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.
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| 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 Öyster 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.
Tuesday, August 13, 2013
Exploring the Souris subsector
Yeah, I haven't been posting much lately.
Haven't been gaming much, either, and the two are related. While there's still stuff regarding the Gheron setting I could write about, with the C&C game on hiatus for the last few months, I'm not really feeling the drive to post stuff about a campaign I may or may not get to run again.
As has happened in the past, when I'm not running or playing anything, I found myself pulling out and looking at my classic Traveller books. There's something about Traveller that's highly conducive to sparking the creative juices - I think it has to do with the 'bare bones' approach to many of the elements of play, which pretty much demand that you fill in the blanks yourself. It's also easily adaptable to solo play.
The last time I ran a Traveller campaign, back in the early 2000's, it was envisioned as a big, sprawling thing that would see the PC's caught up in the sweep of a flashpoint of the 3rd Imperium's history, weaving elements of The Traveller Advanture, the Fifth Frontier War, and the Shadows/Research Station Gamma/Twilight's Peak/Secret Of The Ancients story arc. These days, I'm much less interested in over-arching storylines, favoring a looser, sandbox approach. I also wanted to get away from the Spinward Marches, a setting I've ran and played in for over two decades.
And so, I was flipping through my copies of the old Judges Guild sector guidebooks, which detailed the Gateway Quadrant, four sectors of space that included various client states, pocket empires, and independent worlds that acted as a buffer between the Third Imperium, the Hive Federation, and the Two Thousand Worlds. In the Crucis Margin guidebook, I encountered the Souris subsector, an area of space where there were no less than four separate polities, as well as several independent worlds between them. What a great place to set some PC's loose on, to let them wander, scheme, and adventure as they see fit!
Of course, things aren't always that simple.
If you head over to the Traveller Wiki or the Traveller Map, you won't find the Souris subsector, not as such anyways. The Judges Guild version of these sectors had long ago be de-canonized, and the current Traveller canon has different political entities and borders in the area, with the Souris subsector being renamed as the Outrun subsector. Also, although the names and locations of the various systems have remained the same, some of the worlds have different Universal World Profiles. The above pic shows the original JG writeup of the Souris subsector; the digits highlighted in yellow show data that has since been changed (either accidentally or by design) with the current canon, as depicted in the Traveller20 supplement Gateway To Destiny (which is also available here).
As a result, I'm pretty much ignoring the revised data/canon, in favor of JG's original version of the area. Well, mostly. The data in Gateway details a time a little over a century before the time of the classic Traveller setting (i.e. the years leading up to and including the Fifth Frontier War). If it makes sense to do so, I may use the 'official' information on the area as a description of the recent history of any given world. Then again, I may just ignore it. In any case, I plan on writing up some short descriptions of each world in the subsector. I would be negligent if I did not mention the work that is being done over at The Etzina Passage, where Chuck is doing some highly detailed work on some of the worlds in the Crucis Margin sector; his work on that blog has helped to inspire me to do a little bit of writing on my own. My approach will be different from his (mainly because his approach entails a heck of a lot more work), with a looser style. If I find myself struggling for inspiration on a given world, I may also refer to the old DGP supplement Grand Census, using that book's approach to give a little extra detail here and there.
To the left is a (hopefully) more visually pleasing version of the original JG map of the subsector, which I based off the the above-linked Traveller Map; I used my rather meager Photoshop skills to rework the political borders back to their original locations, as well as correcting the starport designation for 2206/Inuvik, and adding a gas giant back to the map for 1805/Spry. That's my starting point. Let's see what comes from it.
Edit: something I did drop from the JG version of the Souris data is the presence of various Scout bases in the subsector. It doesn't make any sense for the Imperium to maintain any Scout bases this far outside of its borders (well, any official bases, that is), and I think this is a case where the 'official' data gets it right.
Haven't been gaming much, either, and the two are related. While there's still stuff regarding the Gheron setting I could write about, with the C&C game on hiatus for the last few months, I'm not really feeling the drive to post stuff about a campaign I may or may not get to run again.
As has happened in the past, when I'm not running or playing anything, I found myself pulling out and looking at my classic Traveller books. There's something about Traveller that's highly conducive to sparking the creative juices - I think it has to do with the 'bare bones' approach to many of the elements of play, which pretty much demand that you fill in the blanks yourself. It's also easily adaptable to solo play.
The last time I ran a Traveller campaign, back in the early 2000's, it was envisioned as a big, sprawling thing that would see the PC's caught up in the sweep of a flashpoint of the 3rd Imperium's history, weaving elements of The Traveller Advanture, the Fifth Frontier War, and the Shadows/Research Station Gamma/Twilight's Peak/Secret Of The Ancients story arc. These days, I'm much less interested in over-arching storylines, favoring a looser, sandbox approach. I also wanted to get away from the Spinward Marches, a setting I've ran and played in for over two decades.
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| JG's Souris, click to enlarge (like you didn't know that already) |
Of course, things aren't always that simple.
If you head over to the Traveller Wiki or the Traveller Map, you won't find the Souris subsector, not as such anyways. The Judges Guild version of these sectors had long ago be de-canonized, and the current Traveller canon has different political entities and borders in the area, with the Souris subsector being renamed as the Outrun subsector. Also, although the names and locations of the various systems have remained the same, some of the worlds have different Universal World Profiles. The above pic shows the original JG writeup of the Souris subsector; the digits highlighted in yellow show data that has since been changed (either accidentally or by design) with the current canon, as depicted in the Traveller20 supplement Gateway To Destiny (which is also available here).
Edit: something I did drop from the JG version of the Souris data is the presence of various Scout bases in the subsector. It doesn't make any sense for the Imperium to maintain any Scout bases this far outside of its borders (well, any official bases, that is), and I think this is a case where the 'official' data gets it right.
Friday, July 26, 2013
Friday, June 14, 2013
Free RPG stuff tomorrow
Free RPG Day is almost here, specifically on Saturday, June 15. Go here to find your nearest participating store.
Thursday, June 13, 2013
Because there hasn't been enough discussion yet about the Appendix N books
Over at Tor.com there's a series of articles kicking off discussing the various Appendix N books, and how they actually relate to D&D as it's actually played, starting off with a look at "Red Nails" by Robert E. Howard.
Wednesday, May 29, 2013
Jack Vance 1916-2013
Jack Vance, one of the greatest fantasy/S-F authors of the 20th century, has passed away.
http://jackvance.com/
Besides his tremendous body of work as an author, Vance is also noteworthy for his influence on RPG's. His legacy regarding D&D is well documented, but his Demon Princes series was also a notable influence on Traveller, as well.
http://jackvance.com/
Besides his tremendous body of work as an author, Vance is also noteworthy for his influence on RPG's. His legacy regarding D&D is well documented, but his Demon Princes series was also a notable influence on Traveller, as well.
Thursday, May 23, 2013
C&C: the Minstrel class
This is a variation of the Bard class as it appears in the C&C Player's Handbook. It is based not so much on the viking skald, but rather more on the traveling musicians of Irish and Welsh lore, as well as the British troubadour. The Minstrel is less of a warrior than the Bard, and relies more on subtlety, as well as some magical ability.
There are many similarities between the two classes, as one might expect. Charisma is, of course, the Prime Attribute for both classes, and the EPP chart is also the same. The Minstrel is allowed the same armor and weapons as the Bard, and both classes may be of any alignment. The Bard's special abilities (Decipher Script, Exalt, Legend Lore, Fascinate, and Exhort Greatness) are also shared by the Minstrel.
Being less of a straight-up fighter type, the Minstrel uses d6 for their Hit Dice (instead of d10), and their BtH progresses as per a Rogue.
Minstrels also have the Listen ability, as per the Rogue class (wearing metal or large helms negatively affect using this ability, of course). They also have the Pick Pockets ability, to represent their ability with various sleight-of-hand tricks, but their bonus using this ability is only equal to half their level, round up (for example, a 7th level Minstrel would only get a +4 bonus to attempt this ability). Because they are well traveled, and it is useful to be able to perform to a wide variety of audiences, Minstrels also get Bonus Languages: they get +1 language that they read and speak at 1st level, and they gain another language at 6th level, and another again at 11th level. Also, they can use the ability modifier for CHR instead of INT to help determine the number of starting languages they speak, assuming that their CHR score is the higher of the two (which it probably is).
Last but certainly not least, Minstrels are also spellcasters. They will never be the equal of equivalently trained Wizards or other spellcasting classes, but combined with their other abilities, they still get by pretty well for themselves. The use of their spells (also known as 'songs of power') require the minstrel to play a musical instrument and sing while the spell is being cast; the singing and playing are the Verbal and Somatic components of the spell, while the instrument being played acts as the Focus. The musical instrument/Focus replaces most Material components usually required by the spell, although Material components that are fairly expensive (100 GP or more) are still required.
Otherwise, Minstrels learn, prepare, and cast spells as other arcane spellcasters do. They gain bonus spells for having a high INT score, in a manner similar to Wizards and Illusionists. They carry their own spellbooks (a.k.a. 'songbooks') for the purpose of preparing their daily spells. Because the written notes for these spell include both magical and musical notations, any given song of power usually takes up twice as much space in the songbook as an equivalent spell in an arcane caster's spellbook.
Spells per day
1. Comprehend Languages
2. Dancing Lights
3. Daze
4. Detect Magic
5. Ghost Sound
6. Influence
7. Message
8. Prestidigitation
1st-LEVEL SPELLS
1. Alarm
2. Animal Friendship
3. Charm Person
4. Hypnotism
5. Identify
6. Read Magic
7. Remove Fear
8. Sleep
9. Sound Blast
10. Ventriloquism
2nd-LEVEL SPELLS
1. Calm Animals
2. Command
3. Hypnotic Pattern
4. Misdirection
5. Scare
6. Shatter
7. Suggestion
8. Tongues
3rd-LEVEL SPELLS
1. Charm Monster
2. Dispel Magic
3. Emotion
4. Fear
5. Hold Person
6. Lesser Restoration
7. Remove Curse
8. Remove Paralysis
4th-LEVEL SPELLS
1. Dismissal
2. Dispel Illusion
3. Hold Monster
4. Legend Lore
5. Sending
6. Shout
5th-LEVEL SPELLS
1. Dream
2. Feeblemind
3. Mass Suggestion
4. Nightmare
5. Permanency
6. True Seeing
6th-LEVEL SPELLS
1. Awe
2. Geas
3. Insanity
4. Repulsion
There are many similarities between the two classes, as one might expect. Charisma is, of course, the Prime Attribute for both classes, and the EPP chart is also the same. The Minstrel is allowed the same armor and weapons as the Bard, and both classes may be of any alignment. The Bard's special abilities (Decipher Script, Exalt, Legend Lore, Fascinate, and Exhort Greatness) are also shared by the Minstrel.
Being less of a straight-up fighter type, the Minstrel uses d6 for their Hit Dice (instead of d10), and their BtH progresses as per a Rogue.
Minstrels also have the Listen ability, as per the Rogue class (wearing metal or large helms negatively affect using this ability, of course). They also have the Pick Pockets ability, to represent their ability with various sleight-of-hand tricks, but their bonus using this ability is only equal to half their level, round up (for example, a 7th level Minstrel would only get a +4 bonus to attempt this ability). Because they are well traveled, and it is useful to be able to perform to a wide variety of audiences, Minstrels also get Bonus Languages: they get +1 language that they read and speak at 1st level, and they gain another language at 6th level, and another again at 11th level. Also, they can use the ability modifier for CHR instead of INT to help determine the number of starting languages they speak, assuming that their CHR score is the higher of the two (which it probably is).
Last but certainly not least, Minstrels are also spellcasters. They will never be the equal of equivalently trained Wizards or other spellcasting classes, but combined with their other abilities, they still get by pretty well for themselves. The use of their spells (also known as 'songs of power') require the minstrel to play a musical instrument and sing while the spell is being cast; the singing and playing are the Verbal and Somatic components of the spell, while the instrument being played acts as the Focus. The musical instrument/Focus replaces most Material components usually required by the spell, although Material components that are fairly expensive (100 GP or more) are still required.
Otherwise, Minstrels learn, prepare, and cast spells as other arcane spellcasters do. They gain bonus spells for having a high INT score, in a manner similar to Wizards and Illusionists. They carry their own spellbooks (a.k.a. 'songbooks') for the purpose of preparing their daily spells. Because the written notes for these spell include both magical and musical notations, any given song of power usually takes up twice as much space in the songbook as an equivalent spell in an arcane caster's spellbook.
Spells per day
Level 0 1 2 3 4 5 6 1 1 2 2 3 2 1 4 3 1 5 3 2 6 3 2 1 7 3 3 1 8 4 3 2 9 4 3 2 1 10 4 3 3 1 11 4 4 3 2 12 5 4 3 2 1 13 5 4 3 3 1 14 5 4 4 3 2 15 5 5 4 3 2 1 16 5 5 4 3 3 1 17 5 5 4 4 3 2 18 6 5 5 4 3 2 1 19 6 5 5 4 3 3 1 20 6 5 5 4 4 3 2
0-LEVEL SPELLS
1. Comprehend Languages
2. Dancing Lights
3. Daze
4. Detect Magic
5. Ghost Sound
6. Influence
7. Message
8. Prestidigitation
1st-LEVEL SPELLS
1. Alarm
2. Animal Friendship
3. Charm Person
4. Hypnotism
5. Identify
6. Read Magic
7. Remove Fear
8. Sleep
9. Sound Blast
10. Ventriloquism
2nd-LEVEL SPELLS
1. Calm Animals
2. Command
3. Hypnotic Pattern
4. Misdirection
5. Scare
6. Shatter
7. Suggestion
8. Tongues
3rd-LEVEL SPELLS
1. Charm Monster
2. Dispel Magic
3. Emotion
4. Fear
5. Hold Person
6. Lesser Restoration
7. Remove Curse
8. Remove Paralysis
4th-LEVEL SPELLS
1. Dismissal
2. Dispel Illusion
3. Hold Monster
4. Legend Lore
5. Sending
6. Shout
5th-LEVEL SPELLS
1. Dream
2. Feeblemind
3. Mass Suggestion
4. Nightmare
5. Permanency
6. True Seeing
6th-LEVEL SPELLS
1. Awe
2. Geas
3. Insanity
4. Repulsion
Saturday, May 4, 2013
Friday, April 26, 2013
The Holmes D&D rulebook should have had a Lucha Libre class
So, I was watching Santo y Blue Demon Contra los Monstruos with my wife (hey, don't judge us, man), which, just in case you are unfamiliar with this cinematic masterpiece, involves two masked Mexican wrestlers fighting a mad scientist, various zombies, and yes, about a half-dozen different monsters of the old-school, ripped-off-from-Universal-Monsters mode, complete with cheap sets, spliced-in footage from other movies, and a shameless lack of acting talent. The monsters include a vampire (along with two sexy female vamps), a Frankenstein monster, a wolfman, a mummy, and a cyclops.
The latter is what interests me. Based on a monster suit from an earlier film, what the film refers to as a cyclops is also an amphibian gill-man, giving it a bit of a Creature from the Black Lagoon vibe (in a very cheap, knock-offish sort of way) as well.
While watching the film, I was thinking to myself, "I've seen something like this somewhere before... was it in a gaming book?" About halfway though the movie, it hit me where I had seen something similar enough that I can't help if it if perhaps the creature shown in los Monstruos might perhaps have served as some sort of visual inspiration.
That's from the UK version of the Holmes 'Blue Book' edition of Dungeons & Dragons. The art in the UK edition has some one-eyes orcs in it as well, but I've always assumed that the above illustration was meant to be a troglodyte. Is it possible that the artist was a fan of cheesy Mexican wrestling films, or am I merely reading too much into what is probably a coincidence?
The latter is what interests me. Based on a monster suit from an earlier film, what the film refers to as a cyclops is also an amphibian gill-man, giving it a bit of a Creature from the Black Lagoon vibe (in a very cheap, knock-offish sort of way) as well.
While watching the film, I was thinking to myself, "I've seen something like this somewhere before... was it in a gaming book?" About halfway though the movie, it hit me where I had seen something similar enough that I can't help if it if perhaps the creature shown in los Monstruos might perhaps have served as some sort of visual inspiration.
That's from the UK version of the Holmes 'Blue Book' edition of Dungeons & Dragons. The art in the UK edition has some one-eyes orcs in it as well, but I've always assumed that the above illustration was meant to be a troglodyte. Is it possible that the artist was a fan of cheesy Mexican wrestling films, or am I merely reading too much into what is probably a coincidence?
Friday, April 12, 2013
Monday, April 8, 2013
Monster Monday: Swordwraith
SwordwraithNo. Enc.: 1
Size: Medium
HD: 8 (d12)
Move: 30 ft
AC: 18
Attacks: Incorporeal Weapon (1d12)
Special: Energy Drain, Incorporeal, Darkvision
60', Daylight Powerlessness, Unnatural Aura
Saves: M
INT: High
Align: Lawful Neutral
Type: Undead (Extraordinary)
TR: Nil
XP: 900+8
A swordwraith is an extremely rare form of undead, the result of a Lawful Neutral warrior of great skill (8th level or higher) who dies due to the betrayal of a comrade-in-arms. Three days after the warrior's death, his or her spirit may return as a swordwraith, to seek vengeance against those who betrayed their shared cause. Upon finding and slaying the traitor, most swordwraiths then pass on to whatever afterlife awaits them, but a few continue to stalk the earth, striking down those who draw the swordwraith's ire.
The swordwraith appears as a spectral warrior, bearing the wounds and injuries they did at the moment of death, up to and including lost limbs and decapitations (of course, the loss of a head or limb does not hinder the swordwraith in any fashion). Despite the name, a sword-wraith might use any weapon, not just a sword, depending on what weapon they specialized in during their living years; a few even use missile weapons (standard range for the missile weapon in question, with the swordwraith never running out of arrows, bolts, sling bullets, etc). They can travel tirelessly by night, remaining relatively dormant in the shadows during the daylight hours.
Combat: A swordwraith is normally insubstantial, like a more standard wraith, and thus only magical weapons of +1 or better can affect their ectoplasmic form. A swordwraith attacks by passing through objects to attack their foes unawares. They strike, disappear back through an object, and return again, harrying their opponents unto death.
Incorporeal Weapon: The swordwraith's weapon of choice does 1d12 damage (no matter what a normal version of said weapon does). Due to the swordwraith's great skill with their chosen weapon, that are +3 to hit with it.
Energy Drain: In addition to suffering the above normal damage, living creatures hit by a swordwraith’s attack lose one level. For each such level lost, the swordwraith heals five hit points. These losses are permanent, and can only be regained by the use of a Restoration or a Wish spell.
Unnatural Aura: Animals, whether wild or domesticated, can sense the unnatural presence of a swordwraith at a distance of 30 feet. They will not willingly approach nearer than that, and panic if forced to do so; they remain panicked as long as they are within that range.
Sunlight Powerlessness: Swordwraiths are powerless in natural sunlight and flee from it. A swordwraith exposed to direct sunlight cannot attack, and must retreat.
Inspiration: Warren Zevon's "Roland the Headless Thompson Gunner", NOT based on the 'undead template' of the same name as created by WOTC (honest!)
Sunday, April 7, 2013
Classic Traveller... free!
Specifically, the Starter Edition of the Classic Traveller line is available for free at both DriveThruRPG and RPGnow. This was originally done as a Christmas promo, but apparently has been allowed to continue. If you've never played Traveller in its original incarnation, this is an excellent way to introduce yourself to one of the true classics of the early days of RPG's.
There are three books that comprise the Starter Edition (rules, charts & forms, adventures); be sure you download all of them. Then break out the d6's, and get ready to start travelling...
There are three books that comprise the Starter Edition (rules, charts & forms, adventures); be sure you download all of them. Then break out the d6's, and get ready to start travelling...
Saturday, April 6, 2013
Banner of Three Swords
Highly prized by kings and generals, the Banner of Three Swords is a powerful magical item that grants great aid to armies who fight under its aegis. Specifically, it grants all who fight while the Banner is being held (within line-of-sight of the Banner) the following bonuses, for the duration of the battle:
- +2 to all attack rolls
- +2 temporary HD
- +4 to all attribute checks, class ability checks, saving throws, and morale checks
However, these bonuses come at a cost. The bearer of the Banner suffers a -4 penalty to AC, and a -4 penalty to most saving throws. They do gain the temporary HD listed above, and have a +4 bonus to resist any attempts to take the banner from them, magical or otherwise. Due to its size, the bearer of the Banner can not otherwise attack while holding it. The bearer of the Banner must understand and freely accept the risk involved; someone bearing the Banner through ignorance, coercion, or trickery confers none of the above-listed bonuses to those who fight under the Banner.
Those who die bearing the Banner are usually accorded much honor and respect. If a PC dies bearing the Banner, they should receive some sort of bonus to creating their next character. If using an Honor system (like that used in the 1st ed AD&D Oriental Adventures rulebook), grant the dying character double the "heroic death" honor award. If not, the player's new PC can either choose to start one level higher than normal, or add +1 to any two attribute scores.
Inspired by Marvel Graphic Novel #15: "The Raven Banner - A Tale of Asgard"
Sunday, March 31, 2013
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