Wednesday, April 29, 2015

They're coming...

As I was working on the next batch of Spelljammer creatures, I realized that I needed to put out something else first to make several of the other creatures make sense (as far as to what their place in Mythic Space is). So, even though I'm not ready to post the first part of this "bridge" series, I'll leave you with this image...




Thursday, April 23, 2015

My Savage Rifts Wishlist


I'm still processing the announcement that Palladium Books' Rifts setting is going to get a Savage Worlds version. I'm really excited to see the finished product, but as a long time fan of the setting I do have some things that I hope to see. Since it's been stated that this is a multi-book deal, that takes care of my first wish: that this isn't simply a one and done deal. That would be great in and of itself, but we're talking about a line of 80+ books and even with conversion notes, it would be great to have the pros do more than just the base work for me. (I'm lazy like that.) That said here's my wishlist for the Savage Worlds Rifts line:

2 (Since #1 was referenced above). Adhere to the spirit of the setting, but not a direct conversion. Rifts is as gonzo and gonzo gets, and the power creep has been more of a power mad dash of late. If the folks at Pinnacle can find a way to adhere to the spirit of the setting without having the game turn into an arms race of what character can level a mountain right out of the gate, I'd be ecstatic. I'm all for mechs and dragons and aliens and wizards and mercenaries available for play as characters, but there's gotta be a way to balance it out somehow so someone isn't always sitting in the back just trying not to get hit with an Massive Damage Class punch or cigarette butt.

3. Speaking of MDC, and this goes into #2 as well, control the MDC/SDC nonsense. Not every new item or species or spell or cooking pot needs to deal Massive Damage. Savage Worlds already does a pretty good job with this with the regular damage/Heavy Weapon split. I hope to see that split continues to be applied in much the same way as it is in many SW settings. HW armor is the purview of tanks and mechs, not the soldier on the field of battle in power armor. HW weapons are big, bulky, and powerful, but nothing like what someone keeps in a holster on their hip.

4. Since this is a multi-book deal, I hope Pinnacle doesn't just follow Palladium's lead and follows the Worldbooks and Sourcebooks step-by-step. I hope the second book isn't Worldbook 1: Vampire Kingdoms followed by Worldbook 2: Atlantis and so on. I could see Pinnacle being able to cram a couple worldbooks worth of info into a single tome since SW statblocks for everything from races to weapons to monsters to spells are MUCH more compact than what is found in any Palladium System book. I hope that Pinnacle is able to offer the Rifts setting in their own way.

5. Print and PDF. Palladium has been putting their books out for sale in electronic format for a while, and I hope (and actually expect) that will continue with the deal with Pinnacle. I'm for certain picking up the core book in print, but most of my gaming purchases are in pdf these days. It's simply more convenient for me, and it (usually) allows me to stretch my meager gaming dollars farther.

6. I would like to see full-color books and more hardcovers if possible. Palladium does a great job keeping costs low, but it has made their books look as aged as the Palladium system. I think at least a small part of why new gamers will likely give Palladium games a pass is because they just don't look as modern and as "sexy" as many other games sitting on the same shelf that have higher production values and an overall more polished look.

7. I hope Savage Rifts is popular enough to carry through to the Dimension Books and beyond. I'd love to see a Heroes Unlimited take with the SW rules that can slide right into Rifts. (Aliens Unlimited 1 is still one of my favorite Palladium books...I'm a sucker for new aliens...) A Savage take on the excellent (I daresay even better than Rifts) Palladium Fantasy setting would be beyond awesome to see as well.

So there you have it, my wishlist for the upcoming Savage Worlds Rifts line. Seriously, December can't get here soon enough. First Episode VII and now this? It's going to be a very geeky holiday season this year!

Wednesday, April 22, 2015

Spelljammer Creatures in Mythic Space: Part 2


Allura 

(Spelljammer MC2)
The allura are a dangerous predatory, shapeshifting species. They are reptilian humanoids in their natural forms, and they are a naturally psionic species with telepathic abilities that they use to enhance their chances of feeding well. They typically take the form that their mark (or marks) finds instantly attractive. 

The allura have been documented in several sectors, but their homeworld is currently unknown. The first documented sighting is from the ship logs of a merchant freighter found abandoned in the Uriah Beta system. The freighter’s crew were all found dead, but it appears they picked up a passenger believed to be an allura in the Galvanost system.

It is not believed that the Allura were a technologically advanced species when they first encountered other species, but have quickly become accustomed to modern technology. Sometimes ships are found abandoned that have recently accessed Elder Relays, but the crew had been dead for some time meaning that at least some Allura have being accustomed to operating starcraft. 

Allura in their natural forms are reptilian humanoids. They are about the same size and shape as a human, but they are hairless and their bodies are covered in fine, green scales that become lighter on their palms, abdomens, and soles of their feet. Their ability to shapeshift allows them to duplicate the look of another species (with a range of 4 feet to 7 feet in height), but none of that species' innate abilities. They are also a highly psionic species. When first encountering another species, they tend to try and stay out of sight and subtly read the minds of those they are watching/hunting. They discover what their prey finds attractive and attempts to duplicate that and they use social mating cues gleaned from their mind reading to further enhance the chance of getting their prey alone, where they will psychically savage their victim, draining them of their lifeforce. Nothing else is known about the allura from their homeworld to mating habits or anything else. 


Savage Worlds Stats
*WC*

AttributesAgility d6, Smarts d10, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Psionics d10, Shooting d6, Stealth d10, Streetwise d8

Gear: Allura can use their Shapechange ability to mimic clothing, but many will be armed with easily concealable weapons like pistols and blades should they be forced to fight. 
Pace: 6; Parry: 5; Toughness: 7 (1)
Special Abilities

  •  Tough Flesh: The scaled flesh of an Allura conveys a +1 bonus to Toughness.
  • Shapeshifting: The natural ability of the Allura to change their forms is nearly perfect, but there are always slight clues that something is amiss. Anyone attempting to spot imperfections in an Allura's disguise can do so with a Notice check, but with a -2 penalty. Allura can change from one form to another (solely humanoid forms) in 1 round. 
  • Psionics: Allura are all powerful psions. They have 50 power points and can have any powers the GM see fits. However, they all tend to have the following no matter what: Confusion, Farsight, Invisibility, Mind Reading, and Speak Language. Most tend to stick to defensive powers, but some will have powers like Havoc, Blast, or Bolt.
  • Psychic Vampire: Without the victim knowing it, being in close, even intimate, proximity with an Allura is a dangerous contest of wills. An Allura feeds with physical contact. When touching their prey, Allura enter into a contest of wills. Both parties make a Spirit roll. If the victim's roll is lower, his/her Spirit die drops by 1 die and they become Fatigued. During the next round the contest is rolled again, but this time with the lower Spirit die (fatigue penalty does not apply). Each lost roll lowers the victim's Spirit and applies another level of Fatigue. If the victim's Spirit is completely drained before reaching Incapacitation, then the victim is immediately rendered unconscious. If the victim wins a roll, he/she becomes instantly aware that something is wrong and gains a +2 bonus to any further Spirit rolls (if the Allura is still touching the victim). Incapacitated victims will die if they do not receive medical attention within an hour of becoming unconscious. Most Allura will simply kill their prey at this point. Lost Spirit returns with a day's rest. 

Rogue Space Stats
DRM+2 TP SZ MV Bipedal (40’) AR DM HP SP *

Gear: Allura are usually armed with a laser pistol and/or a knife. 
Shapechange: Allura can naturally change their shape to look like another species between 4-7 feet tall. Anyone attempting to see an Allura for what they are can attempt an Acquiring roll against TN13. 
Psionic Vampire: Allura drain Empathy with a touch. When making contact both the Allura and the victim make Empathy rolls. If the Allura wins, the victim's Empathy bonus decreases by -1. This roll is made each round until either the victim wins (now fully aware that something is wrong) or he/she is dropped to Empathy -2, at which point the victim falls unconscious and will die within an hour if medical attention is not given. Empathy will return to it's normal state with a day's rest. 
Psionics: Allura are powerful Espers. They all have Clairaudience, Clairvoyance, and Telepathy powers, and many have 1 or 2 others as well. These powers are used as if the Allura has an Empathy of +3. 


 

Aperusa 

(Spelljammer MC2)
Aperusa are a near-human species of space-faring vagabonds that travel in small convoys of 2-10 ships not unlike the Quarians. They would all be dead if not for the timely intervention of the Bothans, who helped nearly 60% of the population escape to safety when their sun went nova and destroyed their world. Since then the Aperusa have traveled the galaxy in ships large enough to modify into living quarters for large family groups, not too much unlike the Quarians. Unlike the Quarians, however, Aperusa immune systems have not devolved to the point that they need to live in spacesuits, likely because they are not as meticulously clean as the Quarians, and they regularly interact with other species.

Aperusa look much like humans of Baltic descent. They are dark-haired, swarthy, attractive people. They tend to act flamboyantly and dress in clothes that accentuate that flamboyance. Their ships are usually after-market craft bought used and heavily re-purposed. Anywhere from one family to entire clans of 50 members or more are found on an Aperusa craft. Unlike the Quarians, the Aperusa do not congregate into a fleet of ships that travel together. At most three or four Aperusa craft will be found in a convoy. Once a standard year, they gather at a set point, usually in some little traveled, yet inhabited system to trade, arrange marriages, and to celebrate for a couple weeks before splitting up and moving on again. 

Aperusa culture is very sexist, with males having all of the power in a clan. Women are caregivers and little else. One important caveat is that women who are psions are revered. They may not be official leaders of the clan, but the fear of their powers makes their opinion highly regarded. This view of females extends to women of other species as well. Aperusa males will often attempt to take advantage of women that see their lifestyle as "romantic". Some women do become one of the "Umbra" a society of Asperusa women who are adept in seduction, secrets, spying, and upon occasion assassination. Still, even though this is a very exclusive order, they have little say in Aperusa politics. 

Aperusa have a reputation for being rogues and even spies. This makes them an unwelcome sight in many systems, though they rarely get into any severe problems with local authorities. Still, they tend to avoid systems and sectors known to be openly hostile to their kind or with a very authoritarian reputation.

Savage Worlds Stats
Adaptable: Aperusa start play with one free Edge.
Charismatic: Aperusa are a gregarious lot, gaining them a +2 bonus to Charisma.
Psionic Phobia: Aperusa are fearful of those with psionic powers. They start play with the Minor version of the Phobia Hindrance when dealing with those they know to have psionic powers, even among their own kind.

Rogue Space Stats
Archetypes: Aperusa can be Scoundrels and Technicians and add +1 to either Acquiring or Repair. 
Charismatic: Aperusa are very personable. They gain a +1 bonus to any Empathy rolls made when trying to entertain or charm others. 
Psionics: Aperusa can become Espers, though they have a slightly less of a chance than regular humans. Any power is possible, but powers like Clairaudience, Clairvoyance, and Cloaking are the most common. 


Tuesday, April 21, 2015

Spelljammer Creatures in Mythic Space: Part 1


This is the start of what is going to be a long series of adaptations from the two Spelljammer MC's. Unlike Al-Qadim, which was rooted in Middle Eastern folklore, Spelljammer creatures were designed from more sci-fi origins even if they are used in a decidedly "fantasy" setting. There are a LOT of great creatures in those to Monstrous Compendiums that can easily be adapted to a sci-fi/space opera setting.

Aartuk 
(Spelljammer MC1) 
Aartuk are primitive creatures that hail from Vortiss III in the Volis Solani Cluster. They are religious fanatics that believe that warfare is the ultimate form of religious expression. Vortiss III is a lush, Earth-like world in a system that isn't overly hospitable, so it is a prime candidate for travelers passing through to scrounge for natural resources or to simply set down and make repairs or take a break. However, due to the aartuk's nature, the Galactic Concord strongly advises avoiding the world. Off-worlders are one of the only things that seem to unite the constantly warring clans, as they see aliens as a more worthy foe than each other. To date, no fruitful contact has been made with any aartuk. 

Aartuk are a form of sentient vegetable. Shaped somewhat like a starfish and is covered in a rubbery bark that looks somewhat like spiked leather. Each of their five arms ends in a suction cup that allows them to climb sheer surfaces. Also, each suction cup houses pseudopods that allow for fine manipulation of objects. The sixth appendage is the long, snake-like neck. The neck can coil in and out of the center of the creatures. Aartuk heads are oblong in shape with a wide mouth surrounded by sensory organs that allow it to sense vibrations, smell, and see infrared light. Aartuk cannot see visible light. 

Aartuk tribes each have their own genetic makeup that grants them a different shade of bark. Tribes never co-mingle and only time tribes have any dealings with one another is during the many wars that rage between them nearly constantly, or if tribes join forces to attack off-worlders.  They see war as an artform and are therefore constantly working towards "perfecting" their art. 

Aartuk tribes are led by an Elder. Elders are larger, older, and better warriors. When an Aartuk becomes an Elder it undergoes a biological change. They gain the ability to use psionics. (Although some xeno-biologist argue that the Elders are already psionic-capable, but tradition dictates that they cannot use their powers until they are made Elder, if ever.) The Elder is the final say in all matters of the tribe, from where to move to, to which tribes they will war against. 

Savage Worlds Stats
Common Aartuk: AttributesAgility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d8, Fighting d8, Notice d8, Stealth d10, Shooting d8
Pace: 4; Parry: 6; Toughness: 8 (2)
Special Abilities

  • Tough Hide: Aartuk bark is tough and conveys a +2 bonus to Toughness. 
  • Pellet: Str+d4 damage, range 4/8/6, ROF 1
  • Gooey Tongue: Instead of firing a pellet, an Aartuk can shoot out it's sticky tongue at any target within 5". This attack is made like a Shooting roll. If successful, the victim is essentially under the effects of the Entangle power until he/she can pass a Str check to break free. Each round that a victim is captured by their tongue, the Aartuk can fire a pellet normally and pull the victim 1" closer. Once in melee range, the Aartuk can make two attacks on the victim (without penalty) instead of firing a pellet. 
  • Infravision: Aartuk halve penalties for darkness when battling living targets. 
  • Wall-Walker: Aartuk can scale sheer surfaces at their Pace. 
  • Natural Camouflage: When standing still in their natural habitat, an Aartuk imposes a -2 penalty to anyone attempting to use the Notice skill to spot them. 

Elder Aartuk (WC): AttributesAgility d8, Smarts d10, Spirit d6, Strength d8, Vigor d10
Skills: Climbing d8, Fighting d10, Notice d8, Psionics d6, Stealth d10, Shooting d10
Pace: 4; Parry: 7; Toughness: 10 (2)
Special Abilities

  • Tough Hide: +2 bonus to toughness
  • Pellet: Str+d8 damage, range 8/16/32, ROF 1
  • Gooey Tongue: Instead of firing a pellet, an Aartuk can shoot out it's sticky tongue at any target within 5". This attack is made like a Shooting roll. If successful, the victim is essentially under the effects of the Entangle power until he/she can pass a Str check to break free. Each round that a victim is captured by their tongue, the Aartuk can fire a pellet normally and pull the victim 1" closer. Once in melee range, the Aartuk can make two attacks on the victim (without penalty) instead of firing a pellet. 
  • Infravision: Aartuk halve penalties for darkness when battling living targets. 
  • Wall-Walker: Aartuk can scale sheer surfaces at their Pace. 
  • Natural Camouflage: When standing still in their natural habitat, an Aartuk imposes a -2 penalty to anyone attempting to use the Notice skill to spot them. 
  • Size +1
  • Psionics: Elder Aartuk have 15 power points that they can use with following powers: Armor, Burst, Smite, and Stun.

Rogue Space Stats
Common Aartuk: DRM+2 TP SZ MV Hexapedal (20’) AR DM HP SP *

Pellet: L damage and S range. 
Gooey Tongue: Instead of firing a pellet, an Aartuk can fire it's sticky tongue at a target within 30'. If the attack hits, the victim is entangled in the tongue. A successful Fighting roll against TN 7 will break him/her free (roll at the start of each of the entangled character's turns). Entangled characters suffer a -2 penalty to all Fighting rolls and cannot move. Each round that an Aartuk has a victim entangled, they can fire a pellet as normal while moving the victim 5' closer. Once in close combat range, an Aartuk pummels the victim with its arms. 
Wall-Walker: Aartuk can climb walls at their full MV rate. 
Camouflage: When standing still, an Aartuk in his natural habitat conveys a -2 penalty to an Acquiring rolls made to spot them. 

Elder Aartuk: DRM+3 TP SZ MV Hexapedal (20’) AR DM HP SP *
Pellet: M damage and M range. 
Gooey Tongue: Instead of firing a pellet, an Aartuk can fire it's sticky tongue at a target within 30'. If the attack hits, the victim is entangled in the tongue. A successful Fighting roll against TN 7 will break him/her free (roll at the start of each of the entangled character's turns). Entangled characters suffer a -2 penalty to all Fighting rolls and cannot move. Each round that an Aartuk has a victim entangled, they can fire a pellet as normal while moving the victim 5' closer. Once in close combat range, an Aartuk pummels the victim with its arms. 
Wall-Walker: Aartuk can climb walls at their full MV rate. 
Camouflage: When standing still, an Aartuk in his natural habitat conveys a -2 penalty to an Acquiring rolls made to spot them.
Esper: Elder Aartuks are Espers. They roll their powers as if they have a +2 in Empathy. Common powers for Elder Aartuks are: Cryokinesis, Electrokinesis, Psychic Blast, and Pyrokinesis. 





Albari 
(Spelljammer MC1)
The Albari are a space-faring species from an unknown world. Their egg-shaped ships appear throughout the edges of charted space. Sometimes they offer trade of strange and wondrous goods, other times they attack ships, and space stations without provocation. 

Albari are an avian species. They stand around 3 to 4 feet tall and have strangely humanoid faces with wide beaks and slanted, beady eyes. Their bodies are covered in short, oily feathers that range in color from pure white to sooty gray with males tending to have lighter shades. Even though they only stand around 3 to 4 feet tall, their wingspans are an impressive 9 feet. The crook of their wings are equipped with small hands, and their can use their feet to manipulate objects as well. 

While contact with the strange, avian creatures has been made several times, it is unsure what to believe about them as they tales they tell about their origins conflict greatly, even among crew members of the same craft. What is known is that they are a psionic species, and fairly powerful ones at that. Where their homeworld is located is anyone’s guess as they have appeared all over charted space. 

The albari have been listed as a threat by the Galactic Concord, and even frontier stations and independent colonies have standing orders to shoot on sight in many cases. Still, there are those that are willing to deal with these infuriating beings if they are encountered in the mood to trade; still, weapons are still kept close by should an albari’s mood change. 

Savage Worlds Stats
*WC*

AttributesAgility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Psionics d10, Shooting d6

Gear: Albari are typically armed with a Laser Pistol, but they tend to rely on their psionic abilities.
Pace: 4; Parry: 4; Toughness: 4
Special Abilities

  • Claws: Str+d4 damage
  • Flight: Pace 12" with a Climb of 0"
  • Size -1: Albari stand around 3 to 4 feet tall. 
  • Psionics: Albari are psionic beings. They have 40 power points and have access to any powers the GM wishes, but they all have ConfusionInvisibility and Teleport powers, which  the last two are not typically available in Mythic Space. 

Rogue Space Stats
DRM+1 TP SZ MV Flight (40’)/Bipedal (20') AR DM HP SP *

Gear: Albari are usually armed with a Laser Pistol. 
Psionics: Albari are powerful Espers. They make their power rolls as if they have a +3 in Empathy. They all have Cloaking, but they also have an additional power as well. 




It must be cold in Hell...

...because Rifts is being licensed as a Savage Worlds setting!!!


I've made it no secret that I love the Rifts setting. It's wild, crazy, makes no sense, and is totally and completely kitchen sink. It's the kind of setting you don't think too much about, you just jump and and enjoy the ride. However, I really dislike the Palladium system. It works OK for Palladium Fantasy, but I've never cared for it for Rifts. I've had a lot of fun with the setting in spite of the system, never because of it. Now that Pinnacle is putting out a Savaged take on the setting (read the press release HERE) I finally have a chance to enjoy a setting I love with a system I love.

This is a good move on Palladium's part. It's no secret that the storied publisher had been/is in dire financial straits. This move in making the setting available for use with a slicker and faster system can only help get more people interested in this setting and help keep Palladium around. (I hope this sells well enough that other Palladium settings may get the Savage treatment...a guy can hope.)

Pinnacle is hoping for a Christmas release, so we should see something this year. Man, between this and Star Wars VII I'm going to be seriously geeking out this holiday season!

Saturday, April 18, 2015

Mythic Space Al-Qadim Conversions: part 4


Here's the fourth and final part of my series on using creatures from D&D's Al-Qadim setting to populate the worlds of Mythic Space.

Pahari
Pahari are amphibious, shape-changing humanoids that live in the oceans and coastlines of Zakhara. Their primary form is that of a centauriod with the upper body of a beautiful female human and the lower body of a sunfish. They can transform their lower bodies into humanoid legs for travel on land. While their species has two genders, the differences are internal rather than the typical external differences of most humanoid species. Their culture is advanced with great underwater cities, but they have not developed much in the way of weaponry. 

The Pahari are a peaceful species that has had peaceful contact with many species and stellar nations. They are currently in talks to join the Galactic Concord, who they have had the most contact with. Few have left their ocean homes, but some have beyond ambassadors and their retinues. These beings are typically naive to the dangers of the galaxy, but sadly they soon learn. 

Pahari are available as a PC species if the GM approves. 

Savage Worlds Stats
Agile: Pahari are quite agile and start play with a d6 in Agility.
Aquatic: Pahari can breathe both air and water equally. They start play with a free d6 in Swimming, cannot drown in oxygenated water, and have a Swimming Pace equal to their swimming die. The increased Pace only applies when in their fish forms (see below).
Shapechange: A Pahari can somehow transform their humanoid legs into the body of a sunfish. This transformation takes 1 round during which no other actions can be taken. 
Clueless: Pahari tend to be very naive about the dangers of the galaxy and start play with the Clueless hindrance. 

Rogue Space Stats
Archetype: Pahari can be Scoundrels or Technicians and gain a +1 bonus to either Science or Empathy. 

Aquatic: Pahari can transform their legs into that of a sunfish with 1 round of concentration. They can breathe air and water equally and gain a +1 bonus to any Swimming-based Fighting roll. 
Psionics: Pahari can have psionic powers, with only Electrokinesis not seeing much use among their Espers. 



Sabu Lord
Sabu Lords are the apex predators of the few lush plains on the desert world of Zakhara. They are a sentient species, but they are exceedingly arrogant and territorial. Even with faced with modern weaponry, they still feel they have the upper hand; judging by the body counts some prides have racked up they actually do have the upper hand in many cases. While many have been captured and sold into slavery as exotic pets, the danger in doing so has greatly diminished this practice even moreso than authorities cracking down on slaver gangs. 

Sabu Lords, while similar in look to Terran lions, are much larger and stronger. Their fur is golden brown and males sport fiery manes. They stand around 5-6 feet tall at the shoulder can grow to be 12-16 feet long. Their roars are mighty and can be heard over a mile away. 

Savage Worlds Stats
AttributesAgility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d10
Pace: 10; Parry: 6; Toughness: 10
Special Abilities

  • Claws: Str+d6
  • Bite: Str+d10
  • Size +3
  • Roar: Up to three times a day, a Sabu Lord can unleash a deafening roar. This roar uses the large cone template. All targets within the cone must make a Vigor roll or immediately become Shaken. 

Rogue Space Stats
DRM+2 TP SZ RB MV Quadruped (50’) AR DM HP SP *

Deafening Roar: 3 times a day a Sabu Lord can unleash a roar that can stun his foes. Anyone in front of the Sabu Lord within S or M range must make a Fighting roll against TN 9 or be stunned and unable to make any actions for 1d6 rounds. 


Winged Serpents
Winged serpents, sometimes called spark snakes, are colorful reptiles found in Balmoria’s forests and jungles. Winged serpents come in many colors, ranging from sky blue and emerald green to raspberry red. They are supported by invisibly swift, gossamer wings, making them resemble reptilian hummingbirds. When their delicate wings are folded back, winged serpents can move as a common serpent, but they are also able to slither up rough vertical surfaces as well. Though they are from the planet Balmoria in the Ashen Nebula Sector, they have been captured and bred by exotic xenos merchants. Sadly these creatures make terrible pets, and most are released or escape captivity (often times by slaying their handlers) and can now be found on many worlds; regularly dealing great damage to ecosystems that prove very suitable to their physiology.

Savage Worlds Stats
AttributesAgility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Notice d8
Pace: 4; Parry: 5; Toughness: 6
Special Abilities

  • Bite: Str+d4 + poison. If the bite deals damage, the victim must pass a Vigor test with a -1 penalty. This poison is considered Venomous (see page 89 in SWD). 
  • Sparks: The wings of winged serpents builds up a static charge in a gland in the mouths. When fully charged (takes a round of flying to build up a charge), the winged serpent can spit a ball of electricity that causes 2d8 damage to anyone in a Large Burst. 
  • Flight: Winged Serpents can fly with a Pace of 24" and a Climb of 15"
  • Immune to Electricity-based Damage
  • Size +1

Rogue Space Stats
DRM+1 TP SZ MV Flight (60')/Slithering (20’) AR DM L/M HP SP *

Sparks: Every other round while flying, Winged Serpents can unleash a ball of electricity can affects everyone within 10' of the blast point. This attack does M damage. 



Silat
Silat are hideous, hulking humanoids standing 12 to 15 feet tall. They have pale blue or green skin and have two curling horns growing from the sides of their heads. To many human explorers that have encountered them, they are described an crone-like, though the species doesn’t have the same sexual dimorphism as other humanoids. The hair is usually the same color as the skin, but of a darker hue. Their teeth and nails look like yellowed ivory, but are harder than steel and sharper than obsidian.

Silats wander the wastes of their homeworld, Orlisk, rarely having much to do with one another. Small groups will meet up at certain areas, usually in some ancient ruin, to trade and take a mate before wandering off again. Their level of technology is essentially stone age, though it appears they once reached at least an industrial level of technology in their past before whatever ruined their culture befell them. 

Mated pairs will stay together long enough for their offspring to an age where they can fend for themselves (about the human equivalent of a 5-8 year old) before the parents drive off the child and then go their separate ways as well. 

Silats are a dangerous species. They are very strong and their claws and teeth are very effective weapons. not all Silats are aggressive or violent toward off-worlders. If an off-worlder can properly greet a Silat, then they are treated rather welcoming. However, what is considered a proper greeting is different for every Silat. For some an offering of food or some unique trinket is required, while for others it is to be insulted in a humorous manner. This makes meeting mated pairs even more dangerous as one may be honored while the other takes great offense. 

The ruins on Orlisk speak of a time in which the Silats lived in cities and built machines. It is unknown what caused the collapse of their society, and no living Silat knows or even seems to care either. What they do care about is that their ruins are left undisturbed, even by themselves (with the lone exception of their meeting places). Any found exploring a ruin is quickly and mercilessly attacked. It is unknown if there is any religious significance or the possibility that they may be hiding something valuable or sinister…


Savage Worlds Stats
AttributesAgility d6, Smarts d6, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d10, Notice d8, Survival d8
Pace: 6; Parry: 7; Toughness: 13 (2)
Special Abilities

  • Claws: Str+d8
  • Bite: Str+d12
  • Size +3
  • Tough Flesh: Silat flesh is thick and tough to withstand the harsh conditions on their homeworld, which conveys a +2 bonus to Toughness. 

Rogue Space Stats
DRM+3 TP SZ RB MV Bipedal (30’) AR DM HP SP -


Mythic Space Al-Qadim Conversions: Part 3


Here's part 3 of my series of conversions of Al-Qadim creatures for use with Mythic Space.

Heway
Heway are high order serpents, not quite sentient, but they are wickedly cunning. The creatures are hated by the colonists and inhabitants of Qadim, so much so that they are often killed on sight. 

The scales of the Heway are coated with a poisonous slime. This poison is of no danger with contact to flesh, but it is deadly when ingested. The serpents will find oases and submerge themselves into the water, thoroughly tainting it with their poison. If this water is consumed, the victim will suffer intense pain and hemorrhaging that will often kill them, and the poison also causes paralysis. Even if a creature survives the poison and is left unmolested by a heway, the water source is fouled (requiring extensive filtration and chemical cleaning to make drinkable again) and the next closest water source may be many miles away. 

Heway also have a strange, hypnotic stare that can freeze a creature that meets its gaze. This is not a psionic effect, but a strange physical adaptation in the coloration of the eyes that affects the brains of many mammals and avians. Heway typically use this ability to allow them to get clear of dangerous attackers. They do not have very strong bites or venomous bites, so they only eat smaller prey, but this adaptation allows them to avoid danger even in the face of strong opposition. 


Savage Worlds Stats
AttributesAgility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Notice d8
Pace: 6; Parry: 5; Toughness: 5
Special Abilities
  • Bite: Str+d4 damage
  • Poison Slime: Heways are covered in a film of poisonous slime. If a PC ingests water fouled by this slime or some of the slime itself, The poison conveys a -2 penalty to the victim's Vigor test. A failed test means that the victim becomes paralyzed until treated or after 1d10 hours, whichever comes first. 
  • Hypnotizing Stare: A character that meets the gaze of a Heway must pass an opposed Spirit roll or become hypnotized by the serpent. Hypnotized characters are usually left alone so that the Heway can escape, but if the character is one that the Heway could conceivably eat, then the serpent commands the hypnotized character to follow it back to its lair. A new Spirit test can be rolled (opposed each time) each round until the effects are fought off. 

Rogue Space Stats
DRM+1 TP SZ MV Slithering (30’) AR DM HP SP *
Poison Slime: Anyone ingesting water fouled by Heway slime or the slime itself must make a Fighting roll against TN 9 or become paralyzed. A new Fighting test can be rolled each round to see the effects have worn off, otherwise the effects end after 1d10 hours. 
Hypnotizing Stare: A character that meets the gaze of a Heway must pass an Empathy test against TN 7 or become hypnotized by the Heway. A new test can be rolled each round to try and fight off the effects. 



Maskhi
The Maskhi are a reclusive species native to the coastlines of Jeduun II and one of the planet's only sentient residents. They have the ability to make their bodies appear to be made of stone.

In their natural forms, Maskhi are humanoids that stand around six feet tall with lithe and wiry forms. Their faces are elongated and their wide eyes are blue to green in color. All Maskhi have blonde hair, usually kept braided or tied behind their heads. Maskhi fingers and toes both end in six digits and all are tipped with talons. Their tanned skin is covered in light hair akin to peach-fuzz. Maskhi are also quite agile. Their dress largely consists of loincloths, but they also wear jewelry made of shells and colored stones entwined with twine. 

Maskhi tend to avoid explorers and colonists on Jeduun II, but as more outsiders travel to and made the planet their home, the Maskhi are finding it more and more difficult to keep away. Their religion is one of reverence for the natural world, so seeing colonists land in giant, shining, metal craft from the sky and who being to clear jungle, makes them look upon the outsiders with a mixture of fear and anger. Some tribes see colonists as demons that need to be slain and driven away from their lands. There have been some attacks, but their primitive spears and arrows are no match for modern armor and weapons. 

Since the discovery of a sentient species on Jeduun II, there has been a lot of debate on what should be done with the Maskhi. New colonization on the planet has halted, but exploration continues. The colonies of Emerald City and New Austin were three years old and quite successful when the Maskhi were discovered and those families are settled and consider Jeduun II their home. However, it goes against the Concord's First Contact Edict to have a colony on a planet of a primitive species. Still, many argue that the damage has been done and the only thing that can be done now is to try and live in peace with the Maskhi, and even begin the process of uplifting the beings should they prove interested in modern life. The recent attacks by Maskhi on some outlying facilities in New Austin may force the issue sooner rather than later. 

Savage Worlds Stats
AttributesAgility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Shooting d6, Survival d8, Throwing d6
Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Maskhi are usually armed with primitive spears and bows. 
Special Abilities
  • Tough Skin: Maskhi flesh is surprisingly tough, granting them a +2 bonus to Toughness. 
  • Chameleon Flesh: Maskhi can change the coloration of their skin to blend in with their surroundings as long as they are standing still. Anyone attempting to spot a Maskhi with a Notice roll suffers a -2 penalty to the roll. 

Rogue Space Stats
DRM+1 TP SZ MV Bipedal (30’) AR DM HP SP *
Chameleon Flesh: Maskhi can change the coloration of the skin to blend in with their surroundings as long as they are standing still. Anyone attempting to spot a Maskhi with an Acquiring roll must do so against TN 9. 


Mason-Wasp, Giant
Giant Mason-Wasps are a dangerous insect predator found on the planet, Zakhara. They look like 6 foot long versions of Terran Mason-Wasps, the primary difference being that they are impervious to fire and have a special gland that allows them to breathe gouts of chemical flame. They are largely harmless to humanoids, preferring to feed on the less dangerous creatures found in the vast desert plains. However, getting too close to a hive or otherwise harassing one of these bugs will cause attack. 

AttributesAgility d12, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d8
Pace: 6; Parry: 5; Toughness: 9 (2)

Special Abilities
  • Bite: Str+d8
  • Sting: Str+d4, if the sting causes the victim to become Shaken or Wounded, the victim must make an immediate Vigor roll with a -1 penalty. This is considered a venomous poison (see page 89 in SWD).
  • Fire Breath: 3 times per day Giant Mason-Wasps can breathe a gout of flame akin to a Heavy Flamer. The area of affect is the Large cone template, does 3d12 damage and affects the least armored part of the victim's body. 
  • Immune to Fire and Heat: Giant Mason-Wasps are immune to fire and heat-based attacks. 
  • Tough Chitin: The exoskeletons are tough, and grant them a +2 bonus to Toughness. 
  • Flight: Giant Mason-Wasps fly with a Pace of 20" and a Climb of 10".
  • Size +1

Rogue Space Stats
DRM+2 TP SZ MV Flight (50’) AR DM HP  SP *
Poison Sting: L damage. If this attack deal damage, the victim must make a Fighting roll against TN 9 or become feverish. Characters who are fevered suffer a -2 penalty to all Attribute rolls until either 1d10 days has passed or they receive medical treatment. 
Fire Breath: 3 times per day, a Giant Mason-Wasp can breathe a gout of flame akin to a Flame Rifle (DMG V, Range S).
Immune to Heat and Fire Damage


Friday, April 17, 2015

HAPPY SWORDS & WIZARDRY APPRECIATION DAY!!!



I don't have anything to offer for Swords & Wizardry Appreciation Day since my writing time has been devoted largely to Mythic Space these days. However, I do want to thank Matt and the folks at Frog God Games for giving us a great framework for fantasy gaming that is both nostalgic and modern at the same time.

If you're looking for a fantasy game that gives you a great framework to build upon or play right out of the box, I can't recommend Swords & Wizardry enough. The Complete rules are available for free online, so there's no reason not to check it out.

Happy Swords & Wizardry Appreciation Day!

Thursday, April 16, 2015

Mythic Space Conversions: Al-Qadim Part 2


Continuing my trek through the Al-Qadim MC for creatures to populate the worlds of the galaxy in Mythic Space...

Debbi
Debbi are pre-sapient creatures found on Azurahl III. They are aggressive pseudo-humanoids whose level of tech in on par with Terran chimpanzees. It is believed that given enough time that these beings could evolve to true sentience. Until that point, contact is restricted, not only for the fear of “polluting” their development, but also to avoid conflict as they are highly territorial and they tend to attack en masse, making them very dangerous even to heavily armed explorers. 

Debbi are two-foot tall creatures that look like a cross between a hyena and a baboon. They run on all fours, but their front "paws" are dexterous like hands and are capable of manipulating primitive tools. Their largely canine-like head sports a mouth filled with vicious fangs that they use mostly for intimidation rather than for attack. When they do attack they do so by using makeshift clubs out of chunks of wood and by throwing stones. 

Savage Worlds Stats
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Notice d10, Throwing d6
Pace: 6; Parry: 5; Toughness: 3
Gear: Club (Str+d4) and Rocks (Str+d4 for small rocks or +d6 for larger rocks)
Special Abilities
  • Fleet-Footed: Roll a d8 when running instead of a d6.
  • Size –2: Debbi are relatively small.
  • Frightful: Debbi, while consummate cowards, are skilled in Intimidation. They can force a Fear check, but without any penalty to the roll. 

Rogue Space Stats
DRM+1 TP A SZ S MV Quadraped (40’) and Climbing (20') AR L DM HP SP *
Fright: Debbi are skilled in Intimidation and can force a character to make a Empathy check against TN 7. Those that fail must flee or if they cannot, make all skill checks at -2 until they can either get away from the Debbi, have killed/driven off the creature, or passed an Empathy check (roll each roll at the beginning of the character's turn). 


Elephant Bird
These large birds are native to the jungles of Jeduun II, and are among the chief dangers of that already dangerous world. They are typical avian hunters with much of the same traits as Terran raptors, but they can super-heat rocks in their gullets that they then drop on to prey to soften them up before swooping in for the kill. 

Elephant Birds stand around 6 feet tall with green feathers and a yellow, wickedly curved beak. They have a strange gullet sack that bulges underneath their beaks made of rough flesh. Males have brighter plumage and red stripes that run form their eyes down their backs and to their tail feathers while females are more of a drab green in color without stripes. 

Savage Worlds Stats
AttributesAgility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d10, Throwing d10
Pace: 4; Parry: 6; Toughness: 7
Special Abilities

  • Claws: Str+d4
  • Beak: Str+d6
  • Super-heated Stones: Elephant Birds start out combat (when prepared) with three fist-sized stones in their gullets. These stones are incredibly hot, heated by the chemical reactions in their gullets. They fly over and drop these stones (Throwing roll for the check) on their prey. The stone do d10+d4 damage. The d4 is due to the intense heat, so prey that is immune to heat-based attacks or shielded from heat are unaffected by anything other than a large rock falling on their head. They will land and pick up more stones to drop when possible during combat and heating the stones only takes one round.  
  • Size +1: Elephant Birds are man-sized, with wingspans over 13 feet. 
  • Flight: Elephant Birds can fly with a Pace of 18" and a Climb of 0.

Rogue Space Stats

DRM+2 TP SZ MV Flight (60') AR DM L/M HP SP *
Super-Heated Rocks: Elephant Birds start combat with three rocks in their gullets than they can drop for M Damage. They can land and pick up more rocks if able during combat. Their beaks and claws do L damage. 

Tuesday, April 14, 2015

Mythic Space Conversions: Al-Qadim Part 1

I've posted a few creatures in the past HERE, HERE, and HERE about how I would use D&D creatures in Stars Without Number. Since I've switched gears and have gone in the direction of Savage Worlds and Rogue Space, I thought I'd update those entries with conversions of the creatures for those systems. This is also my first post in what I hope will be a regular series taking creatures from other systems and settings and how I would use them in Mythic Space with stats for both SW and RS. 

First off I'm looking at D&D 2nd Edition's Al-Qadim Monstrous Compendium.




Ammut 
Ammuts are named due to their resemblance to creatures from ancient Egyptian legend. Ammuts are found on the desert planet of Qadim, The creature resembles a cross between a crocodile, a lioness, and a hippopotamus in mannish form. They have the tail and scaly legs of the crocodile, the tubby belly and thick neck of a hippo, and the sleek arms and head of a lioness. They are fat, bloated animals, and they are completely oblivious to their surroundings when feeding, but when not feeding they are highly aggressive. Visitors to Qadim should keep a sharp eye out for these creatures when travelling near any lakes or larger oases. 

Savage Worlds Stats
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d6, Swimming d8
Pace: 6; Parry: 6; Toughness: 12 (2)

Special Abilities
  • Thick Hide+2 Toughness
  • Size +3: Ammuts grow to be around 12' long. 
  • Bite: Str+d8 damage
  • Deafening Roar: Once per turn, instead of taking any other actions, an Ammut can unleash a deafening roar. All non-Ammut within S or M range must make a Vigor roll with a -2 penalty ti withstand the effect. On a failure, victims are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Vigor die (regardless of the Wild Die), he’s Shaken and fully deaf until he recovers from being Shaken. Deafened victims automatically fail all Notice rolls pertaining to sound and have their Parry reduced by 2.

Rogue Space Stats
DRM+3 TP SZ RB MV Quadruped (30’) or Swimming (40') ARDM HP SP *
Deafening Roar: Instead of making a physical attack, an Ammut can unleash a deafening roar. Any non-Ammut within 20 feet must make a Fighting roll against TN 7 or become deafened for 1d6 rounds during which all actions suffer a -2 penalty to their rolls. 



Buraq
The buraq are a strange species of equine-like creatures found primarily on Sultus-IV, but some can be found travelling the galaxy with a group of trusted companions. The buraq are dappled grey and white horses with a human-like face. Larger than an ass and smaller than a mule, their coats shine with a rich luster that signals their vibrant health and strength. The buraq’s dappled coat grows more brightly colored on its hindquarters, with speckles of green, blue, brown, and black. Its tail is a long fan of red, green, gold, and blue, with “eyes” like a peacock's tail. Its silverish hooves never need to be shod. Males can grow facial hair, while female Buraq have manes much like long, flowing human hair. 

Buraqs are sapient and will observe newcomers for a time before making themselves known. Even though they are sapient, due to their physical limitations they have no technology of their own. Some have been captured and sold into slavery thanks to their inability to truly deal with advanced technology. Some buraq have found passage on starships among groups of off-worlders they trust. While there is little that a buraq can offer a crew in as far as being a crew member, some have found a calling in advising others in matters of politics and business, which it seems they are a quick study. 

Although the buraq can serve as a warhorse, it rarely takes any pleasure in such service. When it does serve in battle, it avoids the fray and prefers its rider take a position of leadership without getting entangled in the melee. (A buraq allowing another being to ride it is a sign of great sincere respect and caring for the rider; a boon granted to very, very few.) 


Savage Worlds Stats
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Knowledge (pick any two) d8, Notice d6
Pace: 8; Parry: 5; Toughness: 9
Special Abilities
  • Size +2: Buraqs grow to be about 7 feet tall. 
  • Hooves: Buraqs can kick with their hooves for Str+d6 damage. 
  • Fleet-Footed: Buraqs roll a d8 instead of a d6 when running. 
PC Stats
Vigorous: Buraqs are hardy creatures and being play with a d6 in Vigor. 
Pace: Buraq characters increase their Pace by +2 and their running die is increased by a die type.
Hooves: The silvery, extremely hard hooves of a Buraq allow them to deal Str+d6 damage with a Kick. 
Size +2: Buraqs are large creatures, growing to roughly the size of a bull; therefore they gain a +2 size bonus to Toughness. 
Quadruped: Buraqs do not have arms or any other appendages that would allow them to use a weapon. Plus, due to their size and shape, they have to have armor specially made to fit their bodies doubling the cost of armor and any clothing.

Rogue Space Stats
DRM+1 TP K SZ A MV Quadruped (50’) AR L DM M HP 3 SP -

PC Stats
Archetypes: Scoundrels only, +2 to Empathy.
Hooves: Hoof attacks do M damage in close combat.
Vigorous: When rolling Fighting rolls for performing any non-combat task add a +2 bonus to the roll. 
Psionics: Buraqs can be Espers and tend to have the Empath or Suggestion powers, though all are open to them.