Nothing to see here. Move along.
Saturday, August 26, 2023
Monday, October 28, 2013
Monster Monday: Mirror Demon
Just in time for Halloween...
Mirror Demon
No. Enc.: 1
Size: Medium
HD: 5 (d12)
Move: 30 ft
AC: 18
Attacks: Grapple (1d6)
Special: Reduced Demon Abilities,
Mirror Travel, Energy Drain,
Change Shape, Class Abilities,
Reflection Weakness
Saves: P, M
INT: High
Align: Chaotic Evil
Type: Extraplanar
TR: Nil (but see below)
XP: 700+5/hp
A mirror demon is a lesser form of True Demon that can travel from the Abyss into the mortal plane via any mirror large enough for to allow their bodies to pass through. They may take the form of those they kill, and they greatly enjoy creating havoc and discord among the family and friends of their victims. They prefer to target the vain and beautiful (the types of people prone to stare at themselves in a mirror extensively). In their true form, their skin is pale (almost corpse-like), with jet-black eyes that cry tears of blood.
A mirror that a Mirror Demon has recently used to travel through, or observe their potential victims, will glow faintly of demonic magic if subjected to a Detect Magic or Detect Evil spell.
Although the demons have no treasure themselves, their victims are often wealthy (the poor being highly unlikely to own a mirror large enough that the demon could pass through).
Combat: A mirror demon will usually wait until their victim is alone in whatever room the mirror is in, with their guard down, before traveling through the mirror to attack. They will grapple (literally trying to to choke the life out of their victim), with successful attacks also leading to the victim being Energy Drained (see below).
Reduced Demon Abilities: Mirror Demons have the following standard demonic abilities: Darkvision 90', immunity to electricity & poison, and taking only half damage from acid, cold, & fire. They also have a spell Resistance of 20, and the standard demonic empathy/telepathy which allows them to learn the thoughts, and speak any language known, of their victim, although they must observe their victim at least three times within a week's span through a mirror before this last ability is granted.
Mirror Demons are not immune to non-magical weapons, nor do they possess the standard demonic ability to Teleport or Gate.
Mirror Travel: Mirror Demons can travel between the mortal plane and the Abyss via any mirror large enough for them to fit through. Even if a mirror is too small for them to pass through, they can still see and hear through them, observing their potential victims and learning about them via the above-mentioned empathy/telepathy ability. Note that mirrors in areas that have been Consecrated or Hallowed are barred to the Mirror Demon.
Energy Drain: In addition to suffering the above normal damage, living creatures successfully hit by a Mirror Demon’s attack lose one level. These losses are permanent, and can only be regained by the use of a Restoration or a Wish spell. If the victim is slain, this also allows the Mirror Demon to use their Change Shape ability, and to use the Class Abilities that they have drained (see below).
Change Shape: Any victim slain who was also the subject of a Energy Drain can then be mimicked by the Mirror Demon, in a manned similar to a Doppleganger. The Mirror Demon can maintain the victim's form indefinitely, until they take the form of another victim, or they travel back to the Abyss via Mirror Travel.
Class Abilities: Any character levels drained via Energy Drain may be used by the Mirror Demon to further the pretense of taking the role of their victim (up to 6th level). These extra levels do not alter the Mirror Demon's hit points, and are subject to the same duration limitations as their Change Shape ability.
Reflection Weakness: Although their Shape Change ability is otherwise nearly flawless, their true form can always be seen if they are observed through a mirror, or anything else that will cast a reflection (such as the still waters of a pond).
Note: AD&D-style demons have not (as far as I know) been officially covered in the C&C rules - I based my write-up on the unofficial Creatures Features fan-supplement, which can be downloaded here (my XP value is higher than many of the equivalently-dangerous demons, as it appears to me that many XP values for monsters - official and otherwise - don't fully account for all of a monster's abilities)
No. Enc.: 1
Size: Medium
HD: 5 (d12)
Move: 30 ft
AC: 18
Attacks: Grapple (1d6)
Special: Reduced Demon Abilities,
Mirror Travel, Energy Drain,
Change Shape, Class Abilities,
Reflection Weakness
Saves: P, M
INT: High
Align: Chaotic Evil
Type: Extraplanar
TR: Nil (but see below)
XP: 700+5/hp
A mirror demon is a lesser form of True Demon that can travel from the Abyss into the mortal plane via any mirror large enough for to allow their bodies to pass through. They may take the form of those they kill, and they greatly enjoy creating havoc and discord among the family and friends of their victims. They prefer to target the vain and beautiful (the types of people prone to stare at themselves in a mirror extensively). In their true form, their skin is pale (almost corpse-like), with jet-black eyes that cry tears of blood.
A mirror that a Mirror Demon has recently used to travel through, or observe their potential victims, will glow faintly of demonic magic if subjected to a Detect Magic or Detect Evil spell.
Although the demons have no treasure themselves, their victims are often wealthy (the poor being highly unlikely to own a mirror large enough that the demon could pass through).
Combat: A mirror demon will usually wait until their victim is alone in whatever room the mirror is in, with their guard down, before traveling through the mirror to attack. They will grapple (literally trying to to choke the life out of their victim), with successful attacks also leading to the victim being Energy Drained (see below).
Reduced Demon Abilities: Mirror Demons have the following standard demonic abilities: Darkvision 90', immunity to electricity & poison, and taking only half damage from acid, cold, & fire. They also have a spell Resistance of 20, and the standard demonic empathy/telepathy which allows them to learn the thoughts, and speak any language known, of their victim, although they must observe their victim at least three times within a week's span through a mirror before this last ability is granted.
Mirror Demons are not immune to non-magical weapons, nor do they possess the standard demonic ability to Teleport or Gate.
Mirror Travel: Mirror Demons can travel between the mortal plane and the Abyss via any mirror large enough for them to fit through. Even if a mirror is too small for them to pass through, they can still see and hear through them, observing their potential victims and learning about them via the above-mentioned empathy/telepathy ability. Note that mirrors in areas that have been Consecrated or Hallowed are barred to the Mirror Demon.
Energy Drain: In addition to suffering the above normal damage, living creatures successfully hit by a Mirror Demon’s attack lose one level. These losses are permanent, and can only be regained by the use of a Restoration or a Wish spell. If the victim is slain, this also allows the Mirror Demon to use their Change Shape ability, and to use the Class Abilities that they have drained (see below).
Change Shape: Any victim slain who was also the subject of a Energy Drain can then be mimicked by the Mirror Demon, in a manned similar to a Doppleganger. The Mirror Demon can maintain the victim's form indefinitely, until they take the form of another victim, or they travel back to the Abyss via Mirror Travel.
Class Abilities: Any character levels drained via Energy Drain may be used by the Mirror Demon to further the pretense of taking the role of their victim (up to 6th level). These extra levels do not alter the Mirror Demon's hit points, and are subject to the same duration limitations as their Change Shape ability.
Reflection Weakness: Although their Shape Change ability is otherwise nearly flawless, their true form can always be seen if they are observed through a mirror, or anything else that will cast a reflection (such as the still waters of a pond).
Note: AD&D-style demons have not (as far as I know) been officially covered in the C&C rules - I based my write-up on the unofficial Creatures Features fan-supplement, which can be downloaded here (my XP value is higher than many of the equivalently-dangerous demons, as it appears to me that many XP values for monsters - official and otherwise - don't fully account for all of a monster's abilities)
Sunday, September 15, 2013
Souris - 1702/Rickamil
Rickamil is one of five worlds in the Souris subsector that was once owned by the Ardiska-Stane corporation, which used the worlds primarily for the gathering of raw materials for its various biochemical research projects, as well as the occasional 'in-the-field' science experiments. About half a century ago, the residents of these worlds, tired of being under the thumb of AS, coordinated their efforts in an attempt to overthrow their corporate masters, during a time when the corporation was having more than a few problems elsewhere throughout the Gateway Quadrant. Tipping off various pirate factions as to the schedules of the AS ships arriving in-system, the revolutionaries attacked the crews and commandeered the ships of any company vessels that did make it into port, with the aid of some privately hired mercenaries. Eventually, the five worlds declared themselves to be an independent polity, calling themselves the Kasahlian Confederation, so named after Kasahla Lenruli, the leader of the revolution who died fighting off AS-hired mercenaries.
Ardiska-Stane appealed to Emperor Aandiruu (who had only taken the throne a year earlier), arguing that not only was such a revolution illegal in regards to worlds legally owned by the corporation, but that such a succession of planets from Sphere Fenix was both an insult to the Emperor and seriously undermined and threatened the strength and security of the Sphere. Seemingly in agreement with AS, Aandiruu sent soldiers and warships to the five worlds of the Kasahlian Confederation, quickly crushing the nascent Kasahlian government. However, much to the consternation of AS, Aandiruu did not return the control of these worlds to the corporation, but rather declared them to be directly under the rule of the Sphere, until such a time when each world could show that they were capable of self-rule in such a manner that did not threaten the sanctity of the Sphere.
Since then, two of the five former Kasahlian worlds have achieved self-rule. Rickamil is not one of them. As the capital of the Kasahlian revolution, a strong desire for independence and self-rule still dominates the populace of Rickamil, although not universally so. As a result, the occasional burst of terrorist violence against the agents of the Sphere living on the planet (usually Naval forces occupying the planet) occurs now and then. This is not so frequent as to justify an Amber Zone rating for Rickamil (and those who commit such acts tend to be careful not to target civilians travelling from off-world), but it is enough to ensure that the local Law Level is highly restrictive in terms of weapon possession.
The Rickamil Starport system is dominated by its highport, which also doubles as the SF Naval base that oversees control of the planet. Needless to say, things tend to be very strict and run very much in a by-the-book manner at the highport. The down-port is located in the capital city of Mosera, where things are just a little bit more relaxed, although still well-regulated and tightly run. The SF Navy takes a dim view of starships skimming the local oceans for unrefined fuel instead of paying for refined fuel at the 'port.
Rickamil is fairly Earth-like physically, although the unusually high nitrogen content in the atmosphere requires the use of oxygen tanks for those who work or travel outside. Over half of the roughly 700,000 inhabitants of this world work and live comfortably inside the atmosphere-controlled buildings of Mosera, with the rest living in the various smaller settlements that dot the Rickamilian landscape. It should be noted that while Rickamil is technically Tech Level 13, the common TL for the civilian populace is closer to 12; any TL 13 items for sale in the civilian sector will usually be double the usual price.
Ardiska-Stane appealed to Emperor Aandiruu (who had only taken the throne a year earlier), arguing that not only was such a revolution illegal in regards to worlds legally owned by the corporation, but that such a succession of planets from Sphere Fenix was both an insult to the Emperor and seriously undermined and threatened the strength and security of the Sphere. Seemingly in agreement with AS, Aandiruu sent soldiers and warships to the five worlds of the Kasahlian Confederation, quickly crushing the nascent Kasahlian government. However, much to the consternation of AS, Aandiruu did not return the control of these worlds to the corporation, but rather declared them to be directly under the rule of the Sphere, until such a time when each world could show that they were capable of self-rule in such a manner that did not threaten the sanctity of the Sphere.
Since then, two of the five former Kasahlian worlds have achieved self-rule. Rickamil is not one of them. As the capital of the Kasahlian revolution, a strong desire for independence and self-rule still dominates the populace of Rickamil, although not universally so. As a result, the occasional burst of terrorist violence against the agents of the Sphere living on the planet (usually Naval forces occupying the planet) occurs now and then. This is not so frequent as to justify an Amber Zone rating for Rickamil (and those who commit such acts tend to be careful not to target civilians travelling from off-world), but it is enough to ensure that the local Law Level is highly restrictive in terms of weapon possession.
The Rickamil Starport system is dominated by its highport, which also doubles as the SF Naval base that oversees control of the planet. Needless to say, things tend to be very strict and run very much in a by-the-book manner at the highport. The down-port is located in the capital city of Mosera, where things are just a little bit more relaxed, although still well-regulated and tightly run. The SF Navy takes a dim view of starships skimming the local oceans for unrefined fuel instead of paying for refined fuel at the 'port.
Rickamil is fairly Earth-like physically, although the unusually high nitrogen content in the atmosphere requires the use of oxygen tanks for those who work or travel outside. Over half of the roughly 700,000 inhabitants of this world work and live comfortably inside the atmosphere-controlled buildings of Mosera, with the rest living in the various smaller settlements that dot the Rickamilian landscape. It should be noted that while Rickamil is technically Tech Level 13, the common TL for the civilian populace is closer to 12; any TL 13 items for sale in the civilian sector will usually be double the usual price.
Monday, September 2, 2013
Music Monday: "Working Man" (symphonic)
Around here at Casa Knightsky, it's pretty much a Labor Day tradition to crank up 'Working Man' by Rush... not that we usually need an excuse to play some Rush around here. However, in an attempt to class things up a bit (because I am, y'know, all about being classy), I now present a symphonic rendition of said song, courtesy of the Royal Freakin' Philharmonic Orchestra.
You're welcome.
(Will get back to posting Traveller-related stuff after I recover from DragonCon)
You're welcome.
(Will get back to posting Traveller-related stuff after I recover from DragonCon)
Monday, August 19, 2013
Souris - Sphere Fenix
The Crucis Margin Guidebook from Judges Guild gives us the following information on the polity known as Sphere Fenix:
"Sphere Fenix was original settled by a very diverse group of refugees from the collapsing First Imperium. During the Long Night, these fugitives flourished into a series of mini-states. About 500 Imperial dating, a series of small but bitter wars broke out. In 724, the three surviving states declared peace on each other and met to discuss unification. Though the precise details of governmental structure took over 28 years to develop, Sphere Fenix dates its birth from that meeting. Though internal unrest has occurred since, the overall prosperity has continued to increase. A mutual defense treaty was signed with Ramayan in the 8th century Imperial. Technical assistance is received from Imperium military services and Imperial security is rumored to have great influence. In spite of having fought in no major wars in centuries, military prowess is high and it has become traditional to serve a term or two as a mercenary in one of the surrounding sectors, especially the Marlan Primate."
Given this, it would be easy to see the Sphere Fenix (SF hereafter, or just 'the Sphere') as sort of an Imperium-lite... and honestly, I'm okay with that. For Traveller players primarily used to interacting with the setting of the Third Imperium, SF allows a degree of familiarity to rely upon while dealing with the politics and players of a new sector outside of the Third Imperium's borders. The trick here is to remember that SF came out of the ashes of the First Imperium; they did not have the Solomani influence that came about due to the Rule Of Man, and that continued into the forming of the Third Imperium. In many ways, SF is more Vilani in outlook than the Third Imperium is, very status-conscious and technologically conservative. That said, the smaller size and influence of the Sphere is less conducive to arrogance and hubris than the First Imperium was, and out of necessity SF is more flexible in dealing with the realities of interstellar politics.
The Sphere controls 80 systems in the Crucis Margin sector, spread out over five subsectors (Ark, Negoiul, Souris, Mandin, and Olsztyn). The highest tech level obtained in her worlds is TL 14. It maintains excellent relations with the Third Imperium; residents of the Sphere like to think of themselves and the Third Imperium as allies, while other polities in the Gateway quadrant tend to see SF as mere puppets of the Imperium.
SF is ruled by a hierarchy of nobility, in a similar manner to the Third Imperium (although the ranks of Viscount and Archduke are not used). The current Emperor is Kaarin II, who succeeded her father Aandiruu in 997*, after the latter abdicated the throne for health reasons (Aandiruu is still alive; his primary functions these days is the spoiling of his grandchildren). Kaarin served five terms in the SF Navy, leaving military service with the rank of Captain. Had she chosen to stay in the Navy, most feel that she would have eventually obtained the rank of Admiral. Kaarin was originally third in line for the throne, her older sister Eleni (who had been groomed for the position for decades) died in a grav-race accident in 996, and her older brother Ishugi declined taking the throne, feeling that Kaarin was a better choice. Kaarin's younger brother Eneri is next in line to take the throne; many suspect that he is covetous of his sister's position as Emperor, but for the moment seems to be content with his own role at the royal court. Kaarin has no children, and has never married, although rumors of her secret romances abound through the Sphere. Her rule has overall been well-regarded by her subjects, and she is generally deemed to be highly intelligent and capable.
*I'm using 1105 as my starting time for the setting
"Sphere Fenix was original settled by a very diverse group of refugees from the collapsing First Imperium. During the Long Night, these fugitives flourished into a series of mini-states. About 500 Imperial dating, a series of small but bitter wars broke out. In 724, the three surviving states declared peace on each other and met to discuss unification. Though the precise details of governmental structure took over 28 years to develop, Sphere Fenix dates its birth from that meeting. Though internal unrest has occurred since, the overall prosperity has continued to increase. A mutual defense treaty was signed with Ramayan in the 8th century Imperial. Technical assistance is received from Imperium military services and Imperial security is rumored to have great influence. In spite of having fought in no major wars in centuries, military prowess is high and it has become traditional to serve a term or two as a mercenary in one of the surrounding sectors, especially the Marlan Primate."
Given this, it would be easy to see the Sphere Fenix (SF hereafter, or just 'the Sphere') as sort of an Imperium-lite... and honestly, I'm okay with that. For Traveller players primarily used to interacting with the setting of the Third Imperium, SF allows a degree of familiarity to rely upon while dealing with the politics and players of a new sector outside of the Third Imperium's borders. The trick here is to remember that SF came out of the ashes of the First Imperium; they did not have the Solomani influence that came about due to the Rule Of Man, and that continued into the forming of the Third Imperium. In many ways, SF is more Vilani in outlook than the Third Imperium is, very status-conscious and technologically conservative. That said, the smaller size and influence of the Sphere is less conducive to arrogance and hubris than the First Imperium was, and out of necessity SF is more flexible in dealing with the realities of interstellar politics.
The Sphere controls 80 systems in the Crucis Margin sector, spread out over five subsectors (Ark, Negoiul, Souris, Mandin, and Olsztyn). The highest tech level obtained in her worlds is TL 14. It maintains excellent relations with the Third Imperium; residents of the Sphere like to think of themselves and the Third Imperium as allies, while other polities in the Gateway quadrant tend to see SF as mere puppets of the Imperium.
Kaarin II, circa 991, while on shore leave |
*I'm using 1105 as my starting time for the setting
Music Monday: "In Thee"
Allen Lanier, founding member of Blue Ă–yster Cult, passed away last week at the age of 67. Besides being a guitarist and an excellent keyboardist, he also wrote several songs for the band. Of these, "In Thee" is probably my favorite.
Saturday, August 17, 2013
Souris - 1701/Palompi
And so we start off, not with a bang, but with something of a whimper.
The original UWP of Palompi, the first planet we see (from the hex-number order) is X100000-0. Which, in Traveller-speak, is a lifeless, airless rock, perhaps only a thousand miles in diameter, with no one living on it. Quite frankly, there's not much reason for any travellers to visit this system. The updated 'canon' UWP data is only slightly more interesting, but that's only because it doesn't make a whole lot of sense. With a UWP of X101200-0, a PBG of 600, and stellar data of M2 V, we have the same airless rock (orbiting a red dwarf star), but now with some surface moisture (about 10%) on the small planet, in spite the fact that with no atmosphere and very little gravity the idea of any surface moisture somehow being retained seems rather unlikely. Worse, we now have a population of about 600... despite the fact that this is a lifeless rock, and they have absolutely no technology worth mentioning. Unless we assume the natives are some sort of energy beings that can survive in a vacuum and have no need whatsoever for technology, this can probably be safely ignored.
With no oceans, and no gas giants in the system, there's not currently any real reason why a ship might pass through the system, since it can't even do any fuel skimming to refuel for another jump. Given that the Traveller world generation system defaults to crating the primary world of interest in a system, if there are any other planets in the system (and a type M star would have a fair chance of plenty of other worlds orbiting it, even if there are no asteroid listed belts in the system), then by default any other worlds in the system are even less of interest than Palompi is.
Still, there should be some reason why this system is on the maps, or at least, why it once was. Let's run with the idea that there was once a mining colony here; at its peak it held about 600 inhabitants or so. The operation was run by nearby Rickamil (and therefore, Sphere Fenix), the only hi-tech world within jump-1 range of Palompi (one parsec coreward of Palompi is Ambale, in the Induz subsector of the Maranantha-Alkahest sector, but Ambale is a pre-spaceflight world, and would be rather unlikely to run any off-world mining operations as a result). As with many airless worlds, the working and living areas were mostly constructed underneath the surface as opposed top on it. The primary element mined here was lanthanum, but various other rare ores and minerals were collected as well.
A little over a century ago, the lanthanum deposits were eventually depleted, and Rickamil eventually pulled its people out; the remaining other minerals and ores that were still available weren't enough to justify ongoing operations. Eventually, due to internal political pressures, Sphere Fenix 'let go' of Palompi, not wishing to spend even token resources defending an otherwise pretty useless piece of rock.
Should anyone find their way in the Palompi system, there's only a slim (roll 12 on 2d) chance of another ship in the system. Such a ship would probably (1-5 on d6) be trying to mine for the remaining various ores and minerals available - what is insufficient for a government body might still prove profitable for an individual or small group. Non-miners might be exploring the underground facility that once housed those who lived here. Most of the really valuable equipment was either taken backed to Rickamil or later stripped by those who came after, but the underground facility is decently large, and there's always the chance that there's something of interest and/or value might still remain, especially if one is willing to spend some time exploring past the initial entrance area. In either case, only starships that have the fuel capacity for two jumps (one to Palompi, and the other to whatever nearby system that would like to go to) would willingly travel to this system.
The original UWP of Palompi, the first planet we see (from the hex-number order) is X100000-0. Which, in Traveller-speak, is a lifeless, airless rock, perhaps only a thousand miles in diameter, with no one living on it. Quite frankly, there's not much reason for any travellers to visit this system. The updated 'canon' UWP data is only slightly more interesting, but that's only because it doesn't make a whole lot of sense. With a UWP of X101200-0, a PBG of 600, and stellar data of M2 V, we have the same airless rock (orbiting a red dwarf star), but now with some surface moisture (about 10%) on the small planet, in spite the fact that with no atmosphere and very little gravity the idea of any surface moisture somehow being retained seems rather unlikely. Worse, we now have a population of about 600... despite the fact that this is a lifeless rock, and they have absolutely no technology worth mentioning. Unless we assume the natives are some sort of energy beings that can survive in a vacuum and have no need whatsoever for technology, this can probably be safely ignored.
With no oceans, and no gas giants in the system, there's not currently any real reason why a ship might pass through the system, since it can't even do any fuel skimming to refuel for another jump. Given that the Traveller world generation system defaults to crating the primary world of interest in a system, if there are any other planets in the system (and a type M star would have a fair chance of plenty of other worlds orbiting it, even if there are no asteroid listed belts in the system), then by default any other worlds in the system are even less of interest than Palompi is.
Still, there should be some reason why this system is on the maps, or at least, why it once was. Let's run with the idea that there was once a mining colony here; at its peak it held about 600 inhabitants or so. The operation was run by nearby Rickamil (and therefore, Sphere Fenix), the only hi-tech world within jump-1 range of Palompi (one parsec coreward of Palompi is Ambale, in the Induz subsector of the Maranantha-Alkahest sector, but Ambale is a pre-spaceflight world, and would be rather unlikely to run any off-world mining operations as a result). As with many airless worlds, the working and living areas were mostly constructed underneath the surface as opposed top on it. The primary element mined here was lanthanum, but various other rare ores and minerals were collected as well.
Should anyone find their way in the Palompi system, there's only a slim (roll 12 on 2d) chance of another ship in the system. Such a ship would probably (1-5 on d6) be trying to mine for the remaining various ores and minerals available - what is insufficient for a government body might still prove profitable for an individual or small group. Non-miners might be exploring the underground facility that once housed those who lived here. Most of the really valuable equipment was either taken backed to Rickamil or later stripped by those who came after, but the underground facility is decently large, and there's always the chance that there's something of interest and/or value might still remain, especially if one is willing to spend some time exploring past the initial entrance area. In either case, only starships that have the fuel capacity for two jumps (one to Palompi, and the other to whatever nearby system that would like to go to) would willingly travel to this system.
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