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Friday, April 3, 2015
The Ethereal Prison
The Ethereal Plane as written in D&D is a transitive plane. It's a place you travel through or the medium stuff floats in. What if it were a bit less accessible--on purpose? What if, like the Phantom Zone is DC Comics, it was a prison? Maybe the gods or super-wizards of ages past had imprisoned renegades, criminals and monsters there?
If you aren't familiar with the Phantom Zone, read about here, The concepts a pretty simple one, though, even if you've never heard of it. Imprisoned creatures float around like ghosts.
This would have the advantage of differentiating the ethereal more from the other transitive planes and establish some interesting mysteries for PCs to look into.
Thursday, April 2, 2015
More Savage Strange Stars
Mike aka Wrathofzombie has been on a tear. If you're a Savage Worlds fan, his progression toward likely mental breakdown is your gain. Check out these Strange Stars adaptations:
Engineers Cybernetic crustacean builders of Vokun technology.
Bomoth Caterpillar-like musicians.
Smaragdines Green-skinned psionicists.
Wednesday, April 1, 2015
Wednesday Comics: Multiversal Spotlight: Earth-33
Earth-33
Concept: Earth-Prime
Pictured: Ultra and everybody
Sources/Inspirations: Flash #179, Flash #278, Justice League of America #123-124, Justice League of America #153, DC Comics Presents #87.
Analogs: Earth-Prime of the pre-Crisis universe, first appearing in Flash #179 (May 1968); post-52, Earth-Prime was home to Superboy-Prime and a version of the Legion of Superheroes as seen in Final Crisis: Legion of 3 Worlds #5 (July 2009)
Comments: Earth-Prime started out as the place where the stories of DC Comics were read and written. In Flash #179, the Flash winds up their and enlists the help of Julius Schwartz, then writer of his title, to return to Earth-One. Flash #228 introduced the wrinkle of the writers on Earth-Prime not just chronicling the adventures on the other earths but influencing them, as well. In Justice League of America #123 (1975), Cary Bates briefly becomes a megalomaniacal super-villain on Earth-Two thanks to this power. That would set the stage for tragedies to come.
In Justice League of America #153, Earth-Prime stops being our world when he gets its own superhero, Ultraa. Still, Ultraa decides Earth-Prime just isn't ready for superheroes and migrates to Earth-One. Even though Ultraa had a similar origin to Superman's, Earth-Prime gets its own Superman in the Crisis crossover DC Comics Presents #87 (1985) in the form of Superboy(-Prime).
Earth-Prime gets destroyed by the Anti-Monitor in Crisis and Superboy-Prime gets raptured to superhero out of continuity heaven with Earth-Two Superman and Alexander Luthor at the events end. The ending doesn't last, as he's back as a maniacal, genocidal villain in Infinite Crisis.
Concept: Earth-Prime
Pictured: Ultra and everybody
Sources/Inspirations: Flash #179, Flash #278, Justice League of America #123-124, Justice League of America #153, DC Comics Presents #87.
Analogs: Earth-Prime of the pre-Crisis universe, first appearing in Flash #179 (May 1968); post-52, Earth-Prime was home to Superboy-Prime and a version of the Legion of Superheroes as seen in Final Crisis: Legion of 3 Worlds #5 (July 2009)
Comments: Earth-Prime started out as the place where the stories of DC Comics were read and written. In Flash #179, the Flash winds up their and enlists the help of Julius Schwartz, then writer of his title, to return to Earth-One. Flash #228 introduced the wrinkle of the writers on Earth-Prime not just chronicling the adventures on the other earths but influencing them, as well. In Justice League of America #123 (1975), Cary Bates briefly becomes a megalomaniacal super-villain on Earth-Two thanks to this power. That would set the stage for tragedies to come.
In Justice League of America #153, Earth-Prime stops being our world when he gets its own superhero, Ultraa. Still, Ultraa decides Earth-Prime just isn't ready for superheroes and migrates to Earth-One. Even though Ultraa had a similar origin to Superman's, Earth-Prime gets its own Superman in the Crisis crossover DC Comics Presents #87 (1985) in the form of Superboy(-Prime).
Earth-Prime gets destroyed by the Anti-Monitor in Crisis and Superboy-Prime gets raptured to superhero out of continuity heaven with Earth-Two Superman and Alexander Luthor at the events end. The ending doesn't last, as he's back as a maniacal, genocidal villain in Infinite Crisis.
Monday, March 30, 2015
Azurthite Bestiary: Deodand, Gleimous
The lucifugal monsters called deodands are a sinister, lurking presence in the dark places of Subazurth. The Gleimous variety may well be the most foul of them, adding the insult of its slimy excess to the already sufficient injury of its anthrophagousness. No specimen of a gleimous deodand has ever been examined in detail, but the reports of those unlucky enough to have encountered them and lucky enough to have survived give the impression of a hunched and hairless body, emaciated, but suprisingly strong. At least three, bloodshot eyes of differing sizes protrude from their flat faces, and a great, multi-headed, wet, worm-like tongues writhes between fearsomely toothed jaws, agape and heavily drooling. This heavy drool it wipes on its arms and hands and is what gives the beast its name.
They are recognized by their peculiar vocalizations: an idiot snickering, punctuated by the occasional sniffle, and wet, lip-smacking sounds. They tend to mark potential pray by licking the unfortunate first or perhaps starting with their unattended belonging before moving to the individual. Later, they snatch them from the darkness. They tend to feed on skin, striping it with their abrasive tongues, and them dismember the corpse to more easily break the bones and suck out the marrow. The flesh itself is left for the scavengers.
large monstrosity, neutral evil
AC 21 (natural armor)
Hit Points: 139 (13d10+74)
Speed: 30 ft.
STR 17(+3) DEX 18(+4) CON 20(+5) INT 11(+0) WIS 12(+1) CHA 17(+3)
Saving Throws Str +7 Dex +8 Con +9 Wis +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities poison
Senses Truesight 60 ft., passive Perception 11.
Magic Resistance. A gleimous deodand has an advantage against spells and other magical effect.
Slime. A creature that touches a gleimous deodand or hits it with a melee attch while within 5 ft. must make a DC 12 dexterity save or take 3 (1d6) points of acid damage from flying drool.
Sunlight Weakness. In anything brighter candlelight, deodand have a disadvantage to attack rolls, ability checks, and saving throws. Bright sunlight causes them to melt like film in a projector, losing i hit dice worth of hit points a round.
Actions:
Multiattack. A gleimous deodand may make two claw attacks and one bite or tongue lash.
Claw. +8 to hit. 10 ft. reach, 1 target. Hit: 11 (1d8+7) damage.
Tongue Lash. +9 reach 10 ft.; one target. Hit: 10 (1d6+7) damage plus 1d6 acid damage from caustic saliva.
Bite. +8 to hit, reach 5 ft., one target. Hit: (1d8+7) plus 1d6 acid damage from caustic saliva.
Sunday, March 29, 2015
Strange and Savage Stars
Over at the Wrathofzombie's blog, Mike the wrathful zombie himself has posted what I hope are the first in a series of posts adapting Strange Stars to Savage Worlds. Check what he's got up so far here and here.
Oh, and worked proceeds on the Fate adaptation, with the Stars Without Number adaptation to follow after I get that one off to layout.
Friday, March 27, 2015
Strange Stars Character Types in SWN
The three broad sophont types in Strange Stars (see the setting book, on sale now) adapt fairly easily to Stars Without Number:
Biologics: These are either humans or aliens (and in the far future of Strange Stars the distinct isn't always clear). They're created using the standard character creation rules in SWN plus the any particular attribute requirements/modifiers that might apply to their particular clade.
The sort of body-swapping described in Mandate Archive: TransTech is much more common in Strange Stars than in the default SWN setting. Many people may start with some sort of genemod upgrade and backups are common for those who can afford them. Unlike Threshold Sector, the Strange Stars are not post scarcity; things still cost credits. Cyberware (like in the core book and Mandate Archive: Polychrome) is also common, though most cultures in known space find overt cyberware tacky and primitive: it's been replace by gengineering. The Zao Pirates do not share this disdain.
Bioroids are biologic androids. Their bodies are essentially built like a hull. Unlike other biologic entities, they can not reproduce naturally; they are built or grown in vats.
Moravecs: Sophont robots. Many moravec types will essentially just be mechanical "species." Other s will be built easier via the AI rules.
Infosophonts: Digital minds. These are AI, essentially. They could be downloaded into a bioroid body (hull) or a mechanical one (armature). The differences between infosophonts are moravecs fuzzy at times, but many moravecs are as attached to their single, physical forms as much as many baseline humans. Infosophonts just say those forms as outfits.
Thursday, March 26, 2015
Azurthite Bestiary: Deodand
The deodand are a sinister, lurking presence in the dark places of Subazurth. Its appetite is insatiable, and it prefers to feed on people above all else. It abhors the light, and as a consequence no deodand has ever been seen clearly--or at least no one has survived the encounter to give a full description.
It is the general consensus that their are three varieties of deodand: leprous, gleimous, and hirsute. A fourth type, the slithery or lubricous is mentioned in some texts, but its existence is disputed. Glabrous and rugose varieties are described in Hokum's A Compleat and Entirely Accurate Bestiary of Subazurth, but the contents of that work are often as dubious as its title.
This is what is known of appearance of deodands in general: They are roughly human in shape, but taller. Their eyes glow like smoldering coals in the darkness. They seem no more intelligent than beasts and use no tools.
Today, we'll consider the Hirsute Deodand.
DEODAND, HIRSUTE
large monstrosity, neutral evil
AC 20 (natural armor)
Hit Points: 157 (15d10+75)
Speed: 30 ft.
STR 18(+4) DEX 14(+2) CON 21(+5) INT 11(+0) WIS 16(+3) CHA 18(+4)
Saving Throws Str +9 Con +10 Wis +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities poison
Senses Truesight 60 ft., passive Perception 13.
Magic Resistance. A hirsute deodand has an advantage against spells and other magical effect.
Stench. Within 5 feet, make a DC 13 save or be sick.
Sunlight Weakness. In anything brighter candlelight, deodand have a disadvantage to attack rolls, ability checks, and saving throws. Bright sunlight causes them to melt like film in a projector, losing i hit dice worth of hit points a round.
Actions:
Multiattack. A hirsute deodand may make two claw attacks and one
Claw. +9 to hit. 10 ft. reach, 1 target. Hit: 12 (1d8+8) damage.
Bite. +9 to hit, reach 5 ft., one target. Hit: 6 (2d6) damage.
Hirsute deodands are large, gangingly humanoids, their mass filled out by thick, course, foul-smelling hair. Their only vocalization is a phlegmatic growl or chortle. Only their malevolent red eyes are ever seen.
Deodands move silently and quickly for creatures so large, The favorite tactic of a hirsute deodand is to snatch folk from parties traveling through Subazurth--perhaps stragglers or merely the unaware--snuff their light source quickly, then carry them into the darkness to consume at their leisure. They consider eyes a delicacy. Their meeps of pleasure can sometimes be heard reverberating through dark and cavernous places. It might otherwise be a comical sound, but is chilling in context.
It is the general consensus that their are three varieties of deodand: leprous, gleimous, and hirsute. A fourth type, the slithery or lubricous is mentioned in some texts, but its existence is disputed. Glabrous and rugose varieties are described in Hokum's A Compleat and Entirely Accurate Bestiary of Subazurth, but the contents of that work are often as dubious as its title.
This is what is known of appearance of deodands in general: They are roughly human in shape, but taller. Their eyes glow like smoldering coals in the darkness. They seem no more intelligent than beasts and use no tools.
Today, we'll consider the Hirsute Deodand.
DEODAND, HIRSUTE
large monstrosity, neutral evil
AC 20 (natural armor)
Hit Points: 157 (15d10+75)
Speed: 30 ft.
STR 18(+4) DEX 14(+2) CON 21(+5) INT 11(+0) WIS 16(+3) CHA 18(+4)
Saving Throws Str +9 Con +10 Wis +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities poison
Senses Truesight 60 ft., passive Perception 13.
Magic Resistance. A hirsute deodand has an advantage against spells and other magical effect.
Stench. Within 5 feet, make a DC 13 save or be sick.
Sunlight Weakness. In anything brighter candlelight, deodand have a disadvantage to attack rolls, ability checks, and saving throws. Bright sunlight causes them to melt like film in a projector, losing i hit dice worth of hit points a round.
Actions:
Multiattack. A hirsute deodand may make two claw attacks and one
Claw. +9 to hit. 10 ft. reach, 1 target. Hit: 12 (1d8+8) damage.
Bite. +9 to hit, reach 5 ft., one target. Hit: 6 (2d6) damage.
Hirsute deodands are large, gangingly humanoids, their mass filled out by thick, course, foul-smelling hair. Their only vocalization is a phlegmatic growl or chortle. Only their malevolent red eyes are ever seen.
Deodands move silently and quickly for creatures so large, The favorite tactic of a hirsute deodand is to snatch folk from parties traveling through Subazurth--perhaps stragglers or merely the unaware--snuff their light source quickly, then carry them into the darkness to consume at their leisure. They consider eyes a delicacy. Their meeps of pleasure can sometimes be heard reverberating through dark and cavernous places. It might otherwise be a comical sound, but is chilling in context.
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