Tuesday, August 31, 2010
Malevolent and Benign
Since I've been doing monsters and items for Sorcery & Super Science!, I thought I should start doing such for our old-school products. So, here's the first entry in the Malevolent and Benign series. It's a critter from our monster book of the same name. The artist is Jeff Womack.
ARCANOPLASM
SIZE: Medium (5 ft. tall)
MOVE: 90 ft.
ARMOR CLASS: 6
HIT DICE: 7
ATTACKS: 1
DAMAGE: 3-18
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: None
RARITY: Very rare
NO. ENCOUNTERED: 1
LAIR PROBABILITY: 90%
TREASURE: None
INTELLIGENCE: Semi
ALIGNMENT: Neutral
LEVEL/X.P.: 6 / 554 + 8/hp
General information: Arcanoplasms are thought to be the result of a failed magic experiment. Wizards and sages alike have tried for years to gather complete information on this odd creature, but thus far such information has eluded even the most resourceful of casters. Arcanoplasms are found in areas where the residual energies of arcane magic linger. Such areas include ruined wizard’s towers, keeps, dungeons, and so forth. Here they feed and remain until disturbed. Most encounters with these monsters take place in such locations, as the arcanoplasm rarely travels far from its lair - and since it lairs in ruins and other such adventurer-attracting places, it rarely has to wait long between meals.
When forced to combat, arcanoplasms always locate arcane spellcasting creatures first. An arcanoplasm can automatically detect the location of any arcane spellcaster within a 100-foot radius and its detection is not blocked by stone, lead, or other material. Because of its ability to replicate spells cast near it, the arcanoplasm tries to stay within 30 feet of an arcane caster while physically attacking others with acid-laced pseudopodia for 2-12 points of damage, plus an additional 1-6 points of acid damage per hit. An arcanoplasm can mimic any arcane spell of 4th level or lower that is cast within 30 feet of it. The spell takes effect on the arcanoplasm’s next round and does not require any components. Mimicked spells are cast at the foe deemed most threatening. Arcanoplasms only attack arcane casters once all other threats are removed.
Any arcane spell cast at an arcanoplasm is automatically absorbed. This cures 1 hit point of damage per 3 points of damage the spell would otherwise deal. (Non-damaging spells cure 1 hit point of damage per spell level of the spell.) Spells that affect an area are not absorbed, but neither do they affect the arcanoplasm. An arcanoplasm cannot absorb divine magic and is affected by it normally. Arcanoplasms are immune to poison.
Arcanoplasms do not value mundane treasure and view magical treasure as food. Any magical item less potent than an artifact or relic will be drained after one week of feeding. If recovered before then it will still be functional, but any charged items lose 1/7 of their charges per day of draining. There is a 10% chance that an encountered arcanoplasm will possess a magic item currently being drained.
Physical description: Arcanoplasms are amorphous blobs that often assume a sort of pseudo-bipedal form roughly 5 feet tall.
Variants: It is speculated that 10% of all arcanoplasms are actually divinoplasms that treat divine magic like normal arcanoplasms treat arcane. This ratio is uncertain due to the rarity of the monster, but such variants have been confirmed.
ARCANOPLASM
SIZE: Medium (5 ft. tall)
MOVE: 90 ft.
ARMOR CLASS: 6
HIT DICE: 7
ATTACKS: 1
DAMAGE: 3-18
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: None
RARITY: Very rare
NO. ENCOUNTERED: 1
LAIR PROBABILITY: 90%
TREASURE: None
INTELLIGENCE: Semi
ALIGNMENT: Neutral
LEVEL/X.P.: 6 / 554 + 8/hp
General information: Arcanoplasms are thought to be the result of a failed magic experiment. Wizards and sages alike have tried for years to gather complete information on this odd creature, but thus far such information has eluded even the most resourceful of casters. Arcanoplasms are found in areas where the residual energies of arcane magic linger. Such areas include ruined wizard’s towers, keeps, dungeons, and so forth. Here they feed and remain until disturbed. Most encounters with these monsters take place in such locations, as the arcanoplasm rarely travels far from its lair - and since it lairs in ruins and other such adventurer-attracting places, it rarely has to wait long between meals.
When forced to combat, arcanoplasms always locate arcane spellcasting creatures first. An arcanoplasm can automatically detect the location of any arcane spellcaster within a 100-foot radius and its detection is not blocked by stone, lead, or other material. Because of its ability to replicate spells cast near it, the arcanoplasm tries to stay within 30 feet of an arcane caster while physically attacking others with acid-laced pseudopodia for 2-12 points of damage, plus an additional 1-6 points of acid damage per hit. An arcanoplasm can mimic any arcane spell of 4th level or lower that is cast within 30 feet of it. The spell takes effect on the arcanoplasm’s next round and does not require any components. Mimicked spells are cast at the foe deemed most threatening. Arcanoplasms only attack arcane casters once all other threats are removed.
Any arcane spell cast at an arcanoplasm is automatically absorbed. This cures 1 hit point of damage per 3 points of damage the spell would otherwise deal. (Non-damaging spells cure 1 hit point of damage per spell level of the spell.) Spells that affect an area are not absorbed, but neither do they affect the arcanoplasm. An arcanoplasm cannot absorb divine magic and is affected by it normally. Arcanoplasms are immune to poison.
Arcanoplasms do not value mundane treasure and view magical treasure as food. Any magical item less potent than an artifact or relic will be drained after one week of feeding. If recovered before then it will still be functional, but any charged items lose 1/7 of their charges per day of draining. There is a 10% chance that an encountered arcanoplasm will possess a magic item currently being drained.
Physical description: Arcanoplasms are amorphous blobs that often assume a sort of pseudo-bipedal form roughly 5 feet tall.
Variants: It is speculated that 10% of all arcanoplasms are actually divinoplasms that treat divine magic like normal arcanoplasms treat arcane. This ratio is uncertain due to the rarity of the monster, but such variants have been confirmed.
Monday, August 30, 2010
Tome of Tomes
Number 18 in the series of 20
Common Creatures of the Underearth
Author: Dugal Darkwalker
Race: Dwarf
Dimensions: 8x8x1
Weight: 4 lbs.
Materials: Leather-bound, stoneboard, parchment
Rarity: Common
Fields of Study: Humanoids & giantkind, fauna
Special Knowledge Categories: None
Value: 50 gp
Dugal Darkwalker was a famous dwarf of several centuries ago. He kept a detailed diary of his explorations and adventures which he eventually compiled in his old age into this work. It contains general information on the creatures of the underearth, harmless as well as dangerous. Darkwalker was an astute observer, but his work is from a definite dwarven perspective which perhaps clouds some of his conclusions concerning the various humanoid races of the underearth.
Reading and digesting this work takes a full month, but afterwards the reader is considered to possess a charisma 1 point higher than his real charisma when first interacting with a member of any of the intelligent species discussed within the work. This bonus is only for the first encounter, subsequent encounters are as normal.
Common Creatures of the Underearth
Author: Dugal Darkwalker
Race: Dwarf
Dimensions: 8x8x1
Weight: 4 lbs.
Materials: Leather-bound, stoneboard, parchment
Rarity: Common
Fields of Study: Humanoids & giantkind, fauna
Special Knowledge Categories: None
Value: 50 gp
Dugal Darkwalker was a famous dwarf of several centuries ago. He kept a detailed diary of his explorations and adventures which he eventually compiled in his old age into this work. It contains general information on the creatures of the underearth, harmless as well as dangerous. Darkwalker was an astute observer, but his work is from a definite dwarven perspective which perhaps clouds some of his conclusions concerning the various humanoid races of the underearth.
Reading and digesting this work takes a full month, but afterwards the reader is considered to possess a charisma 1 point higher than his real charisma when first interacting with a member of any of the intelligent species discussed within the work. This bonus is only for the first encounter, subsequent encounters are as normal.
Unholy
A very unfriendly spirit under the shattered moon.
Unholy
Destructive spirit (Advanced) 5
C6 A7 S9 F4 R6 I9 W3: Ego 44: Health 52: Fortune 44
Movement 5/44 (fly at 10/88)
Description & Information: Evil personified, an unholy destroys and desecrates. It exits to bring pain and chaos upon everything with which it interacts. It cannot be reasoned with, it cannot be trusted. When made flesh, an unholy is a constantly shifting mass of flesh, assuming one shape after another in a sequence harmful to sanity.
Intrinsic Powers
• Immune to toxic and energy attacks.
• Regenerate 10 additional Health, Ego, and Fortune per day. Regenerate from any permanent injury in a week.
• Unholy constantly change shape. As such, they cannot be held by anything that is less than air tight.
• Any creature perceiving an unholy suffers 2 Ego damage per turn.
Limited Use Powers
• Self Manifest (1 per century): An unholy may manifest once a century, to the thanks of all sane and just creatures.
• Possession (1 per year): An unholy can possess any sentient creature that fails a rank 20 Willpower conflict. This possession isn’t complete, but anytime the target wishes to control himself he must succeed at a rank 5 Willpower conflict. When in control of a victim, the unholy possesses its own statistics, not those of the victim.
• Horror of Horrors (1 per year): When in possession of a victim, an unholy can bring forth the horror of horrors. Any sentient creature viewing the possessed victim at that moment must succeed on a rank 20 Willpower conflict or suffer a permanent injury to Intuition and Willpower. What each creature sees varies based upon their deepest psychological terrors.
• Telekinesis (5 per day): Telekinesis (4 per day): Unholy possess the Telekinesis power at (Advanced) level. This ability can only be used when not manifested.
Unholy
Destructive spirit (Advanced) 5
C6 A7 S9 F4 R6 I9 W3: Ego 44: Health 52: Fortune 44
Movement 5/44 (fly at 10/88)
Description & Information: Evil personified, an unholy destroys and desecrates. It exits to bring pain and chaos upon everything with which it interacts. It cannot be reasoned with, it cannot be trusted. When made flesh, an unholy is a constantly shifting mass of flesh, assuming one shape after another in a sequence harmful to sanity.
Intrinsic Powers
• Immune to toxic and energy attacks.
• Regenerate 10 additional Health, Ego, and Fortune per day. Regenerate from any permanent injury in a week.
• Unholy constantly change shape. As such, they cannot be held by anything that is less than air tight.
• Any creature perceiving an unholy suffers 2 Ego damage per turn.
Limited Use Powers
• Self Manifest (1 per century): An unholy may manifest once a century, to the thanks of all sane and just creatures.
• Possession (1 per year): An unholy can possess any sentient creature that fails a rank 20 Willpower conflict. This possession isn’t complete, but anytime the target wishes to control himself he must succeed at a rank 5 Willpower conflict. When in control of a victim, the unholy possesses its own statistics, not those of the victim.
• Horror of Horrors (1 per year): When in possession of a victim, an unholy can bring forth the horror of horrors. Any sentient creature viewing the possessed victim at that moment must succeed on a rank 20 Willpower conflict or suffer a permanent injury to Intuition and Willpower. What each creature sees varies based upon their deepest psychological terrors.
• Telekinesis (5 per day): Telekinesis (4 per day): Unholy possess the Telekinesis power at (Advanced) level. This ability can only be used when not manifested.
Sunday, August 29, 2010
Tome of Tomes
More tomes for your game.
The Abyssal Planes
Author: Domnux Deovior
Race: Human
Dimensions: 16x16x2
Weight: 10 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Very Rare
Fields of Study: Supernatural & unusual
Special Knowledge Categories: Planes (outer)
Value: 450 gp
Who Domnux Deovior was is unknown, and some sages speculate he is only a legendary persona and that The Abyssal Planes is the work of many individuals. They point to differences in style and usage at various points in the text to support their postulate. Regardless authorship, The Abyssal Planes is a broad general work upon that part of the multiverse.
The Abyssal Planes
Author: Domnux Deovior
Race: Human
Dimensions: 16x16x2
Weight: 10 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Very Rare
Fields of Study: Supernatural & unusual
Special Knowledge Categories: Planes (outer)
Value: 450 gp
Who Domnux Deovior was is unknown, and some sages speculate he is only a legendary persona and that The Abyssal Planes is the work of many individuals. They point to differences in style and usage at various points in the text to support their postulate. Regardless authorship, The Abyssal Planes is a broad general work upon that part of the multiverse.
Malevolent and Benign Hardcover on sale at Lulu
Thought I should let you know that I've put Malevolent and Benign Hardcover on sale at Lulu. It's now only $32 instead of the normal $40 - or 20% off. So grab a copy if you don't have one already and if you prefer a softcover version at 20% off as well, go to our website and buy Malevolent and Benign Softcover for only $20.80.
For those of you who don't know, we very rarely have sales on our 1st Edition products, so here's a rare opportunity to grab a 128 page monster book at a discount price. How long with the sale last? I don't know. I'll end it when the urge strikes me. :)
For those of you who don't know, we very rarely have sales on our 1st Edition products, so here's a rare opportunity to grab a 128 page monster book at a discount price. How long with the sale last? I don't know. I'll end it when the urge strikes me. :)
Spirit Rider
A new destiny very-loosely inspired by the Loa.
Spirit Rider
The spirit world is everywhere, and everywhere spirits cause endless problems. I fix that. I make the spirits understand that their actions have consequences and that they are not free to force their will upon others, be that for destruction or order. They do not have the right and I demonstrate the error of their ways in the only way they can understand. Do you know what it’s like to have another creature inside of you? How it cries and screams constantly for freedom? How it bargains and pleads and promises? I know how it is and I do not listen. My heart is hardened.
Spirit Riders are spiritually-attuned individuals who can hold spirits within their bodies and gain powers from the spirits trapped within. They share many abilities with Sorcerers but their non pure-human blood prevents them from wielding magic to its fullest ability. Within the flesh of a Spirit Rider lurks things best left beyond the boundary, and Spirit Riders have a reputation of oddness or zealotry.
At creation, a Spirit Rider possesses the following skills at (Basic) 1: History of the Ancients. A Spirit Rider also possesses the following skills at (Intermediate) 1: Animal Husbandry, Foraging, History under the Shattered Moon, and Operation of Weapons and Armor. In addition, a Spirit Rider possesses the following skills at (Advanced) 1: Lore of Change, Lore of the Dead, Lore of Nature, Lore of Preservation.
A Spirit Rider has 4 thresholds and 4 ranks with which to customize his skill list. For example, he could spend 1 threshold to possess Operation of Weapons and Armor (Advanced) 1 and spend 1 rank for Operation of Weapons and Armor (Intermediate) 2. Finally, 3 thresholds and 3 ranks would bring him to Lore of the Dead (Ultra) 2, Lore of Nature (Ultra) 2, and Lore of Preservation (Ultra) 2.
Spirit Rider
The spirit world is everywhere, and everywhere spirits cause endless problems. I fix that. I make the spirits understand that their actions have consequences and that they are not free to force their will upon others, be that for destruction or order. They do not have the right and I demonstrate the error of their ways in the only way they can understand. Do you know what it’s like to have another creature inside of you? How it cries and screams constantly for freedom? How it bargains and pleads and promises? I know how it is and I do not listen. My heart is hardened.
Spirit Riders are spiritually-attuned individuals who can hold spirits within their bodies and gain powers from the spirits trapped within. They share many abilities with Sorcerers but their non pure-human blood prevents them from wielding magic to its fullest ability. Within the flesh of a Spirit Rider lurks things best left beyond the boundary, and Spirit Riders have a reputation of oddness or zealotry.
• Spirit Made Flesh: Spirit Riders can force spirits to turn into fleshy beings against their will. This binding lasts for 1 hour and an individual spirit can be made flesh only once per year. A spirit rider can make any threshold spirit flesh, but is cautioned in exercising such powers.
• Spirit Ride: After defeating a spirit made flesh in combat, a Spirit Riders can force the spirit into the Spirit Rider’s body and thereby gain a randomly determined intrinsic power of that spirit. A spirit rider may have more than two spirits within his body, but each extra one after that requires a successful Willpower conflict. Riding a third spirit requires a rank 5 Willpower conflict and every additional spirit increases the conflict rank by +1. Fortune cannot be spent on these conflicts, and a failed conflict results in all spirits being freed from the Spirit Rider’s body.
• Spirit Vitality: Spirit Riders regain Health, Ego and Fortune in an amount equal to their greatest primary ability.
• Spirit Vision: Spirit Riders can make (Ultra) 1 sense conflicts to detect spirits regardless their Lore rank.
• Spirit Knowledge: Spirit Riders receive a +2 to all lore skill set conflicts when identifying spirits.
• I’m Riding Now: Spirit Riders start with riding one spirit (Basic) as approved by the GM.
• Spirit Ride: After defeating a spirit made flesh in combat, a Spirit Riders can force the spirit into the Spirit Rider’s body and thereby gain a randomly determined intrinsic power of that spirit. A spirit rider may have more than two spirits within his body, but each extra one after that requires a successful Willpower conflict. Riding a third spirit requires a rank 5 Willpower conflict and every additional spirit increases the conflict rank by +1. Fortune cannot be spent on these conflicts, and a failed conflict results in all spirits being freed from the Spirit Rider’s body.
• Spirit Vitality: Spirit Riders regain Health, Ego and Fortune in an amount equal to their greatest primary ability.
• Spirit Vision: Spirit Riders can make (Ultra) 1 sense conflicts to detect spirits regardless their Lore rank.
• Spirit Knowledge: Spirit Riders receive a +2 to all lore skill set conflicts when identifying spirits.
• I’m Riding Now: Spirit Riders start with riding one spirit (Basic) as approved by the GM.
At creation, a Spirit Rider possesses the following skills at (Basic) 1: History of the Ancients. A Spirit Rider also possesses the following skills at (Intermediate) 1: Animal Husbandry, Foraging, History under the Shattered Moon, and Operation of Weapons and Armor. In addition, a Spirit Rider possesses the following skills at (Advanced) 1: Lore of Change, Lore of the Dead, Lore of Nature, Lore of Preservation.
A Spirit Rider has 4 thresholds and 4 ranks with which to customize his skill list. For example, he could spend 1 threshold to possess Operation of Weapons and Armor (Advanced) 1 and spend 1 rank for Operation of Weapons and Armor (Intermediate) 2. Finally, 3 thresholds and 3 ranks would bring him to Lore of the Dead (Ultra) 2, Lore of Nature (Ultra) 2, and Lore of Preservation (Ultra) 2.
Saturday, August 28, 2010
Tome of Tomes
Another book to add to a treasure pile.
Reading Chicken Livers
Author: Skraf Croquarne
Race: Human
Dimensions: 6x5x2
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Rare
Fields of Study: Supernatural & unusual
Special Knowledge Categories: Divination
Value: 25 gp
Divination through chicken livers is an age-old method of telling the future. A reader armed with a few chickens and a desire to see beyond time’s veil will find Croquarne’s Reading Chicken Livers an invaluable tool. The veracity of the reading depends upon the perceptions of those involved, as does all non-magical divinations.
Reading Chicken Livers
Author: Skraf Croquarne
Race: Human
Dimensions: 6x5x2
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Rare
Fields of Study: Supernatural & unusual
Special Knowledge Categories: Divination
Value: 25 gp
Divination through chicken livers is an age-old method of telling the future. A reader armed with a few chickens and a desire to see beyond time’s veil will find Croquarne’s Reading Chicken Livers an invaluable tool. The veracity of the reading depends upon the perceptions of those involved, as does all non-magical divinations.
Demon Dogs!
Since I'd get kicked out of the post-apocalyptic fan-club were I to have no demon dogs, below is my interpretation of why they're a common epithet.
Demon Dogs
Fairy (Basic)
C4 A4 S4 F4 R-1 I3 W1: Ego 14: Health 32: Fortune 19
Movement 10/88
Description & Information: Demon dogs are massive, shorthaired, rust-colored dogs. These fairies are foul tempered and quick to anger, but if befriended, can prove reliable companions. That befriending is far from an easy thing to accomplish, however. Demon dogs are frequent ruin dwellers and are also commonly found in malodorous swamps. They are encountered in small packs, but sometimes large groups gather together for unknown reasons.
Intrinsic Powers
• Possess senses greater than human +6 on any sense conflicts and can engage in extraordinary sense conflicts.
• Immune to toxic attacks.
• Demon dogs may move through any terrain without reductions in speed.
• Demon dogs attack with a bite, dealing +3 piercing damage per hit and a +4/ rank 4 combat condition.
Limited Use Powers
• Chaos and Uncertainty (4 per day): A demon dog may bark at a single creature, placing a curse of chaos and uncertainty upon it if it fails a rank 6 Intuition conflict. Those cursed seem to have no ability to control themselves and randomly perform actions. A cursed creature can spend 2 Fortune to override the curse for 1 turn. The curse lasts for 5 turns.
• Unexpected Results (1 per day): If a demon dog bites a target, it may choose to force it to succeed on a rank 10 Intuition conflict or be cursed by the demon dog. When those cursed use a power (mutation or spell) a randomly determined power occurs instead. The GM should randomly determine the power and threshold and adjudicate as he sees fit. This curse lasts until the sun next rises.
Demon Dogs
Fairy (Basic)
C4 A4 S4 F4 R-1 I3 W1: Ego 14: Health 32: Fortune 19
Movement 10/88
Description & Information: Demon dogs are massive, shorthaired, rust-colored dogs. These fairies are foul tempered and quick to anger, but if befriended, can prove reliable companions. That befriending is far from an easy thing to accomplish, however. Demon dogs are frequent ruin dwellers and are also commonly found in malodorous swamps. They are encountered in small packs, but sometimes large groups gather together for unknown reasons.
Intrinsic Powers
• Possess senses greater than human +6 on any sense conflicts and can engage in extraordinary sense conflicts.
• Immune to toxic attacks.
• Demon dogs may move through any terrain without reductions in speed.
• Demon dogs attack with a bite, dealing +3 piercing damage per hit and a +4/ rank 4 combat condition.
Limited Use Powers
• Chaos and Uncertainty (4 per day): A demon dog may bark at a single creature, placing a curse of chaos and uncertainty upon it if it fails a rank 6 Intuition conflict. Those cursed seem to have no ability to control themselves and randomly perform actions. A cursed creature can spend 2 Fortune to override the curse for 1 turn. The curse lasts for 5 turns.
• Unexpected Results (1 per day): If a demon dog bites a target, it may choose to force it to succeed on a rank 10 Intuition conflict or be cursed by the demon dog. When those cursed use a power (mutation or spell) a randomly determined power occurs instead. The GM should randomly determine the power and threshold and adjudicate as he sees fit. This curse lasts until the sun next rises.
Review of Advanced Adventures #6: The Chasm of the Damned
Matthew over at Silver Blade Adventures wrote a review for Advanced Adventures #6: The Chasm of the Damned, so check it out if you're interested in the module.
Friday, August 27, 2010
Tome of Tomes
I particularly like this one from a gaming perspective. It could serve as a good incidental treasure for a low-level adventure.
Alchemical Mixtures of the Most Unusual Sort
Author: Zyrissalanticzar
Race: Efreeti
Dimensions: 6x6x1
Weight: 4 lbs.
Materials: Brass cover, etched brass pages
Rarity: Very Rare
Fields of Study: Physical universe, supernatural & unusual
Special Knowledge Categories: Chemistry, geology & mineralogy, planes (elemental)
Value: 125 gp
The efretti that etched this short work, Zyrissalanticzar, was none other that the alchemist for the great Sultan himself. Within the brass covers, strange and unusual alchemical processes and mixtures are discussed. Most of them require ingredients from the elemental planes and even some processes assume the reader has a lab available on those planes. As such, this work is more a curiosity for material plane readers, but it is rumored that hidden in code throughout the work, is a recipe for a double-strength potion of fire resistance.
Alchemical Mixtures of the Most Unusual Sort
Author: Zyrissalanticzar
Race: Efreeti
Dimensions: 6x6x1
Weight: 4 lbs.
Materials: Brass cover, etched brass pages
Rarity: Very Rare
Fields of Study: Physical universe, supernatural & unusual
Special Knowledge Categories: Chemistry, geology & mineralogy, planes (elemental)
Value: 125 gp
The efretti that etched this short work, Zyrissalanticzar, was none other that the alchemist for the great Sultan himself. Within the brass covers, strange and unusual alchemical processes and mixtures are discussed. Most of them require ingredients from the elemental planes and even some processes assume the reader has a lab available on those planes. As such, this work is more a curiosity for material plane readers, but it is rumored that hidden in code throughout the work, is a recipe for a double-strength potion of fire resistance.
The Free City of Pittsburg
I had to make the Pittsburgh area of some importance given its history in the Post-Apocalyptic role-playing genre. So here's another area description from the upcoming ZZZ Quick Guide to North America. GTSL means Government, Technology, Safety, Liberty with 0 being least and 9 most. This keys the map found on the back cover.
15. The Free City of Pittsburg
Oligarchic Democratic Free City: The Dread Lord, Marshal Merthyr Agis
GTSL: 7633
The Free City of Pittsburg has recently become a powerhouse in the region, successfully attacking The Hill Lordships, the Domain of The Erie Lord, the Central Ohio Nation, and The Ohio March simultaneously. Merthyr Agis came out of the ruins of old Pittsburgh with great technology, united the four Allegheny clans into a single group, and founded a new settlement within the ruins of Pittsburgh from which he rules as the elected Marshal.
Visitors to the Free City are required to disarm and pay an entrance fee. For non-citizens, any crime is punished by whipping and a serious crime (such as theft) is punishable by death. The Free City runs several manufactories throughout the ruins of old Pittsburgh and are equipping their soldiers with weapons superior than those possessed by their opponents. It is possible for visitors to get permits to raid into the ruins, but it is an expensive endeavor and all goods removed are subject to possible confiscation at the will of the Marshal.
15. The Free City of Pittsburg
Oligarchic Democratic Free City: The Dread Lord, Marshal Merthyr Agis
GTSL: 7633
The Free City of Pittsburg has recently become a powerhouse in the region, successfully attacking The Hill Lordships, the Domain of The Erie Lord, the Central Ohio Nation, and The Ohio March simultaneously. Merthyr Agis came out of the ruins of old Pittsburgh with great technology, united the four Allegheny clans into a single group, and founded a new settlement within the ruins of Pittsburgh from which he rules as the elected Marshal.
Visitors to the Free City are required to disarm and pay an entrance fee. For non-citizens, any crime is punished by whipping and a serious crime (such as theft) is punishable by death. The Free City runs several manufactories throughout the ruins of old Pittsburgh and are equipping their soldiers with weapons superior than those possessed by their opponents. It is possible for visitors to get permits to raid into the ruins, but it is an expensive endeavor and all goods removed are subject to possible confiscation at the will of the Marshal.
Thursday, August 26, 2010
Creatures Below the Shattered Moon - Volume 1
We've just released Creatures Below the Shattered Moon - Volume 1 at Your Games Now and at OBS. It will be available at Paizo and e23 shortly.
Creatures Below the Shattered Moon - Volume 1 is the first in a series of small, inexpensive PDFs that players of Sorcery & Super Science! and pick up and use in their game. It has 17 new creatures (some of which have appeared on this blog) to help worldbuild your version of the world under the shattered moon.
Creatures Below the Shattered Moon - Volume 1 is the first in a series of small, inexpensive PDFs that players of Sorcery & Super Science! and pick up and use in their game. It has 17 new creatures (some of which have appeared on this blog) to help worldbuild your version of the world under the shattered moon.
Clan of the Claw
A bit from the upcoming ZZZ Quick Guide to North America. GTSL means Government, Technology, Safety, Liberty with 0 being least and 9 most. This keys the map found on the back cover.
1. Clan of the Claw
Tyranny: Lord Klerklak
GTSL: 7210
The Clan of the Claw territory stretches along the Northeast coast for almost 300 miles of suffering and terror, for the clansmen have taken complete control of the coasts and have created massive holding-pens for all terrestrial muties - which they use exclusively as food. The clan of the claw is composed of a five related families of aquatic lobster men, who have systematically conquered the coast using their impressive natural abilities. It is believed that several underwater aquaculture farms are still functioning in the area, for the lobster men feed their captives nutritionally-balanced seaweed cakes. The clan uses muties in holy feeding rituals affirming the natural order of dominance and in retribution for centuries of slaughter.
On the western and northern edge of clan territory, are a few loosely-allied bands of muties engaging in a guerrilla war against the clan as well as a few semi-independent settlements that pay tribute in the form of mutie life. To date, the guerrillas have proven largely ineffective because of the prowess of the average lobster man, but they have freed several small bands of muties and have been growing in size over the past few years. They lack a leader with tactical brilliance and the charisma to unite the disparate bands, but we suspect that were such to occur, a full-blown mutie vs. lobster man war would occur. However, even were the natives successful in that endeavor, the problem of how to attack lobster men in their native environment remains.
Of note to scavengers are the ruins of ancient Portland. They have remained relatively unexplored because of the danger the lobster men pose, but a few members of The Church of Parkour report successful runs through the ruins. It’s rumored that The Church has a small safe-house within the city, but we have been unable to confirm.
1. Clan of the Claw
Tyranny: Lord Klerklak
GTSL: 7210
The Clan of the Claw territory stretches along the Northeast coast for almost 300 miles of suffering and terror, for the clansmen have taken complete control of the coasts and have created massive holding-pens for all terrestrial muties - which they use exclusively as food. The clan of the claw is composed of a five related families of aquatic lobster men, who have systematically conquered the coast using their impressive natural abilities. It is believed that several underwater aquaculture farms are still functioning in the area, for the lobster men feed their captives nutritionally-balanced seaweed cakes. The clan uses muties in holy feeding rituals affirming the natural order of dominance and in retribution for centuries of slaughter.
On the western and northern edge of clan territory, are a few loosely-allied bands of muties engaging in a guerrilla war against the clan as well as a few semi-independent settlements that pay tribute in the form of mutie life. To date, the guerrillas have proven largely ineffective because of the prowess of the average lobster man, but they have freed several small bands of muties and have been growing in size over the past few years. They lack a leader with tactical brilliance and the charisma to unite the disparate bands, but we suspect that were such to occur, a full-blown mutie vs. lobster man war would occur. However, even were the natives successful in that endeavor, the problem of how to attack lobster men in their native environment remains.
Of note to scavengers are the ruins of ancient Portland. They have remained relatively unexplored because of the danger the lobster men pose, but a few members of The Church of Parkour report successful runs through the ruins. It’s rumored that The Church has a small safe-house within the city, but we have been unable to confirm.
Wednesday, August 25, 2010
Tome of Tomes
This one'll speak for itself. :)
On the Wings of Dragons
Author: Psattor Marivik
Race: Human
Dimensions: 14x12x0.5
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Humankind
Special Knowledge Categories: Art & music
Value: 25 gp
On the Wings of Dragons is a romance set in a mythical kingdom on a planet known as Suoidet. In the story the heroic dragonriders fight against a great evil, eventually triumphing, but not without the sad and tragic losses of several minor characters.
On the Wings of Dragons
Author: Psattor Marivik
Race: Human
Dimensions: 14x12x0.5
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Humankind
Special Knowledge Categories: Art & music
Value: 25 gp
On the Wings of Dragons is a romance set in a mythical kingdom on a planet known as Suoidet. In the story the heroic dragonriders fight against a great evil, eventually triumphing, but not without the sad and tragic losses of several minor characters.
Screw Encounter Balance
One of the design tenants of Sorcery & Super Science is "Screw Encounter Balance." This means that the world under the shattered moon exists independently of the actions of the PCs within it. If the PCs are weak and enter a new location, they cannot assume it to be populated by weak creatures and conversely, if the PCs are strong they cannot assume that the creatures within are strong.
The guidelines presented via the Threshold levels of the various creatures and items are not presented so the GM knows what to have the player's interact with, they're there so that the GM has a general scale when worldbuilding. Monster toughness, item toughness, artifact toughness - all have *nothing* to do with the Player Characters. They are only guidelines to help a GM make a tough area when he considers an area to be tough and a weak area for when he wants the area to be weak. These thresholds have nothing to do with the PCs.
The world under the shattered moon doesn't revolve around the PC's power level. It does what it does independently of them, and the PCs need to wisely choose where and when to do things. It's like the real world, just a pretend real world.
The guidelines presented via the Threshold levels of the various creatures and items are not presented so the GM knows what to have the player's interact with, they're there so that the GM has a general scale when worldbuilding. Monster toughness, item toughness, artifact toughness - all have *nothing* to do with the Player Characters. They are only guidelines to help a GM make a tough area when he considers an area to be tough and a weak area for when he wants the area to be weak. These thresholds have nothing to do with the PCs.
The world under the shattered moon doesn't revolve around the PC's power level. It does what it does independently of them, and the PCs need to wisely choose where and when to do things. It's like the real world, just a pretend real world.
Tuesday, August 24, 2010
XRP at Fantasy Grounds
I'm pleased to say that two of our d20 1 on 1 Adventures are now available at Fantasy Grounds - Gambler's Quest and The Forbidden Hills. Both of these adventures are designed for the smallest group: one player and one gamemaster.
Tome of Tomes
13th, I believe, in the series of 20.
Geography of the Upper Realms
Author: Zhoreb Vaigthlu
Race: Doppelganger
Dimensions: 16x16x5
Weight: 25 lbs.
Materials: Leather-bound, woodboard, vellum, brass corners and clasps
Rarity: Very rare
Fields of Study: Supernatural & unusual
Special Knowledge Categories: Planes (outer)
Value: 850 gp
This exceedingly detailed work by the doppelganger, Zhoreb Vaigthlu is a magnificent example of a life dedicated to a single task. Zhoreb obviously used his natural abilities to gain access to all of these locations and his work is a benefit to all who read it. Within are long and artistic descriptions of the upper realms and these long prose descriptions are coupled with accurate maps of the most common sectors of all of the upper realms.
In addition to the descriptions and maps, Zhoreb speculated upon the nature of the creation of the upper planes, and it is this section that sages widely agree upon as the most offensive aspect of the work to upper realm creatures. It is not uncommon for creatures hailing from those realms to purchase and destroy any copies of Geography of the Upper Realms they find.
Geography of the Upper Realms
Author: Zhoreb Vaigthlu
Race: Doppelganger
Dimensions: 16x16x5
Weight: 25 lbs.
Materials: Leather-bound, woodboard, vellum, brass corners and clasps
Rarity: Very rare
Fields of Study: Supernatural & unusual
Special Knowledge Categories: Planes (outer)
Value: 850 gp
This exceedingly detailed work by the doppelganger, Zhoreb Vaigthlu is a magnificent example of a life dedicated to a single task. Zhoreb obviously used his natural abilities to gain access to all of these locations and his work is a benefit to all who read it. Within are long and artistic descriptions of the upper realms and these long prose descriptions are coupled with accurate maps of the most common sectors of all of the upper realms.
In addition to the descriptions and maps, Zhoreb speculated upon the nature of the creation of the upper planes, and it is this section that sages widely agree upon as the most offensive aspect of the work to upper realm creatures. It is not uncommon for creatures hailing from those realms to purchase and destroy any copies of Geography of the Upper Realms they find.
Sword of Will
Another new artifact for your Sorcery & Super Science! game.
Sword of Will (A) 5; Value 7,800
Spirits: D (A) 5; P (I) 1, 5; P (A) 5
Description: A sword of will is a fearsome weapon in the hands of one with the guts to wield it. Spending 1 Fortune allows its wearer to add to the damage of a hit by subtracting from his Ego up to an amount equal to his Willpower score. If more than 5 points of Ego are used in this manner at one time, the wielder must succeed on a rank 4 Willpower conflict or become staggered, -3 to all rolls for his next turn. A sword of Will flashes a deep green color when using its wielder’s Ego in exchange for damage. A Sword of Will recharges 1 Fortune per week.
Fortune: 14
Sword of Will (A) 5; Value 7,800
Spirits: D (A) 5; P (I) 1, 5; P (A) 5
Description: A sword of will is a fearsome weapon in the hands of one with the guts to wield it. Spending 1 Fortune allows its wearer to add to the damage of a hit by subtracting from his Ego up to an amount equal to his Willpower score. If more than 5 points of Ego are used in this manner at one time, the wielder must succeed on a rank 4 Willpower conflict or become staggered, -3 to all rolls for his next turn. A sword of Will flashes a deep green color when using its wielder’s Ego in exchange for damage. A Sword of Will recharges 1 Fortune per week.
Fortune: 14
Monday, August 23, 2010
Tome of Tomes
Personally, this is my favorite tome in the collection so far. Funny, bawdy, silly, and well, very real seeming.
Beardless Ladies
Author: Durin Axehand
Race: Dwarf
Dimensions: 8x8x1
Weight: 4 lbs.
Materials: Leather-bound, stoneboard, parchment
Rarity: Very Rare
Fields of Study: Demi-humankind
Special Knowledge Categories: Art & music, psychology
Value: 65 gp
This naughty little work has been the focus of many underground book-burnings, but it always seems to be found in the most extraordinary of places. Each of the 100 pages features a fully nude female dwarf: beardless even. Underneath the illustration is a short biography of the woman and of her likes and dislikes.
The author, a dwarf named Durin Axehand, has passed into dwarfish colloquial speech for any type of creature that seems a bit too focused on sexual matters. “He’s entering his Axehand years” is a phrase commonly applied to young dwarven males.
Beardless Ladies
Author: Durin Axehand
Race: Dwarf
Dimensions: 8x8x1
Weight: 4 lbs.
Materials: Leather-bound, stoneboard, parchment
Rarity: Very Rare
Fields of Study: Demi-humankind
Special Knowledge Categories: Art & music, psychology
Value: 65 gp
This naughty little work has been the focus of many underground book-burnings, but it always seems to be found in the most extraordinary of places. Each of the 100 pages features a fully nude female dwarf: beardless even. Underneath the illustration is a short biography of the woman and of her likes and dislikes.
The author, a dwarf named Durin Axehand, has passed into dwarfish colloquial speech for any type of creature that seems a bit too focused on sexual matters. “He’s entering his Axehand years” is a phrase commonly applied to young dwarven males.
Arrow of Islands
A Sorcery & Super Science! artifact that seems very "mythical" to me.
Arrow of Islands (A) 5; Value 4,500
Spirits: D (A) 1; N (A) 5
Description: These unusual arrows create islands when shot into bodies of waters. Each island is approximately 3 acres in size and populated with appropriate flora and fauna according to climate. The arrow is consumed in the process. These arrows are highly valued by peoples leaving near bodies of water as they can create safe-havens protected by a moat of water.
Fortune: 8
Arrow of Islands (A) 5; Value 4,500
Spirits: D (A) 1; N (A) 5
Description: These unusual arrows create islands when shot into bodies of waters. Each island is approximately 3 acres in size and populated with appropriate flora and fauna according to climate. The arrow is consumed in the process. These arrows are highly valued by peoples leaving near bodies of water as they can create safe-havens protected by a moat of water.
Fortune: 8
Sunday, August 22, 2010
New Styles
I've switched over to a more-than-two column template. I think I've got all the kinks worked out and hope that it makes the blog less vertical and a bit more horizontal. I even went in and manually changed some text color to something I liked better. I know that's nothing big in the scale of things, but given my programming knowledge it's like climbing a mountain. A small mountain climbable by cutting-and-pasting, but a mountain none-the-less.
Tome of Tomes
11th in the series. I've always loved gnomes and I know that's not a common opinion around many 1e tables.
Gnomish Art
Author: Froidle Frediddle
Race: Gnome
Dimensions: 8x10x0.5
Weight: 1 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Uncommon
Fields of Study: Demi-humankind
Special Knowledge Categories: Art & music
Value: 10 gp
This uncommon book focuses upon the little-archived subject of gnomish art. Filled with illustration after illustration of paintings and sculpture, Froidle Frediddle’s work is actually one giant lampoon. Knowledgeable readers will recognize much of the artwork as elven or dwarven, not gnomish.
Gnomish Art
Author: Froidle Frediddle
Race: Gnome
Dimensions: 8x10x0.5
Weight: 1 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Uncommon
Fields of Study: Demi-humankind
Special Knowledge Categories: Art & music
Value: 10 gp
This uncommon book focuses upon the little-archived subject of gnomish art. Filled with illustration after illustration of paintings and sculpture, Froidle Frediddle’s work is actually one giant lampoon. Knowledgeable readers will recognize much of the artwork as elven or dwarven, not gnomish.
Upcoming Sorcery & Super Science! products
I've just put the finishing touches on Objects Below the Shattered Moon, which will be a short PDF with 3 new items, 36 new artifacts, and 5 new creatures that are summoned/created by said artifacts. Also, Creatures Below the Shattered Moon, containing 17 new creatures is finished and it too will be a short PDF. Well, almost finished. We're waiting on some art for both of those projects.
After those two come out, I'm going to start focusing on more setting-specific material. There are two products in the works for this. The first is the ZZZ Guide to North America Under the Shattered Moon, which will be a large-scale overview of all of the area shown on the map on the back of the core rules. The second is The Vulture Men of Waukegan - a gazetteer of that particular region of North America under the shattered moon. Its in that area that The House of Blue Men resides.
Finally, I'm also working on another location-based adventure called The Scourge of the Rat Men. It too starts in Deplac Village, but leads to a different location than The House of Blue Men. This is the adventure that Suzi's ran at Origins and Gen Con. I'll be changing it up a bit, of course, as a 4 hour con game doesn't make for a good multi-session play-at-home adventure, but the heart of the adventure will remain the same.
So that's what's up with the Sorcery & Super Science line at the moment. Some small PDFs providing additional options for GMs, two gazetteer-type setting products, and an adventure location. We've got our grubby little paws a'working so you can get your grubbly little paws on some more S&SS stuff soon. :)
After those two come out, I'm going to start focusing on more setting-specific material. There are two products in the works for this. The first is the ZZZ Guide to North America Under the Shattered Moon, which will be a large-scale overview of all of the area shown on the map on the back of the core rules. The second is The Vulture Men of Waukegan - a gazetteer of that particular region of North America under the shattered moon. Its in that area that The House of Blue Men resides.
Finally, I'm also working on another location-based adventure called The Scourge of the Rat Men. It too starts in Deplac Village, but leads to a different location than The House of Blue Men. This is the adventure that Suzi's ran at Origins and Gen Con. I'll be changing it up a bit, of course, as a 4 hour con game doesn't make for a good multi-session play-at-home adventure, but the heart of the adventure will remain the same.
So that's what's up with the Sorcery & Super Science line at the moment. Some small PDFs providing additional options for GMs, two gazetteer-type setting products, and an adventure location. We've got our grubby little paws a'working so you can get your grubbly little paws on some more S&SS stuff soon. :)
Saturday, August 21, 2010
Tome of Tomes
Can you think of anything more exciting that a book about bushes and shrubs? Sad thing is, I've actually gone into a library at Austin to find books to help me with the names of the physical characteristics of plants. Sometimes I think I have too much free time on my hands.
Bushes & Shrubs of the High Mountains
Author: Saia Zoides
Race: Human
Dimensions: 16x16x2
Weight: 10 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Flora
Special Knowledge Categories: Bushes & shrubs
Value: 50 gp
One of the finer general works concerning high elevation bushes and shrubs, Bushes & Shrubs of the High Mountains deals with its namesake throughout the known world. Its breadth of coverage means its depth isn’t that great, but it is rightly considered a standard in its area.
Bushes & Shrubs of the High Mountains
Author: Saia Zoides
Race: Human
Dimensions: 16x16x2
Weight: 10 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Flora
Special Knowledge Categories: Bushes & shrubs
Value: 50 gp
One of the finer general works concerning high elevation bushes and shrubs, Bushes & Shrubs of the High Mountains deals with its namesake throughout the known world. Its breadth of coverage means its depth isn’t that great, but it is rightly considered a standard in its area.
Snap Worms
The thought of being afraid of little worms amuses me. :)
Snap Worms
Mutated worm (Basic)
No statistics
Description & Information: These mutated worms have formed a colony intelligence similar to those of bees. Most snap worms live underground and are rarely seen, but the ones earning the sobriquet of snap worms are the few in the colony that serve to protect it from attack. These worms are only 6 inches long, but they have mutated very long and extremely thin filaments that spread out from the head of the worm through the nearby grasses to a distance of 10 feet. If any creature larger than an insect disturbs a spreading filament, the worm earns its name by snapping out of its shallow hole in a flash, straight towards the disturbance. Upon arrival it explodes, for the snap worm is composed of a high explosive.
Snap worms are most common in grasslands, but can be found almost anywhere under the shattered moon, creating a natural mine field for the unwary. There are typically at least 10 proper snap worms in a snap worm colony, spread throughout the area the nest occupies. Through careful cultivation some intelligent creatures use snap worms for defensive purposes.
Intrinsic Powers
• Snap worms are pretty much like normal earthworms, but they explode when handled roughly. They also explode on contact when their filaments are extended.
• Immune to toxic attacks.
Limited Use Powers
• Worm Snap (1 per life): Avoiding an exploding snap worm is impossible for the creature triggering it. Such triggers a rank 20 Reflex conflict and damage is determined by the result. A greater success deals 4 Health damage. A success deals 8 Health damage. Failure by 1-10 deals 10 Health damage and a minor permanent injury. Failure by more than 10 deals 12 Health damage and a permanent injury. If the trigger does not have Reflex (such as a vehicle), it takes 15 Health damage.
Snap Worms
Mutated worm (Basic)
No statistics
Description & Information: These mutated worms have formed a colony intelligence similar to those of bees. Most snap worms live underground and are rarely seen, but the ones earning the sobriquet of snap worms are the few in the colony that serve to protect it from attack. These worms are only 6 inches long, but they have mutated very long and extremely thin filaments that spread out from the head of the worm through the nearby grasses to a distance of 10 feet. If any creature larger than an insect disturbs a spreading filament, the worm earns its name by snapping out of its shallow hole in a flash, straight towards the disturbance. Upon arrival it explodes, for the snap worm is composed of a high explosive.
Snap worms are most common in grasslands, but can be found almost anywhere under the shattered moon, creating a natural mine field for the unwary. There are typically at least 10 proper snap worms in a snap worm colony, spread throughout the area the nest occupies. Through careful cultivation some intelligent creatures use snap worms for defensive purposes.
Intrinsic Powers
• Snap worms are pretty much like normal earthworms, but they explode when handled roughly. They also explode on contact when their filaments are extended.
• Immune to toxic attacks.
Limited Use Powers
• Worm Snap (1 per life): Avoiding an exploding snap worm is impossible for the creature triggering it. Such triggers a rank 20 Reflex conflict and damage is determined by the result. A greater success deals 4 Health damage. A success deals 8 Health damage. Failure by 1-10 deals 10 Health damage and a minor permanent injury. Failure by more than 10 deals 12 Health damage and a permanent injury. If the trigger does not have Reflex (such as a vehicle), it takes 15 Health damage.
Errata - Lasers and Masers
So I musta had my head up my butt when I did this section and it must have been firmly implanted when I failed to catch it when editing. *sigh* So below is the corrected values for the Laser and Masers. I'd messed up the eu usage and shots per charge - everything should have 100eu usage per shot for 10 shots. Below are the four corrected items as well as a corrected cut-and-paste error. Sorry for the mistake guys!
Mark I Laser Pistol (U) 1; Value: 6,250
Description: The first commonly-available laser pistol. A mark I laser pistol uses 100 eu per shot, providing 10 shots before depleting its power cell. Reloading a cell takes 1 round.
Effects: +10 to damage, +4/ rank 8 heat
Power Source: Power Cell (U) 1 for 1,000eu before depletion.
Range: 0-60, +0; 61-120, -1; 121-200, - 3; 201-400, -5
Mark I Laser Rifle (U) 1; Value: 7,000
Description: The first commonly-available laser rifle. A mark I laser pistol uses 100 eu per shot, providing 10 shots before depleting its power cell. Reloading a cell takes 1 round.
Effects: +12 to damage, +4/ rank 10 heat
Power Source: Power Cell (U) 1 for 1,000eu before depletion.
Range: 0-60, +0; 61-120, -1; 121-200, - 3; 201-400, -5
Mark I Maser Pistol (U) 1; Value: 6,250
Description: The first commonly-available maser pistol. Masers shoot a beam of light unable to be seen by the naked eye. Special goggles or other detectors are required to see a shot. This made the masers favorites of snipers or anyone desiring discretion. A mark I maser pistol uses 100 eu per shot, providing 10 shots before depleting its power cell. Reloading a cell takes 1 round.
Effects: +10 to damage, +4/ rank 8 heat
Power Source: Power Cell (U) 1 for 1,000eu before depletion.
Range: 0-60, +0; 61-120, -1; 121-200, - 3; 201-400, -5
Mark I Maser Rifle (U) 1; Value: 7,000
Description: The first commonly-available maser rifle. A mark I maser rifle uses 100 eu per shot, providing 10 shots before depleting its power cell. Reloading a cell takes 1 round.
Effects: +12 to damage, +4/ rank 10 heat
Power Source: Power Cell (U) 1 for 1,000eu before depletion.
Range: 0-60, +0; 61-120, -1; 121-200, - 3; 201-400, -5
Mark I Laser Pistol (U) 1; Value: 6,250
Description: The first commonly-available laser pistol. A mark I laser pistol uses 100 eu per shot, providing 10 shots before depleting its power cell. Reloading a cell takes 1 round.
Effects: +10 to damage, +4/ rank 8 heat
Power Source: Power Cell (U) 1 for 1,000eu before depletion.
Range: 0-60, +0; 61-120, -1; 121-200, - 3; 201-400, -5
Mark I Laser Rifle (U) 1; Value: 7,000
Description: The first commonly-available laser rifle. A mark I laser pistol uses 100 eu per shot, providing 10 shots before depleting its power cell. Reloading a cell takes 1 round.
Effects: +12 to damage, +4/ rank 10 heat
Power Source: Power Cell (U) 1 for 1,000eu before depletion.
Range: 0-60, +0; 61-120, -1; 121-200, - 3; 201-400, -5
Mark I Maser Pistol (U) 1; Value: 6,250
Description: The first commonly-available maser pistol. Masers shoot a beam of light unable to be seen by the naked eye. Special goggles or other detectors are required to see a shot. This made the masers favorites of snipers or anyone desiring discretion. A mark I maser pistol uses 100 eu per shot, providing 10 shots before depleting its power cell. Reloading a cell takes 1 round.
Effects: +10 to damage, +4/ rank 8 heat
Power Source: Power Cell (U) 1 for 1,000eu before depletion.
Range: 0-60, +0; 61-120, -1; 121-200, - 3; 201-400, -5
Mark I Maser Rifle (U) 1; Value: 7,000
Description: The first commonly-available maser rifle. A mark I maser rifle uses 100 eu per shot, providing 10 shots before depleting its power cell. Reloading a cell takes 1 round.
Effects: +12 to damage, +4/ rank 10 heat
Power Source: Power Cell (U) 1 for 1,000eu before depletion.
Range: 0-60, +0; 61-120, -1; 121-200, - 3; 201-400, -5
Friday, August 20, 2010
Tome of Tomes
And a volume about everyone's favorite (or hated) underground baddies. :)
The Psychology of Drow
Author: Learth Rakeer
Race: Human
Dimensions: 8x10x1
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Demi-humankind
Special Knowledge Categories: Psychology
Value: 400 gp
The definitive work on the drow psychology, Learth Rakeer’s book is found in any library worth its name. Over 100 pages of insight gathered from Learth’s long-imprisonment among the drow, coupled with his overwhelming positive outlook on his terrible experience makes The Psychology of Drow a surprisingly good read.
Reading and digesting the contents of this book requires a week’s time. After this time the reader gains a +10% to any reaction adjustments when dealing with drow. Maintaining this bonus requires a yearly reading of the text to refresh the memory.
The Psychology of Drow
Author: Learth Rakeer
Race: Human
Dimensions: 8x10x1
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Demi-humankind
Special Knowledge Categories: Psychology
Value: 400 gp
The definitive work on the drow psychology, Learth Rakeer’s book is found in any library worth its name. Over 100 pages of insight gathered from Learth’s long-imprisonment among the drow, coupled with his overwhelming positive outlook on his terrible experience makes The Psychology of Drow a surprisingly good read.
Reading and digesting the contents of this book requires a week’s time. After this time the reader gains a +10% to any reaction adjustments when dealing with drow. Maintaining this bonus requires a yearly reading of the text to refresh the memory.
Eye of Anguish
A nifty little artifact.
Eye of Anguish (I) 15; Value 2,100
Spirits: D (I) 1, 5, 15; P (I) 1, 5, 15
Description: A necklace with a triangle pendant upon which a mystic eye is inscribed, an eye of anguish brings suffering upon its bearer, but benefits others. The bearer of an eye of anguish may transfer permanent injuries from others to himself and use the Fortune within the eye to regenerate from the wound. Regeneration occurs at the normal rate as explained in the Regeneration power, and the bearer spends 4 Fortune to regenerate a minor permanent injury, 6 for a permanent injury, and 8 Fortune for a major permanent injury. Adding Fortune into an eye of anguish causes 5 points of Health and Ego damage per 1 point of Fortune replaced.
Fortune: 18
Eye of Anguish (I) 15; Value 2,100
Spirits: D (I) 1, 5, 15; P (I) 1, 5, 15
Description: A necklace with a triangle pendant upon which a mystic eye is inscribed, an eye of anguish brings suffering upon its bearer, but benefits others. The bearer of an eye of anguish may transfer permanent injuries from others to himself and use the Fortune within the eye to regenerate from the wound. Regeneration occurs at the normal rate as explained in the Regeneration power, and the bearer spends 4 Fortune to regenerate a minor permanent injury, 6 for a permanent injury, and 8 Fortune for a major permanent injury. Adding Fortune into an eye of anguish causes 5 points of Health and Ego damage per 1 point of Fortune replaced.
Fortune: 18
Thursday, August 19, 2010
Sorcery & Super Science thread at RPGnet
S&SS is the topic of discussion in this rpgnet thread. It's great to see it there and to answer questions. Nice to see that there's some interest in the humble 48-pager.
Tome of Tomes
The next tome in the pile is....
101 Ways to Die Through Foolhardiness
Author: Gorath Ironfist
Race: Dwarf
Dimensions: 16x16x1
Weight: 5 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Physical universe, fauna, flora
Special Knowledge Categories: Architecture & engineering, physics, arachnids, reptiles, flowers, fungi
Value: 250 gp
The humorous tone of this work has long held it back from being considered a classic work, but the shear number of copies of Gorath Ironfist’s 101 Ways to Die Through Foolhardiness stakes just such a claim, regardless tone. This large work is profusely illustrated (resulting in its high value) and concerns poisons, dangerous plants, animals, fungi, and traps of all sorts.
101 Ways to Die Through Foolhardiness
Author: Gorath Ironfist
Race: Dwarf
Dimensions: 16x16x1
Weight: 5 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Physical universe, fauna, flora
Special Knowledge Categories: Architecture & engineering, physics, arachnids, reptiles, flowers, fungi
Value: 250 gp
The humorous tone of this work has long held it back from being considered a classic work, but the shear number of copies of Gorath Ironfist’s 101 Ways to Die Through Foolhardiness stakes just such a claim, regardless tone. This large work is profusely illustrated (resulting in its high value) and concerns poisons, dangerous plants, animals, fungi, and traps of all sorts.
Skeleton Teeth
This Sorcery & Super Science! artifact is heavily influenced by the seminal Ray Harryhousen scene in Jason and the Argonauts. I've always liked that scene and thought to make my own variation.
Skeleton Teeth (I) 10: Value
Spirits: D (I) 5, 10 N (I) 5, 10
Description: Seven teeth pried from skulls and infused with spirits, skeleton teeth are thrown upon the ground to summon one skeleton warrior per tooth. The summoning requires 10 Fortune. The warriors are under the command of the caster of the teeth and can understand simple orders. The warriors animate for 1 hour before returning to the earth. After the skeletons return to the earth the caster will find that 1 fewer tooth remains in the set, meaning that skeleton teeth can be used 7 times, each time with progressively fewer warriors. When returning to the earth after the final use, there is a 10% chance that the last skeleton will leave behind 7 teeth - a new set of skeleton teeth.
Fortune: 12
Skeleton Warrior
Sorcerous Construct (Basic)
C4 A1 S3 F4 R-3 I1 W2: Ego 8: Health 24: Fortune 12
Movement 5/44
Description & Information: Summoned by powerful magics, skeleton warriors claw their way out of the ground equipped with either longsword and shield or spear and shield. Their shields are small round affairs, brightly colored with insignias of octopi, elephants, lions, or other fiercely drawn animals. Their shields and weapons appear battered and old, but are actually well-crafted.
Intrinsic Powers
• Skeleton warriors are tough, reducing Health damage by 4 points per hit for piercing damage, 2 points for slashing damage, and 1 point per hit for bludgeoning damage.
• Their shields absorb the first 10 Health damage. After absorbing the damage, they are knocked out of the grip of the skeleton warrior, remaining irretrievable on the ground. When a skeleton warrior is killed, its shield may be retrieved and functions as a medium shield.
• The swords and spears of a skeleton warrior do +5 slashing damage and a deal a +4/ rank 5 combat condition in melee. The spears can be thrown up to 60 feet with no range penalty and if they hit and draw blood, the throwing skeleton warrior is instantly teleported to the spear, appearing with spear in hand. Swords, but not spears, are left behind when a skeleton warrior is destroyed.
Skeleton Teeth (I) 10: Value
Spirits: D (I) 5, 10 N (I) 5, 10
Description: Seven teeth pried from skulls and infused with spirits, skeleton teeth are thrown upon the ground to summon one skeleton warrior per tooth. The summoning requires 10 Fortune. The warriors are under the command of the caster of the teeth and can understand simple orders. The warriors animate for 1 hour before returning to the earth. After the skeletons return to the earth the caster will find that 1 fewer tooth remains in the set, meaning that skeleton teeth can be used 7 times, each time with progressively fewer warriors. When returning to the earth after the final use, there is a 10% chance that the last skeleton will leave behind 7 teeth - a new set of skeleton teeth.
Fortune: 12
Skeleton Warrior
Sorcerous Construct (Basic)
C4 A1 S3 F4 R-3 I1 W2: Ego 8: Health 24: Fortune 12
Movement 5/44
Description & Information: Summoned by powerful magics, skeleton warriors claw their way out of the ground equipped with either longsword and shield or spear and shield. Their shields are small round affairs, brightly colored with insignias of octopi, elephants, lions, or other fiercely drawn animals. Their shields and weapons appear battered and old, but are actually well-crafted.
Intrinsic Powers
• Skeleton warriors are tough, reducing Health damage by 4 points per hit for piercing damage, 2 points for slashing damage, and 1 point per hit for bludgeoning damage.
• Their shields absorb the first 10 Health damage. After absorbing the damage, they are knocked out of the grip of the skeleton warrior, remaining irretrievable on the ground. When a skeleton warrior is killed, its shield may be retrieved and functions as a medium shield.
• The swords and spears of a skeleton warrior do +5 slashing damage and a deal a +4/ rank 5 combat condition in melee. The spears can be thrown up to 60 feet with no range penalty and if they hit and draw blood, the throwing skeleton warrior is instantly teleported to the spear, appearing with spear in hand. Swords, but not spears, are left behind when a skeleton warrior is destroyed.
Wednesday, August 18, 2010
Tome of Tomes
I've always been fascinated by fungi. So many different shapes, colors, and textures.
Common Mushrooms
Author: Myrnar Krentomzh
Race: Human
Dimensions: 8x10x1.5
Weight: 4 lbs.
Materials: Leather-bound, woodboard, parchment, brass clasps,
Rarity: Common
Fields of Study: Flora
Special Knowledge Categories: Fungi
Value: 50 gp
This standard work is found in any library with even a slight interest in fungi. Written by Myrnar Krentomzh, who ascended to Arch-druid late in his life, common mushrooms is well illustrated and focuses upon the types and uses of the most common mushrooms. The work is rather limited to temperate climates, but it is the go-to volume for anything fungal from such a clime. As the saying goes, “if it’s not in common mushrooms, it’s not a common mushroom.”
Common Mushrooms
Author: Myrnar Krentomzh
Race: Human
Dimensions: 8x10x1.5
Weight: 4 lbs.
Materials: Leather-bound, woodboard, parchment, brass clasps,
Rarity: Common
Fields of Study: Flora
Special Knowledge Categories: Fungi
Value: 50 gp
This standard work is found in any library with even a slight interest in fungi. Written by Myrnar Krentomzh, who ascended to Arch-druid late in his life, common mushrooms is well illustrated and focuses upon the types and uses of the most common mushrooms. The work is rather limited to temperate climates, but it is the go-to volume for anything fungal from such a clime. As the saying goes, “if it’s not in common mushrooms, it’s not a common mushroom.”
Mini-Review of Advanced Adventures #15: Stonesky Delve
The fine folks at Tenkar's Tavern have done a mini review for Stonesky Delve. I'm pleased they mentioned the maps, as I think they are one of the strong points of the module that differentiates it from most cavern-crawls. There are two maps for the cavern area - overhead and side view. I've always wanted to see more realistic caves in fantasy rpgs ever since I first saw pictures of the strange underworld lurking beneath our feet.
I finally got my first actual cave experience a few years ago at Mammoth Cave. It was amazing and I knew that I wanted to write a module that seemed more like a real cave than those I've see in what seems like every other adventure. Given the ease at finding caving information on the web, and after discovering the truly amazing Voronja Cave system (now called Krubera) I was hooked. Look at the map below for a taste and click here for the embiggened version. :)
There's a lot more room for fun and craziness left for the "real cave" dungeon experience. I imagine I'll revisit the idea again sometime.
I finally got my first actual cave experience a few years ago at Mammoth Cave. It was amazing and I knew that I wanted to write a module that seemed more like a real cave than those I've see in what seems like every other adventure. Given the ease at finding caving information on the web, and after discovering the truly amazing Voronja Cave system (now called Krubera) I was hooked. Look at the map below for a taste and click here for the embiggened version. :)
There's a lot more room for fun and craziness left for the "real cave" dungeon experience. I imagine I'll revisit the idea again sometime.
Goblin Bear
Not all mutations under the shattered moon derive from the breaking of time. Some come from ancient and terrible forces thought long gone: the faerie.
Goblin Bear
Mutated bear (Intermediate)
C8 A3 S8 F5 R1 I1 W1: Ego 16: Health 48: Fortune 27
Movement 10/88 (climb at .25)
Description & Information: A twisted and hairless mutated bear, little remains behind that is recognizable. Along its spine a series of boney projections looking like shark fins progress down to an elongated tail. The head is mostly thin skin over bone, seemingly lacking the musculature needed for the fierce bite of the creature. They are generally cowardly creatures, often found skulking and muttering in the background as henchmen of more charismatic creatures.
It’s speculated that goblin bears are not mutants caused by the cracking of the moon, but are instead the work of foul faeries tinkering with the nature around them. They are found in forested areas and in the blasted wastelands, but appear to avoid other types of terrain.
Intrinsic Powers
• Possess senses greater than human +20 on any olfactory sense conflicts.
• Immune to radiation.
• Goblin bears attack with a bite, dealing +8 piercing damage per hit and a +4/ rank 6 combat condition.
Limited Use Powers
• Bear Hug (1 per day): The great hug of a goblin bear attacks at a Combat 10 and deals +10 piercing damage and +4/ rank 4 combat condition.
• Curse of the Hirsute (1 per week): Mostly hairless, goblin bears may inflict a shaggy bear-like coat of fur upon any creature it finds offensive. A successful rank 4 Willpower conflict prevents such from happening, but a failure results in a thick hairy coat upon the target. Such hair falls out naturally in a week’s time. Any Fortune spent to succeed in this conflict actually subtracts from the total roll, but such is unknown to the target.
Goblin Bear
Mutated bear (Intermediate)
C8 A3 S8 F5 R1 I1 W1: Ego 16: Health 48: Fortune 27
Movement 10/88 (climb at .25)
Description & Information: A twisted and hairless mutated bear, little remains behind that is recognizable. Along its spine a series of boney projections looking like shark fins progress down to an elongated tail. The head is mostly thin skin over bone, seemingly lacking the musculature needed for the fierce bite of the creature. They are generally cowardly creatures, often found skulking and muttering in the background as henchmen of more charismatic creatures.
It’s speculated that goblin bears are not mutants caused by the cracking of the moon, but are instead the work of foul faeries tinkering with the nature around them. They are found in forested areas and in the blasted wastelands, but appear to avoid other types of terrain.
Intrinsic Powers
• Possess senses greater than human +20 on any olfactory sense conflicts.
• Immune to radiation.
• Goblin bears attack with a bite, dealing +8 piercing damage per hit and a +4/ rank 6 combat condition.
Limited Use Powers
• Bear Hug (1 per day): The great hug of a goblin bear attacks at a Combat 10 and deals +10 piercing damage and +4/ rank 4 combat condition.
• Curse of the Hirsute (1 per week): Mostly hairless, goblin bears may inflict a shaggy bear-like coat of fur upon any creature it finds offensive. A successful rank 4 Willpower conflict prevents such from happening, but a failure results in a thick hairy coat upon the target. Such hair falls out naturally in a week’s time. Any Fortune spent to succeed in this conflict actually subtracts from the total roll, but such is unknown to the target.
Tuesday, August 17, 2010
Tome of Tomes
I've always imagined Hill Giant philosophy like Ogre from Revenge of the Nerds II when he's stoned. Yeah, I have high-class viewing habits. :)
Return to the Eve
Author: Gnospret Gobar
Race: Hill giant
Dimensions: 16x10x0.5
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Uncommon
Fields of Study: Humanoids & giantkind
Special Knowledge Categories: Legends & folklore
Value: 25 gp
This unusual work of hill giant poetry tells of the mythical era when giants, and only giants, walked the earth. Surprisingly absent of any theological ruminations, Return to the Eve is perhaps the only known purely-artistic work of hill giant kind.
Return to the Eve
Author: Gnospret Gobar
Race: Hill giant
Dimensions: 16x10x0.5
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Uncommon
Fields of Study: Humanoids & giantkind
Special Knowledge Categories: Legends & folklore
Value: 25 gp
This unusual work of hill giant poetry tells of the mythical era when giants, and only giants, walked the earth. Surprisingly absent of any theological ruminations, Return to the Eve is perhaps the only known purely-artistic work of hill giant kind.
Roach of Doom!
Because sometimes you really, really wish you had a flying carnivorous mastodon you can keep in your pocket.
Roach of Doom (U) 5; Value 45,600
Spirits: N (B) 10, (I) 10, A (10), (U) 5
Description: One of the most unusual sorcerous “objects” a roach of doom appears as just a normal roach to all but sorcerers. This, of course, is far from reality, for dwelling within the hapless insect are four necromantic spirits. Upon command and the expenditure of 5 Fortune, the roach of doom transforms into a winged, man-eating mastodon under total command of its owner. It will remain for 1 hour before turning back into a normal roach. A roach of doom lives for 100 years. If drained of all Fortune, it dies. Every use of a roach of doom has a 1% cumulative chance of error, resulting in a winged, man-eating mastodon desirous of consuming the being that called it forth to the exception of all other actions.
Fortune: 14
Roach of Doom (U) 5; Value 45,600
Spirits: N (B) 10, (I) 10, A (10), (U) 5
Description: One of the most unusual sorcerous “objects” a roach of doom appears as just a normal roach to all but sorcerers. This, of course, is far from reality, for dwelling within the hapless insect are four necromantic spirits. Upon command and the expenditure of 5 Fortune, the roach of doom transforms into a winged, man-eating mastodon under total command of its owner. It will remain for 1 hour before turning back into a normal roach. A roach of doom lives for 100 years. If drained of all Fortune, it dies. Every use of a roach of doom has a 1% cumulative chance of error, resulting in a winged, man-eating mastodon desirous of consuming the being that called it forth to the exception of all other actions.
Fortune: 14
Monday, August 16, 2010
Tome of Tomes
And number 5 in the Tome of Tome series.
Chaos - Theory and Practice
Author: High Wizard Starhand
Race: Human
Dimensions: 8x8x6
Weight: 10 lbs.
Materials: Leather-bound, woodboard, parchment, brass clasps
Rarity: Rare
Fields of Study: Supernatural & unusual
Special Knowledge Categories: Metaphysics, planes (outer)
Value: 300 gp
This odd book is only slightly less thick than it is tall and wide. Clasped with brass, the book seems almost imbued with the essence of the subject matter therein. The High Wizard placed much of his knowledge concerning chaos into this masterful work and it requires the reader possess at least an intelligence of 16 for it to make any sense at all. Starhand penned the book not only as a guide, but as an example of what chaos-stuff means.
Chaos - Theory and Practice
Author: High Wizard Starhand
Race: Human
Dimensions: 8x8x6
Weight: 10 lbs.
Materials: Leather-bound, woodboard, parchment, brass clasps
Rarity: Rare
Fields of Study: Supernatural & unusual
Special Knowledge Categories: Metaphysics, planes (outer)
Value: 300 gp
This odd book is only slightly less thick than it is tall and wide. Clasped with brass, the book seems almost imbued with the essence of the subject matter therein. The High Wizard placed much of his knowledge concerning chaos into this masterful work and it requires the reader possess at least an intelligence of 16 for it to make any sense at all. Starhand penned the book not only as a guide, but as an example of what chaos-stuff means.
Thanks to Tenkar's Tavern
Thanks to the kind folks over at Tenkar's Tavern for mentioning our blog. I'm always gladdened to see that people think the S&SS blog is an enjoyable read. Especially on days when I wake up at 4:30am for no particular reason other than "Hey! You could make a S&SS super-heroes games, couldn't you...."
Stupid Brain.
Stupid Brain.
Domovoi
A Russian domestic spirit to get the blood going this early Monday. You can use this for pretty much any relatively-benign household spirit, regardless cultural group. Not everything below the shattered moon is mean, twisted, and dangerous - although it may seem like it.
Domovoi
Elemental spirit (Intermediate) 1
C1 A3 S2 F6 R1 I3 W6: Ego 32: Health 24: Fortune 22
Movement 5/44
Description & Information: A common household spirit, domovoi look like a tiny old man with a bushy white beard. A domovoi watches over all the members of the household, helping them avoid accidents and mishaps, but if in a mischevious mood a domovoi will sometimes create accidents or mishaps for entertainment. They favor such things as tickling, knocking on walls and floors, and moving small items from where they belong. Keeping on the good side of a domovoi is fairly easy via small gifts and presents of food or shiny items. Unlike many spirits, domovoi can act (via their telekinesis) when non-manifested and rarely self-manifest.
Intrinsic Powers
• Damaging a domovoi with non-iron weaponry is difficult - all Health damage is reduced by 4 points in such cases.
• Possess senses greater than human +4 on any sense conflicts and they can make extraordinary sense checks.
• Domovoi have no effective physical attack and wield no weapons.
Limited Use Powers
• Self Manifest (1 per week): Domovoi can make themselves flesh for one hour per week although they rarely do.
• Telekinesis (4 per day): Domovoi possess the Telekinesis power at (Basic) level.
Domovoi
Elemental spirit (Intermediate) 1
C1 A3 S2 F6 R1 I3 W6: Ego 32: Health 24: Fortune 22
Movement 5/44
Description & Information: A common household spirit, domovoi look like a tiny old man with a bushy white beard. A domovoi watches over all the members of the household, helping them avoid accidents and mishaps, but if in a mischevious mood a domovoi will sometimes create accidents or mishaps for entertainment. They favor such things as tickling, knocking on walls and floors, and moving small items from where they belong. Keeping on the good side of a domovoi is fairly easy via small gifts and presents of food or shiny items. Unlike many spirits, domovoi can act (via their telekinesis) when non-manifested and rarely self-manifest.
Intrinsic Powers
• Damaging a domovoi with non-iron weaponry is difficult - all Health damage is reduced by 4 points in such cases.
• Possess senses greater than human +4 on any sense conflicts and they can make extraordinary sense checks.
• Domovoi have no effective physical attack and wield no weapons.
Limited Use Powers
• Self Manifest (1 per week): Domovoi can make themselves flesh for one hour per week although they rarely do.
• Telekinesis (4 per day): Domovoi possess the Telekinesis power at (Basic) level.
Sunday, August 15, 2010
Tome of Tomes
The 4th in the series.
The Rule of Law
Author: Grylath Mavour
Race: Human
Dimensions: 8x10x1
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Rare
Fields of Study: Supernatural & unusual
Special Knowledge Categories: Metaphysics, planes (outer)
Value: 100 gp
Rarely does one encounter such a dry and dull book. Mavour was a renowned sage of the past century, but his vast knowledge on this subject is presented in what is almost a perversely difficult way. Because of his tendency for paragraph-long sentences and obscure metaphors, The Rule of Law isn’t found in many collections, and such is a shame. It is an excellent summation of the theory of law in the multiverse.
The Rule of Law
Author: Grylath Mavour
Race: Human
Dimensions: 8x10x1
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Rare
Fields of Study: Supernatural & unusual
Special Knowledge Categories: Metaphysics, planes (outer)
Value: 100 gp
Rarely does one encounter such a dry and dull book. Mavour was a renowned sage of the past century, but his vast knowledge on this subject is presented in what is almost a perversely difficult way. Because of his tendency for paragraph-long sentences and obscure metaphors, The Rule of Law isn’t found in many collections, and such is a shame. It is an excellent summation of the theory of law in the multiverse.
Saturday, August 14, 2010
Tome of Tomes
This is turning out to be a fun little exercise. 3rd book in the series.
The Virtue of Celibacy
Author: Gehed Noorlim
Race: Human
Dimensions: 4x5x0.5
Weight: 1 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Humankind
Special Knowledge Categories: Philosophy & ethics, theology & myth
Value: 1 gp
This short treatise on celibacy is one of the most common books in the known world. Produced in vast quantities by the great landowner Gehed Noorlim, the book is given out to any who can read. Gehed finances the reproduction of the work at great personal expense as he is a fervent believer in his message. Sages believe the work to be nothing more than a rambling diatribe about how the “lesser races” should choose self-genocide because humanity is the purist form of intelligent life.
The Virtue of Celibacy
Author: Gehed Noorlim
Race: Human
Dimensions: 4x5x0.5
Weight: 1 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Humankind
Special Knowledge Categories: Philosophy & ethics, theology & myth
Value: 1 gp
This short treatise on celibacy is one of the most common books in the known world. Produced in vast quantities by the great landowner Gehed Noorlim, the book is given out to any who can read. Gehed finances the reproduction of the work at great personal expense as he is a fervent believer in his message. Sages believe the work to be nothing more than a rambling diatribe about how the “lesser races” should choose self-genocide because humanity is the purist form of intelligent life.
Bunnyshark!
One of the cuter of the creatures below the shattered moon. :)
Bunnyshark
Mutated rabbit (Basic)
C1 A6 S-3 F1 R-3 I3 W2: Ego 4: Health 10: Fortune 6
Movement 15/132 (swim at .25)
Description & Information: A bunnyshark is a common rabbit featuring the head of a great white shark where its normal bunny head should abide. They live only to hop, eat, and make more bunnysharks. Independently they are of little concern for an adult mutie, but in packs they can be deadly. They are found in any temperate environment and typically outcompete the regular small predators. They can breathe underwater for short periods of time (up to 10 minutes).
Intrinsic Powers
• Possess senses greater than human +2 on any auditory sense conflicts.
• Bunnysharks attack with a bite, dealing +1 piercing damage per hit and a +4/ rank 2 combat condition.
Limited Use Powers
• Bun Mob (1 per day): If there are more than 10 bunnysharks in an attacking pack, they may enter a frenzied state, wherein their Combat is increased to 3 and they deal +3 piercing damage per hit.
Inspired by the below pic which I caption with "The Hills are alive with the sounds of ggggggggaaaaaaaaakkkk!"
Bunnyshark
Mutated rabbit (Basic)
C1 A6 S-3 F1 R-3 I3 W2: Ego 4: Health 10: Fortune 6
Movement 15/132 (swim at .25)
Description & Information: A bunnyshark is a common rabbit featuring the head of a great white shark where its normal bunny head should abide. They live only to hop, eat, and make more bunnysharks. Independently they are of little concern for an adult mutie, but in packs they can be deadly. They are found in any temperate environment and typically outcompete the regular small predators. They can breathe underwater for short periods of time (up to 10 minutes).
Intrinsic Powers
• Possess senses greater than human +2 on any auditory sense conflicts.
• Bunnysharks attack with a bite, dealing +1 piercing damage per hit and a +4/ rank 2 combat condition.
Limited Use Powers
• Bun Mob (1 per day): If there are more than 10 bunnysharks in an attacking pack, they may enter a frenzied state, wherein their Combat is increased to 3 and they deal +3 piercing damage per hit.
Inspired by the below pic which I caption with "The Hills are alive with the sounds of ggggggggaaaaaaaaakkkk!"
Friday, August 13, 2010
Tome of Tomes
And another longer description of a book found in ancient Stonesky.
On the Nature of Worms
Author: Treys Nadhil
Race: Human
Dimensions: 14x12x1.5
Weight: 4 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Very Rare
Fields of Study: Fauna
Special Knowledge Categories: None
Value: 200 gp
Perhaps the only work on the lowly annelids, On the Nature of Worms is mind-numbingly detailed and exhaustive. If one wants to know something about a worm, this work by the druid Treys Nadhil will more than likely be the first, and last, place to look.
There is a section in the middle of this book concerning purple worms. After reading this section, an individual is treated as if his AC was 1 point better when facing the great worm. In addition, if swallowed, a reader gains a +2 to damage, knowing where it is most efficient to attack the worm from the inside.
On the Nature of Worms
Author: Treys Nadhil
Race: Human
Dimensions: 14x12x1.5
Weight: 4 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Very Rare
Fields of Study: Fauna
Special Knowledge Categories: None
Value: 200 gp
Perhaps the only work on the lowly annelids, On the Nature of Worms is mind-numbingly detailed and exhaustive. If one wants to know something about a worm, this work by the druid Treys Nadhil will more than likely be the first, and last, place to look.
There is a section in the middle of this book concerning purple worms. After reading this section, an individual is treated as if his AC was 1 point better when facing the great worm. In addition, if swallowed, a reader gains a +2 to damage, knowing where it is most efficient to attack the worm from the inside.
Birth Horror
A new Sorcery & Super Science creature that I find particularly horrifying.
Birth Horror
Mutated spider (Basic)
C2 A5 S1 F1 R-2 I3 W2: Ego 8: Health 18: Fortune 12
Movement 8/70 (climb as same)
Description & Information: Birth horrors look like giant spiders (roughly 4 ft. wide) featuring a semi-human spider face. They have a crown of eyes around the top of their misshapen and lumpy head.
Birth horrors have a unique reproductive cycle and two very distinct aspects of the same species. The first type of birth horror (and not the one normally considered when the name is mentioned) is a small sickly-green spider. In this form they spend their time hunting small insects while continually looking for a pregnant mutated human in which to lay their seed. If a pregnant mutated human is infected by a birth horror (a rank 20 Fortitude conflict) her fetus changes, becoming the second aspect in the birth horror life cycle. This change is not noticeable until month 7 of the pregnancy, wherein the horror rips itself out of its host in a matter of minutes before fleeing into the wastelands where it grows to adulthood. Upon reaching adulthood the birth horror moves closer towards “civilization” and small pustule-like sacs form along its head/body. When these pop, a small-sickly green spider drops to the ground and the birth horror reproductive cycle begins anew. Birth Horrors are often found among scritch.
Intrinsic Powers
• Regenerate 2 additional Health per day.
• Possess senses greater than human +8 on any visual sense conflicts.
• Immune to poison.
• Birth Horrors attack with a bite, dealing +2 piercing damage per hit and a +4/ rank 4 combat condition.
Limited Use Powers
• Urticating Hair (1 per day): Although mostly hairless, birth horrors can quickly release their hairs into a cloud affecting anything with 10 feet of the horror. Those in the cloud are subject to a rank 10 Fortitude conflict. Failure results in the temporary loss of 1 point of Fortitude. Protective breathing gear, even something as simple as a wet cloth over the mouth, prevents this effect.
Birth Horror
Mutated spider (Basic)
C2 A5 S1 F1 R-2 I3 W2: Ego 8: Health 18: Fortune 12
Movement 8/70 (climb as same)
Description & Information: Birth horrors look like giant spiders (roughly 4 ft. wide) featuring a semi-human spider face. They have a crown of eyes around the top of their misshapen and lumpy head.
Birth horrors have a unique reproductive cycle and two very distinct aspects of the same species. The first type of birth horror (and not the one normally considered when the name is mentioned) is a small sickly-green spider. In this form they spend their time hunting small insects while continually looking for a pregnant mutated human in which to lay their seed. If a pregnant mutated human is infected by a birth horror (a rank 20 Fortitude conflict) her fetus changes, becoming the second aspect in the birth horror life cycle. This change is not noticeable until month 7 of the pregnancy, wherein the horror rips itself out of its host in a matter of minutes before fleeing into the wastelands where it grows to adulthood. Upon reaching adulthood the birth horror moves closer towards “civilization” and small pustule-like sacs form along its head/body. When these pop, a small-sickly green spider drops to the ground and the birth horror reproductive cycle begins anew. Birth Horrors are often found among scritch.
Intrinsic Powers
• Regenerate 2 additional Health per day.
• Possess senses greater than human +8 on any visual sense conflicts.
• Immune to poison.
• Birth Horrors attack with a bite, dealing +2 piercing damage per hit and a +4/ rank 4 combat condition.
Limited Use Powers
• Urticating Hair (1 per day): Although mostly hairless, birth horrors can quickly release their hairs into a cloud affecting anything with 10 feet of the horror. Those in the cloud are subject to a rank 10 Fortitude conflict. Failure results in the temporary loss of 1 point of Fortitude. Protective breathing gear, even something as simple as a wet cloth over the mouth, prevents this effect.
Thursday, August 12, 2010
Tome of Tomes
There's about a score of books the PCs may find in Advanced Adventures #15: Stonesky Delve and each has a very brief description. I thought it would be fun to flesh those out a bit so I think I'll start a blog series about the books and go into a little more detail. Each of the books would probably fit into a sage's collection so I'll arrange them in that manner. (Dimensions are width, height, depth)
The Earth Forging
Author: Drust Dakvon
Race: Human
Dimensions: 8x10x1
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Uncommon
Fields of Study: Humankind, demi-humankind, humanoids & giantkind
Special Knowledge Categories: Theology & myth
Value: 100 gp
A comparative study of the various creation stories among humans, demi-humans, humanoids, and giantkind, The Earth Forging is the first comparative study of the same subject as seen from many points of view. Dakvon traveled extensively and recorded the (often verbal-only) histories of over 100 different tribes/peoples/races for his work.
The Earth Forging
Author: Drust Dakvon
Race: Human
Dimensions: 8x10x1
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Uncommon
Fields of Study: Humankind, demi-humankind, humanoids & giantkind
Special Knowledge Categories: Theology & myth
Value: 100 gp
A comparative study of the various creation stories among humans, demi-humans, humanoids, and giantkind, The Earth Forging is the first comparative study of the same subject as seen from many points of view. Dakvon traveled extensively and recorded the (often verbal-only) histories of over 100 different tribes/peoples/races for his work.
Stormwatch
Here's a new artifact loosely inspired by Jethro Tull's album of the same name.
Stormwatch (I) 5; Value 750
Spirits: E (I) 1, 2, 3, 4, 5
Description: A stormwatch is a well-crafted mechanical pocket watch that is frozen at 11:59. Spending 2 Fortune allows the bearer of a stormwatch to predict the weather for the next 24 hours with complete accuracy. Spending 5 Fortune allows the bearer to decide what he would like the weather to be for the next 24 hours as long as such is appropriate for the season (ie. no blizzards in summer). The weather desired excludes unique weather events such as hurricanes and tornadoes.
Fortune: 15
Stormwatch (I) 5; Value 750
Spirits: E (I) 1, 2, 3, 4, 5
Description: A stormwatch is a well-crafted mechanical pocket watch that is frozen at 11:59. Spending 2 Fortune allows the bearer of a stormwatch to predict the weather for the next 24 hours with complete accuracy. Spending 5 Fortune allows the bearer to decide what he would like the weather to be for the next 24 hours as long as such is appropriate for the season (ie. no blizzards in summer). The weather desired excludes unique weather events such as hurricanes and tornadoes.
Fortune: 15
Wednesday, August 11, 2010
Sorcery & Super Science cover for PDF printing
Apparently one cannot just attach a PDF to a blog post. :(
Here's a link for a home-printer-friendly PDF version of the cover and back cover of the Sorcery & Super Science core rules.
Here's a link for a home-printer-friendly PDF version of the cover and back cover of the Sorcery & Super Science core rules.
The true way to play Sorcery & Super Science
S&SS is an old-school game. I expect all those who play it to make it their own. The game, once in your hands, is *your* game - not mine. My responsibility as a designer is to provide ideas and material upon which you, as the owner of the game, make completely yours. Don't like a rule in the book? Change it. Think something is too complex? Simplify it. Don't like skills? Don't use them. Want more material? Make it up. The game is yours.
This design philosophy is, IMO, quite different than most modern rpgs in which rules are "rules to be followed to the letter" and in which the GM is expected to only create minimal material for his or her campaign. There are no "rules" in S&SS - only suggestions. I will be releasing more S&SS material of course, I do this for a living after all, but I'm expecting every GM to play in their own sandbox and create their own campaign-appropriate material. I expect all to have their own house rules and to look at everything in the game with a critical eye based upon what they want at their table. We're all experienced role-players now and we know what works best for ourselves and our players.
I'll be using this blog to expand upon S&SS in various ways - snippets of world-building, new creatures, new items, etc. But the final word isn't mine - it's the word of every GM and every player at every individual table.
The game is yours.
This design philosophy is, IMO, quite different than most modern rpgs in which rules are "rules to be followed to the letter" and in which the GM is expected to only create minimal material for his or her campaign. There are no "rules" in S&SS - only suggestions. I will be releasing more S&SS material of course, I do this for a living after all, but I'm expecting every GM to play in their own sandbox and create their own campaign-appropriate material. I expect all to have their own house rules and to look at everything in the game with a critical eye based upon what they want at their table. We're all experienced role-players now and we know what works best for ourselves and our players.
I'll be using this blog to expand upon S&SS in various ways - snippets of world-building, new creatures, new items, etc. But the final word isn't mine - it's the word of every GM and every player at every individual table.
The game is yours.
Tuesday, August 10, 2010
Sorcery & Super Science in PDF and The House of Blue Men!
Sorcery & Super Science is now available in PDF form from Your Games Now. Additionally, the free introductory adventure (and quickstart rules) is also available for download at Your Games Now as well. So grab your copy if you know you want one, or just get the freebie and check out what the game's like.
I'm a happy camper. Everything's out now and soon the PDF will appear at other e-retailers as well. :)
I'm a happy camper. Everything's out now and soon the PDF will appear at other e-retailers as well. :)
Advanced Adventure #15 Stonesky Delve in print and PDF!
The 2010 1E Gen Con tournament adventure is now for sale in print form ($14) from our website as well as PDF ($7) from Your Games Now. I know all three groups had a blast with the 2 4-hour sessions at Gen Con, so pick it up and run your group through it as well. :)
Gen Con quick summation
Gen Con was busy this year like normal. I (along with Jon Hershberger and Chris Gath) ran a 1e tourney using Advanced Adventures #15: Stonesky Delve. We had three tables and about 27 gamers in total. Much fun was had by all and hopefully we'll have another tourney next year as well. Thanks to everyone who played and to Jon and Chris for their time and efforts!
Suzi ran two sessions of Sorcery & Super Science while I was off running the tourney. She ran an adventure called The Scourge of the Rat Men for two different groups. From what she's told me, both groups had a blast and even though they had radically different ideas during the adventure, both were successful in their rescue attempt.
Suzi and I spent much of our time socializing and playing games. For the past 7 years we've always had to man a booth, but this year we teamed up with Tabletop Adventures and thanks to their efforts, we were free from booth duty this year. It's quite a different convention when seen from the other side of a booth.
In summation, it was nice to see everyone again, and thank you Steve for the bottle of 1792 - it's tasty!
Suzi ran two sessions of Sorcery & Super Science while I was off running the tourney. She ran an adventure called The Scourge of the Rat Men for two different groups. From what she's told me, both groups had a blast and even though they had radically different ideas during the adventure, both were successful in their rescue attempt.
Suzi and I spent much of our time socializing and playing games. For the past 7 years we've always had to man a booth, but this year we teamed up with Tabletop Adventures and thanks to their efforts, we were free from booth duty this year. It's quite a different convention when seen from the other side of a booth.
In summation, it was nice to see everyone again, and thank you Steve for the bottle of 1792 - it's tasty!
Monday, August 9, 2010
Back from Gen Con
We're back from Gen Con, groggy and hoarse, but with only a wee bit of the con crud as far as I can tell. Had a blast and need to blog about it in more detail sometime today between doing real work. :)
We have a few more touches on the PDF version of Sorcery & Super Science to do and a few more tweaks on the free PDF quick-start rules and starting adventure. Should have those up and ready in a day or two if everything goes as planned.
We have a few more touches on the PDF version of Sorcery & Super Science to do and a few more tweaks on the free PDF quick-start rules and starting adventure. Should have those up and ready in a day or two if everything goes as planned.
Wednesday, August 4, 2010
We are at Gen Con in booth 530
We made it and just want to remind everyone that we're in booth 530 in the vendor hall. Unfortunately, we were left off the list of vendors in the book and map. :(
Off to Gen Con 2010!
Well be leaving the house in less than an hour. 4 days of gaming madness lie ahead. :)
Tuesday, August 3, 2010
Sorcery & Super Science pre-orders are shipped
All the pre-orders have been shipped and should be showing up shortly on doorsteps throughout the US and even distant and exotic foreign lands. We've been getting ready for Gen Con so not much has been happening here except the preparation for the con. I've a few new monsters and new artifacts created for S&SS, but nothing of any sizable quantity. When we get back, I'll start hitting S&SS harder - expounding upon the game and the world under the shattered moon. So until then, this'll be my last post for a few days.
Thanks to everyone who pre-ordered and hope you enjoy!
Thanks to everyone who pre-ordered and hope you enjoy!
Monday, August 2, 2010
And it's here!
Sorcery & Super Science is here! Just got the books in today and will be shipping out pre-order tomorrow. All other order will ship after Gen Con and the PDF version will go up for sale after Gen Con as well.
I am a very happy man. :)
I am a very happy man. :)
Subscribe to:
Posts (Atom)