Wednesday, April 17, 2013

Swords & Wizardry Apreciation Day: Five Weird Monsters

Here is my meager contribution to Swords & Wizardry appreciation day.
I hope you all like weird stuff. Enjoy!

Brain Coral
Hit Dice: 3
Armor Class: 3 [16]
Attacks: 2 claws (1d3)
Saving Throw: 14
Special: Confusion
Move: 18
Alignment:  Neutrality
Challenge Level/XP: 6 / 400

    Brain coral are small amphibious predators that hunt tropical and subtropical tide pools and beaches.
Swirling patterns on their heads act as a 4th level Confusion spell, although it only effects 1d4 creatures.

Hit Dice: 4
Armor Class: 1[18]
Attacks: 2 hoofs (1d8), Gore (3d4)
Saving Throw: 13
Special: Magic resistance (25%), Volley of horns
Move: 24
Alignment: Chaos
Challenge Level/XP: 5 / 240

    Centicorns are unicorns that have been corrupted by the powers of Chaos.  Their coats turn blood red and their manes turn ebony black.  Dozens of horns cover the head, body and legs.
Three times per day the centicorn can launch a deadly volley of horns from it's body in a cone pattern, with a range of 60' and a 30' base. Targets who fail a save versus dragon breath take 2d10 damage.

Hit Dice: 3+1
Armor Class: 5 [14]
Attacks: Bite (2d4)
Saving Throw: 14
Special: Cyborg parts (see below)
Move: 9
Alignment: Chaos
Challenge Level/XP: 6 / 400

    Cyborgrillas are great apes that have been cruelly transformed into shock troops by some strange techno-magic process.
Each cyborgrilla or group of cyborgrillas is modified with different cybernetic implants. Roll three times on the table below. Reroll duplicates or double effects (optional).
1. Armor plating: AC is improved by 2 points.
2. Laser eye: Beam from eye does 2d4 damage.
3. Grav-attack field: All within 10 feet save versus spell or fall down. Usable 3 times per day.
4. Chain fist: Cyborgrilla's fist may be thrown up to 20 feet doing 1d8 damage. Returns automatically.
5. Spring heel: Jump up to 30 feet for a slam attack. A hit does 2d8 damage.
6. Radar sense: Can see invisible and no chance of surprise.
7. Intruder alarm: Loud siren sound attracts more cyborgrillas or other creatures in the area.
8. Stun grasp: Roll versus paralyze or stunned for 1d6 rounds.
9. Auto repair module: Regenerate 3 points per round, except from acid or fire damage.
10. Self destruct: at zero hit points cyborgrilla explodes doing 3d10 damage in 90 foot diameter.

Giant Bat-rat Crab Spider
Hit Dice: 14
Armor Class: 2 [17]
Attacks: 2 claws (1d8), bite (2d10)
Saving Throw: 3
Special: Unknown
Move: 12
Alignment: Neutrality
Challenge Level/XP: 14 / 2600

Rocket Shark
Hit Dice: 3+1
Armor Class:
Attacks: 1 bite (1d10), 1 nose slash (1d6)
Saving Throw:
Special: Ramming attack
Move: 3 / 48 (flying)
Alignment: Neutrality
Challenge Level/XP: 5 / 240

    The rocket shark is another weird science abomination let loose on the world. It is basically shaped like a hammerhead shark with a bony blade on the front of it's nose and two jets on it's back that allow it to fly at incredible speeds.
It's most fearsome attack is a rocket ram. The rocket shark fly's at a target at top speed attempting to strike head on. If this attack hit's, the target must save versus death or take 3d10 points of damage. If the save versus death is successful, the victim only takes the normal 1d10 bite damage. The rocket shark can attempt this attack every three rounds, as it needs to build up speed.

Saturday, March 30, 2013

Some Drarrings

Blentry, for Petty Gods

Skaal, for Petty Gods

A Necromentor

A lock pick spider
A few things I've worked on recently. I'm happy to say I am having fun drawing again.
Brushing out the cobwebs from the old brain and getting back into the habit of drawing everyday is very satisfying.

Wednesday, March 6, 2013

Marvel FASERIP + Cthulhu D20 = B.P.R.D. RPG

Call of Cthulhu d20 (Wizards of the Coast, 2002)
Marvel Superheroes (TSR, 1984, 1986, and/or 1991)

Any Hellboy or B.P.R.D. comic books
Hellboy: The Companion
GURPS: Hellboy

Get rid of the three color Universal Table FEAT chart thing.
This is optional. Some people may like it. Me, not so much.
If you do decide to use the original table, just keep in mind that each -/+1 in the d20 system is approximately -/+1 column shift in Marvel Superheroes.
And anything that changes a rank or shifts a column by one will add or subtract 5% in this conversion.

So here is how to replace it and convert from the original rank scores to a percentage score.
Use the rules from Marvel Superheroes to play the game unless otherwise noted.
All will be explained.

Original Rank = New % Score
Feeble (2)       40
Poor (4)         45
Typical (6)      50
Good (10)        55
Excellent (20)   60
Remarkable (30)  65
Incredible (40)  70
Amazing (50)     75
Monstrous (75)   80
Unearthly (100)  85
Shift X (150)    90
Shift Y (200)    95
Shift Z (500)    97


1. Roll or Pick an Origin.
01-10 Altered Human. (Abe Sapien, Johann Kraus)
11-20 Mutant. (Elizabeth Sherman)
21-80 High Tech. (Lobster Johnson(While alive), "Normal")
81-90 Robot. (Roger the Homunculous)
91-00 Alien. (Hellboy)

"Normal" people and agents will be High Tech origins with access to unusual equipment or weapons and expert training.

Any of the origins can be based on magic, genetics, or technology.

2. Generating Primary Abilities

After rolling abilities, convert the Rank into the percentage score listed on the table above.
This is the roll needed to get a Green result in the Marvel Superheroes game.
That percentage score minus 30 is the roll you need for a Yellow result.
The "tens" digit of the percentage score is the roll you need for a Red result.

All three of these numbers can be written on the character sheet like this, "Green#/Yellow#/Red#".

For example, I rolled an Excellent(20) rank for Fighting.

This is converted to a score of 60%.
I can write it down like this, "Fighting:60/30/6"
Or, I roll Monstrous(75) Agility. I write it like this on my sheet, "Agility:80/50/8"

3. Generating Secondary Abilities

Health and Karma are based on adding up the second, or "Yellow", scores of the Primary Abilities.
Example: Adding up the Health score.
Health = 20+35+20+45 = 120

Rules for Resources will vary depending on which edition you are playing. Generate the score as normal, then convert it to a percentage score on the table above.

Remember, a change of one rank equals five percent, up or down.

Popularity also varies with edition. Determine the rank and convert it.

4. Generating Special Abilities

In Marvel Superheroes, roll for the number of powers, talents and contacts.

Powers should probably be picked by the player. Weird abilities in the comics are usually based around a theme. Rolling powers randomly can make it difficult to describe a logical origin, but not impossible.

Instead of talents, characters get feats from the d20 system. Not all rules from the d20 game will translate to Marvel Superheroes. The basic intent and spirit of the feat can be used to give the characters some bonus in these situations as adjudicated by the GM.

As stated earlier, the High Tech origin represents "normal" humans. Their powers are in the form of either high tech gadgets or magic items. They may also exchange any number of their powers for two feats or skills apiece, to represent superior training.

Rules for contacts are unchanged.

5. Skills

Skills can either be chosen based on occupation, as per Call of Cthulhu d20, or a more free form approach can be taken.
Characters normally start with twelve skills.
Below is a list of suggested skills. Those marked with a "*" require specialization to define what they focus on.

Animal Empathy
Computer Use
Escape Artist
Gather Information
Handle Animal

Intuit Direction
Move Silently

Open Lock
Operate Heavy Machinery
Psychic Focus
Read Lips
Sense Motive
Sleight of Hand
Use Rope
Wilderness Lore

Everything Else is Cake

Using the FEAT and combat rules from Marvel Superheroes, remember that the ability's first number is the Green roll. The second number is the Yellow roll. The third number is the Red roll.

To measure the damage, effectiveness or power level of something, use the Yellow number.

Any questions? Send 'em my way.

Now lock and load and go get 'em, cupcake!

Tuesday, February 5, 2013

The Shadow of Yggdrasil Campaign: Introduction

An ash I know there stands,
Yggdrasill is its name,
a tall tree, showered
with shining loam.
From there come the dews
that drop in the valleys.
It stands forever green over
Urðr's well
-- Poetic Edda, Völuspá, Stanza 19

The Children of Odin
Long ages ago, the sons of Odin Star-Father sailed the skies, bearing His light and life throughout the nine worlds.
Among them were also the daughters of Odin, whom we  call the Norn.  Their's is the gift to sense the flow of fate, to peer into the abyss between the stars and to hear the Star-Father's voice from his throne in Asgarth.

When they arrived in this world, they found it rich with many beasts and metals to claim in the name of the Star-Father.  But the air and the waters were filled with poison and the lands and seas were rife with giants and demons that were an abomination in the eye of Odin.

And so they planted the roots of Yggdrasil, the tree of life, deep into the stone.  For many centuries and lifetimes it has grown and purified the airs and waters of this world.

Eventually the sons of Odin departed and left a generation of pilgrims to defend the world tree Yggdrasil.
They sometimes return to Yggdrasil to collect the holy tithe of Odin or to call the pilgrims to war.

Some few Norns remained behind. It is their task to guide the pilgrims in their good works and ensure the tithe is worthy of its divine purpose.
And they alone possess the knowledge to preserve the world tree and to listen for the voice of Odin Star-Father.

The tree of life towers above the mountains and the clouds. By day it commands the Sun and at night it chases the Moon.
So colossal is Yggdrasil millions of pilgrims make their homes inside its trunk, some never realizing there is an outside world.

The source of one dozen rivers, each one as large as the Amazon or the Nile. The Well, as it is called, is technically older than Yggdralsmir.  It was constructed to start the process of purifying the air and waters so the tree could grow strong and true.
It provides life giving water to thousands of square miles of jungles and swamps to the south.

This heavily fortified enclave is the ascendancy of the Norns. Their main concerns are ensuring the tithe by any means and maintaining the world tree.  They are skilled in the arcane arts of science and technology.
The forges of Urdarbunnr are capable of creating a wide variety of tools for maintenance and defense.
The typical pilgrim would never suspect the extent of this technological advancement.
It's veiled in layers of ignorance and superstition.

This is a lawless land of jungles and swamps. Mutants and criminals run wild, confident that they are safe from the watchful eyes of the Norns. 

This fortress city provides many resources from the sea and also serves as a base for further exporation of the islands to the south.

Tuesday, January 29, 2013

Weirdhammer Science Fantasy Roleplay

Mutant Future
Warhammer Fantasy 1st edition

Realms of Chaos
WH 40K: Rogue Trader


~ The Mutant Future stuff ~
1. Roll 3d6 for each ability, in order. ( MF page 10 )

2. Choose race. ( MF page 11 )
--> Human (+3 to CHA, INT and CON)
--> Mutant / Psyker
--> Beastigor ( Mutant Animal )

3. Roll 2d4 for number of mutations. ( MF page 21 )
--> Psyker Mutants may choose two mental mutations to represent the focus of their wyrd powers.
--> Bestigors may choose two physical mutations to represent what kind of animal breed they are.
--> Roll remaining mutations randomly. Choose to roll each on either physical or mental mutation tables.

~ The Warhammer stuff ~
Each of the Mutant Future races will count as specific Warhammer races for rolling on the skill and career tables, thusly:

--> Humans always count as humans.

--> Mutants may count as humans, elves, dwarves or halflings.

--> Beastigors will be described as predator, herbivore or scavenger.
----> Predators count as elves.
----> Herbivores count as halflings.
----> Scavengers count as dwarves.

1. Choose a career class. Ignore ability restrictions. ( WH page 16 )
--> Warrior
--> Ranger
--> Rogue
--> Academic

2. Roll 1d4 starting skills. Ignore age modifier and mandatory skills.
 ( WH page 17 )

3. Roll or pick basic career. ( WH page 18 )

4. Determine hit points as per Mutant Future.

5. Record trappings and roll 3d8x10 for gold. ( WH page 18 )

A Note on Magic
Magic is weird.

Option A: Use the Warhammer magic rules with saving throws or ability rolls from Mutant Future.

Option B: Do not use magic. Instead, give the magic user types some bonuses to use weird technology.

Option C: Treat magic similar to spells in Call of Cthulhu. The characters may know the theories behind magic, but it is dangerous and unpredictable. You could even say it's chaotic.

So what do skills do, then?
When a character tries to do something involving a skill or special talent they have, they won't completely suck at it.

Character Advancement

Use the career advancement system from Warhammer.
--> Each attribute bonus from Warhammer converts into a +1 attribute bonus to the Mutant Future attribute listed below.
--> New skills, talents and new careers are handled in Warhammer.
---> Optional: Find a way to use special talents from Necromunda.

Warhammer Ability  =  Mutant Future Ability
Move = Speed
Weapon Skill = Melee Bonus
Ballistic Skill = Ranged Bonus
Strength = STR
Toughness = CON
Wounds = Hit Dice
Initiative = Initiative
Attacks = Attacks
Dexterity = DEX
Leadership = CHA
Intelligence = INT
Cool = WIL
Willpower = WIL
Fellowship = CHA

Weapons. Combat. Critical Hits.
Use rules from Mutant Future for weapons, equipment, combat.
When a character reaches zero hit points,  make sure you use the Warhammer critical hit charts so things get all grim and gory.
There shall be mud and blood and skulls shall be shattered.

Thank you.

Saturday, January 5, 2013

Calling All Road Warriors, Wastelanders and Mutant Dregs

Do you have a Gamma World, Mutant Future or other post apoc RPG blog or website? Old school or new and shiny.
Or maybe you have favorite websites with art, fiction or science news that might serve as inspiration for these games.
Please tell me about them and provide some links.
I'm going to create an index on my blog and on G+.

Friday, January 4, 2013

2012 Was Expensive...

Because I bought so many damn games!

I took a whole bunch of pictures of the stuff I bought last year and this post was going to look SO PRETTY!
But somehow I deleted them all and that dream died on the rocks.

So here is a list of some games I bought, or the ones I can remember right now, in no particular order.
Some of them look to be useful for the campaign I'm currently working on, others for the RPG I'm writing.

I may review some of them at some point this year. If anyone has any questions or any requests for more detailed information, please let me know what interests you and I'll create a crazy conglomeration of crap that will KNOCK YOUR SOCKS OFF, BABY!! YEAH!!!

Too much coffee.

Basic and Expert D&D boxed sets, Erol Otus art
Marvel Superheroes 1st edition, TSR
Gamma World 1st edition boxed set
Compleat Alchemist and Adventurer
Arcanum and Bestiary
Warhammer 1st edition hardback
Warhammer City
Stormbringer GW hardback
Judge Dredd GW hardback
Starblazer Adventures
Legends of Anglerre
Kerebos Club
Fantasy Gamer's Compendium
Gamma World D&D 4th edition (Which is actually Gamma World 7th edition, if you know what I mean.)
Chill 2nd edition
Dungeon Crawl Classics
Warmachine/ Hordes
Iron Kingdoms
MYSTERY MEN! (Hi +John Stater)

Weird West (Hi +Stuart Robertson)

That's about all I can recall right now.
Who wants to play what?