advantage of them and enslaving as many as possible to support their own extravagant lifestyle. 

Bringing up the propagation of these slave races on Exodus and using that as a philosophical counterargument is a good way to be labeled a heretic. 

Many of these species revolted and were wiped out, but a few managed to escape, organize, and claim territory. The saurians, who once ruled the entire continent, retreated and unified in the highlands. The lowland regions are littered with the crumbling ruins of their towns and fortresses, and the highlands are home to a federation of saurian city states, having adopted savage humans as their current slave race of choice.

Having been exposed to wildly varying conditions throughout the vast majority of their history, the saurians have become one of the most versatile races in the multiverse. Their adventuring class, the rokai, are responsible for defending what’s left of saurian territory, exploring the various outside worlds looking for opportunities, and maintaining order within the federation’s borders. Rokai are expected to acquaint themselves with the arts of the magician and the swordsman alike, as well as the more practical skills of the scout or thief.

In terms of game mechanics, a level 1 rokai starts with a combination of abilities normally associated with a thief, fighter, or magic user, without excelling in any of those areas. From then on, every time the rokai increases in level, they must decide which of those three classes to advance in.

These stats are for LotFP because that’s more or less what I’m running at the moment, and because I couldn’t give a fuck less about niche protection if I tried. Making it work for another game might require shifting some numbers or adding some abilities depending on the ruleset, but the basic framework is:

SAURIAN ROKAI
XP Progression: as fighter
HP: 1d4 + constitution bonus at first level, as chosen class each time the rokai levels up.
Start with 2 skill points, gain 2 more when leveling up as a specialist.
Start knowing read magic and two random (or one chosen) 1st level spells. Begin with the spell progression of a 1st level magic user and increase when leveling up as a magic user.
Start with an attack bonus of +1 and add one when leveling up as a fighter. Can use all the same combat options as a fighter.
Saving throws: All five saving throws start at 16 until the rokai reaches level 2, then the saves vs paralysis and poison decrease by one when leveling up as a fighter, and saves vs spell and device do the same when leveling up as a magic user. When advancing as a specialist, saves vs poison and device decrease by 1, and the save against breath weapons decreases by 2.

Saurians also have the following natural abilities:
Bite attack, 1d4 damage.
Dinosaur affinity (similar to the affinity humans have for dogs and horses).
Scent up to 1/4 mile.
Scales provide natural protection as leather armor.

Wednesday, April 15, 2015

Gremlins


When the Shattered Isles appeared in the world of the gremlins, these bat-like creatures were in the middle of a war that prevented them from forming an effective defense against the saurian raiders. Many gremlins were taken as slaves, and others made their way to the Isles on their own, seeking to rescue or avenge their own.

Centuries later, there are almost as many gremlins living deep in the jungle in their tree-towns, as there are enslaved in the saurian cities. Skilled trades are considered to be as honorable as the arts of trickery in their culture, and these towns often include blacksmiths, alchemists, and other specialists.

Gremlins favor a weapon called a hook-chain, consisting of a miner’s pick attached by a 15’ chain to a heavy steel claw that doubles as a grappling hook (yeah I know but I don't think it counts as a kusari gama unless it has a solid weight at the end where the claw is on these). Sometimes, when stealth is required, the chain links are individually wrapped in leather; an industrious gremlin can accomplish this task in a single night. These elaborate weapons are justifiably prized by gremlin heroes and adventurers.

Gremlins are some of the most individualistic people on the Isles, possibly resulting from their relatively short lifespans. They feel that life is literally a test, and those who find a way to prosper are said to be One With the Shadow. Throughout their history, gremlin cultures have worshipped the Shadow in the same way that human cultures have worshipped the Sun. It’s the Shadow that protects them and keeps them hidden from predator and prey alike, and judges the lives of gremlins upon their deaths. Those who are found worthy, are permitted to spend eternity in the shadow’s embrace.

They make daily devotions to their shadow deity at sunset, which usually begins the day for those free gremlins who aren’t making accommodations for vision-dependent companions. Slaves, of course, are forced to keep the same sleep cycle as their saurian masters.

It’s much less common for enslaved gremlins to legally earn their freedom than their goliath peers, but those who do often find themselves too enamored with the luxuries of the big city (as well as disconnected from their people’s traditions) to join their jungle-dwelling kin. Others choose to operate out of the cities when working to liberate their brethren. These freedom fighters must maintain absolute secrecy or face public execution by torture, which has been known to last for days.


GREMLINS
>average height/weight: 4’6”, 80 lbs
>adventuring age: 8-45
>4d6 AWR, 4d6 AGI, 2d6 END, 2d6 STR
>echolocation & supersonic speech
>sound-based attacks do double damage to gremlins
>extremely loud noises (explosions and whatnot) can cause paralyzing pain
>+1 bonus with chain weapons
>backstab as thief
>HP, combat, and skills advance as thief

Saturday, April 11, 2015

Insectoids


The saurians were the only intelligent life form on the Shattered Isles before the place became unstuck from its original universe. They call themselves the One True Race and dismissively refer to everyone not from the isles as ephemerals. The fact that several other races have immigrated to the isles and not disappeared along with their worlds annoys saurian philosophers to no end, but the rest of their society is quick to capitalize on the opportunities this represents whenever possible.

The first immigrants to the islands were the equally xenophobic insectoids, many of whom never meet anyone from outside their own massive tower-hives. While these powerful psychics aren’t trusted by the saurians (or anyone else for that matter), their chitin weapons, armor, and tools are highly valued in saurian culture, so the insectoids are left alone for the most part. 

In their original hives, the insectoids form a hive mind dominated by the queen of that tower-hive. The insectoid worldview is, if anything, even narrower than that of the saurians. Beyond the hive itself, there is nothing worth caring about except threats to and opportunities for that hive. No two hives have ever been known to work together against a common threat.

These beings are often sent by their queen to trade goods with the saurians for food and other useful items, but they’re hardly ever comfortable with the task, and are highly anxious to get back. Insectoid adventurers usually come in three varieties: those performing some function for their queen, those whose hives have been destroyed, and those who’ve been exiled for some truly heinous act (a fate much worse than death).

RULES AND JUNK:
Note: This is intended for the type of ruleset that uses race as class. If you're using some other D&D that has half orc bards or whatever running around, you can either: 1. let this be the only racial class in your campaign or 2. just ignore the part about automatically advancing as a mage.
>Avg. height/weight: 6’/160 lbs
>Adventuring Age: 10 — 30
>Ability Scores: 4d6 INT, 2d6 END, 2d6 STR
>mantis-like forelimbs are natural weapons, flight at normal walking speed, natural armor as chain mail
>natural weapons act as scythes, or if you use damage-by-class, natural weapon attacks do fighter-level damage
>hit points, saving throws, and other mechanical stuff advances as a magic user (ignore the spells per day chart)
>psychic powers instead of vancian spells
>using powers requires a successful willpower saving throw (or save vs. magic or mind save or whatever); if the save fails the power still has its effect as normal, but costs 1d8 HP (1d2 in my house rules which use super low hit points in comparison to normal D&D)

PSYCHIC POWERS:
Telepathy: Allows the insectoid to communicate without speaking at a distance up to 1 mile or to read surface thoughts of unwilling targets (they notice a tingling sensation). Once formed, the connection lasts for one hour. This ability can also be used to detect the presence, number, and relative location of intelligent and semi-intelligent beings in a 60’ radius.

Telekinesis: Allows insectoids to pick up objects weighing up to 50 lbs per level with their minds. These objects can be “thrown” to do 1d6 damage per 50 lbs, using INT for the attack roll. This ability can also be used to perform delicate operations like picking locks. This would probably require some sort of a skill check but every version of this game seems to have it's own version of that mechanic so every DM will probably have to figure out their own thing. If your game usually uses DEX for lockpicking, use INT instead. In my game you already use INT combined with something called cunning (advances kinda like a reflex save), so I have insectoids use insight (advances kinda like a will save) in conjunction with INT.

Psychic Shield: Protects the insectoid from hostile psychic powers and provides a +4 bonus to armor class. Lasts 10 minutes.

Hypnotism: A chosen victim must save or obey the insectoid’s every command. Victims are allowed another save once per day, and any time they are ordered to do something against their personal moral code. This only works on intelligent beings, and only one being can be hypnotized at a time.

Phantasm: The PC describes an illusion that fools all the senses of any creature, in normal range of those senses, that fails its save. If it seems reasonable that the targets would be scared off by the illusion, then they're saving to avoid running away in terror. The phantasm is under the control of the insectoid (who has no problem maintaining the illusion while fighting or even walking and chewing gum) for 10 minutes, at the end of which it dissolves into nothingness.

Clairvoyance: The insectoid can see and hear through solid objects at a distance of 60’. This ability is blocked by 2’ of solid stone or any thickness of lead. This ability is only active as long as the PC is actively concentrating on it, rather than moving or performing any other actions.

Precognition: The insectoid can see what would happen to it up to one minute in the future, as a direct consequence of performing a particular action. If the answer is unclear to the DM, so is the vision the insectoid receives.

Thursday, April 9, 2015

Goliaths


The elephant-headed goliaths make up one of several intelligent species found on the Shattered Isles. These eight-foot tall nomads are the accidental exiles of an ephemeral kingdom which actually tried to conquer the One True People. As laughable as that may seem, the islands were in danger of being overrun when the world of these giants, as well as the supply chain for their invasion, came to an abrupt end (from the point of view of the saurians, anyway). Now, most of the great-grandchildren of these warriors survive by hunting the largest dinosaurs on the island. While most goliaths prefer to follow the movements of their prey, rather than to build permanent homes for themselves, they are known to build elaborate underground shrines to their ancestors, which they return to on a regular basis.

Goliaths revere their living elders as well as the spirits of their departed ancestors, and both are often looked to for advice and protection. It’s unclear to outsiders whether or not any communication is actually happening, as the initiated tend to think of every dream and minor hallucination as a message from ever-watchful ancestors. The greatest tragedy imaginable, from their perspective, was the day their entire people was cut off from the generations of ancestral spirits that remain in their home world. Many goliaths have responded to this horror by replacing their traditional faith with messianic cults. These cults agree that a chosen one will arise or arrive one day, though their beliefs differ sharply in whether this savior will return them to their original world or deliver them from this living hell by bringing about the End of All Things.

Smaller groups of goliaths are sometimes overtaken by slaving parties, which sell them off for heavy labor or to fight as gladiators in saurian fighting pits. It’s not unheard of for goliaths to earn their freedom, at which point many decide to continue to work or fight in the cities, this time for a good deal of pay. 


While most goliaths detest slavery on principle, that doesn’t mean they’re above bullying smaller, weaker peoples into cooperation (for their own good, of course).

RULES AND JUNK:
Note: This is intended for the type of ruleset that uses race as class (Labyrinth Lord and Old School Essentials spring to mind). If you're using some other D&D that has gnomish priests of Thor or whatever running around, you can either: 1. let this be the only racial class in your campaign or 2. just ignore everything after the natural weapon attacks.
>Avg. Height/Weight: 8’/400 lbs
>Ability scores: 4d6 STR, 4d6 END (PCs should only roll their attributes after choosing to play as goliaths)
>Adventuring Age: 20 — 90
>+1 to attacks with natural weapons (tusks & trunk)
>advantage to dirty fighting
>free attack on kill, up to a number of attacks equal to level.
>Use the stats for a fighter or a barbarian (if your game has barbarians) for mechanical stuff (hit dice, combat bonuses, etc). If you’re using weapon-based damage, tusk attacks do the same damage as a spear.