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Showing posts with label Aberrations. Show all posts
Showing posts with label Aberrations. Show all posts

Friday, February 18, 2011

You've seen this creature before... :D

YQAOM
'Purple Bounders' -- Aberant Animal (AA)
Menace Rating: 63 (7d8) | DEF +0 | ARM 2d6 | MOV 40
Damage: 4d6B Pounce, 3d6EP Bite

With swollen-seeming bodies of deep purple leathery hide, the cylindrical legged and footed Yqaom is a sight to behold. Its upper body (for indeed, they are an upright locomotive being) has humanoid qualities with a strong yet flexible neck supporting a proportionally very large head. The maw of this creature ia a vast portion of its head and this mouth is visually dominated by two pairs of tusks followed by banks of complex molars. Its tongue can extend nearly four Snk and is about as big as a dinner plate. It is the dainty pair of feathered wings and curious antennae which mark out the Yqaom as truly weird. Genalchemic inspection has revealed that the Yqaom are a relatively recent mutation, suggesting that the deadly mutagens of the North Western Sphere may still lurk in the wilds and pose a danger.
The Yqaom is an aggressive, territorial omnivore that uses its combination of aberrant powers to facilitate its hunting/grazing and its ranging. By use of its magneto-repulsion power, it is able to levitate, which is controlled by the tiny wings and allows this lumbering beast to rotate in a corkscrew manoeuvre or even perform loops, with all lateral movement generated through running and its bounding-power. Its top recorded speed is in the 8-12 XsM/H range. The Yqaom's bony antennae are used to sense electrical fields, and are sensitive enough to detect living auras within an 8 Msnk Radius, but not with pinpoint accuracy, and is tested against the creature's PSI.

:: AP Value: 1st Encounter 775, subject to Group Multiplier Bonus +(2/3); 1/10th, 1/100th, etc. thereafter.

Length/Height:
* Snk: 2.68 Inches
* Msnk: 4.47 Feet
* XsM: 11,800.98 Feet ( 3.6 km / 2.23 mi.)

B = Blunt
E = Edged
P = Piercing

Monday, December 20, 2010

ADnD-friendly Urutsk Holiday Offering: Ytidu -- The Mutated Pine Moose-

YTIDU (Mutated Pine Moose)-

Hit Dice: 5d8+35 (55)
Attacks: Antlers (1), Hoof (2), or Bite (1), or Kick (1)
Damage: 2d4+4BP, 1d6+3B, 1d4+3EP, 4d6+4B
Armour Class: 06
Special: Pine Resin Attack, Deafening Bellow
Move: 36”
Size: Large

Terrain: Cold to Temperate-Cool Wetlands
Frequency: Rare in Marsh and Riverine, Very Rare Elsewhere
#: 1d4 (3)
Lair: 01%
--Loot: Random

Intelligence: Sentient (06-09)
Alignment: CN (Unpredictable but Amiable)
Psionics: Yes
--Abilities/Modes: Any
Lvl/X.P. Value: 13 / 4,690

The origins of this creature are mysterious, and attributed by the Dokirin tribes-folk that know of the Ytidu to a series of ominous events. For many years it was thought to be a unique creature, but after decades of sightings, it has been determined that these mobile plants are capable of reproduction through normal plant means, but aided by the mobility and utility of limbs and antlers. In any situation where the Pine Moose is cornered or facing capture, it will first use its Deafening Bellow which affects all within a 20' Radius as a Curse (deafness) spell of Caster Level 9. If the offence persists, the Ytidu will spray its 45' long cone of Pine Resin which forces a Save v. Breath Weapon or suffer the effects of a modified Cloudkill spell (with deep and persisting unconsciousness instead of death) at a Caster Level of 9.
While the Ytidu is arguably less intelligent than the average Human, their curiosity, apparent fearlessness, and tenacity lend an air of regalness and nobility. Greedily hunted by merchants ready to ship their decorated carcasses south to Marnharnnan Vrun settlements, their numbers have thinned in the Inland Seas most populated areas. Conversely, along with the Bramble Hart, the Ytidu are revered and lovingly doted upon by many Western Isles Vrun and Yirinn, and the origins of the decoration of the creatures is derived from Yirinn/Wodic traditions long ago established in mainstream culture. The Pine Moose is treated to fertiliser-infused sweet drink, and the people surround it in dancing circles as songs are sung and festivities are had by all. Northern Druids, some Yirinn Bards, and many Rangers know of the secret for procuring sweet resin from the live Ytidu for the manufacture of a potent Imperial Stout drunk hot on cold nights, and known for its hallucinatory effects.

Saturday, July 17, 2010

Mutants of Marnharnna-

I surprised the Weekly Crew with blank character sheets, and a request that we put the Aberrations & Powers tables through their paces.

We now have:

* A yellow-green Reptimalian-Vrun with 'super-stealth', TK Grip, Void Blast, and something else that escapes me at 2:25 AM. He has the best fighting capability, provided by his tail, to which he has affixed a double-headed hatchet.

* A Cadaverously-skinny, True Yellow-skinned, Anti-Vampire with Levitation, Dismiss Conjuration, and double-strength Elemental Defence.

* A green-skinned, Aquamarine-haired super-stealthed, conjuration-dismissing, mind-scanning, (?), glider-membrane guy.


They decided to start play in eastern central Marnharnna, roughly 1,800 miles from Kelzsyn's bluff (new territory :D ), having grown-up in the whereabouts of a former WI Vrun garrison, later conquered by the Humanoids that surrounded it. As Aberrant Vrun, the PCs were very low on the social ladder, and were more tolerated than valued. However, they were each given a document (they were told only one was genuine), and sent as a group to try and broker a martial deal with a group of nomadic Aberrants nearby (five days walk). Two other groups had left in different directions over previous days that week.

They were warned that a traitorous Half-Abbekqorru and eight of his lackeys had, ten days ago, escaped from the garrison after he had murdered his XO, and it was understood that he collaborated with Humans (using his Humanesque edge) as a mercenary, and that he would be hunting for the PCs' message(s).

A Vrun homestead was found in shambles and a dying mind was detected by Glider-guy, Zander. Upon inspection, a blunderbuss loaded with quartz shards struck True Yellow corpse-guy in the right leg for a nasty amount, while Zander avoided being entangled in a barbed and weighted net, both in the barn. The dying creature was some sort of reptilian Humanoid or Monstrous Being, dressed in WI Vrun male finery. Its dying breath were the words, "The Pearl! The Pearl!", which Zander saw as the Pearl employed by Ashta Shomel in the other game-thread. A combination Chronometric-Musical Companion was found on his body, as well as a sort of clip-on ring with an interesting sigil as its decoration.
-- A sealed chest was found in the loft with him (he had sustained multiple Abbekqorru arrows |2d6+1 damage in GW terms| ), containing two larger-than-ostrich eggs (one highly decorated, the other plain, both in some sort of advanced swamp biotech incubator that included other animals' life cycles in the process). It was resealed, but left there.

In the domicile, a grisly sight awaited them: a violated, partially eaten, and hysterectomy'd (apparently) Human splayed out upon the dining room table. Signs of three young girls abduction were also evident.
--After the yellow ghoul skinned, dressed, and started the smoking process on the reptile they had found, the PCs set out at night (under a full moon) after having discovered tracks with deep impressions leading almost perfectly South West out of the area.

Fiddling about, a secondary encounter was skipped by cloaking Yellow, and the party reached the encampment of the raiders. It became evident that the girls were alive, having been carried in a large three-sectioned work-bench/cabinet thing lifted from the barn, and they were being fed scraps of meat by a full Abbekqorru while most of the remaining five rested or actually slept. Since the super-stealth covers everything not specifically created to find that particular critter (-5 to be detected even when unconscious), the party were able to walk into their midst without detection, and then a Surprise Round of combat ensued.
--The Abbekqorru was pin-cushioned but not badly wounded, and the mysterious arrows materialising out of thin air, as it were, gave away the general location of Reptimalian, and Yellow, while Zander tried to assassinate the 'Halfsie'. That didn't go well for Zander, and he was forced prone with the creature (looking mostly human) pinning him and beginning to transform into its true form, the equivalent of a more 'mundane' Jackalwere (and not a Half-Abbekqorru at all) as his troops closed in on the party.

Uh-oh!

Thursday, March 4, 2010

[RPG] Personal Development/Talent sub-Table-

Presented here is the first draft of the above mentioned sub-Table resulting from a rolled Aberration:

--Personal Development/Talent sub-Table-
(2d8)

16 - Magicker
15 - Animal Companion
14 - Quickness
13 - Heightened Agility
12 - Heightened Body
11 - Heightened Conviction
10 - Heightened Fighting
09 - Technologian
08 - Stealth
07 - Weapon Mastery
06 - Heightened Psionic Index
05 - Heightened Scope
04 - Heightened Senses
03 - Natural Weaponry
02 - Self-Mastery


Animal Companion-
This creature (presumably organic) is built upon a base of the same Ability Score Total as the character, arranged as the Player sees fit, subject to review by the Referee. It functions as an extension of the character, and gains one-half the AP the PC does (these AP are only available for use with the Animal Companion), but begins with 0 AP. The creature gains the benefits of 1d4+1 rolls on the Personal Development/Talent sub-Table before it débuts with the PC. All subsequent Advancement comes from standard AP purchases or circumstantial changes in-play as the Referee determines.

Heightened Agility-
The Player rolls 2d6, and adds the higher of the two values directly to the character's AGL Score.

Heightened Body-
see Heightened Agility

Heightened Conviction-
see above

Heightened Fighting-
see above

Heightened Psionic Index-
see above

Heightened Scope-
see above

Heightened Senses-
+33% to the results of all Sense Tasks.

Magicker-
The character is capable of some magic, beginning with a bonus of 1 + (EXP) Caster Rank.

Natural Weaponry-
All of the character's Natural Attacks are increased by one Die-Type Step, and one additional of the increased die. Humans normally do only 1d4 damage with either a Punch or Kicks (etc.), but this character would instead roll 2d6 for such unarmed attacks. Creatures that are listed with different types and numbers of dice increase them by one Die-Type, and roll one additional of that higher die when calculating their damage.

Quickness-
The character adds +40' to their Base Speed (humans have a Base Speed of 40', making one iteration of this power a Base Speed of 80'). Additionally, the character gains a bonus of +5 to their Initiative, and a second action at the base (unmodified) roll of the Initiative die.

Self-Mastery-
The character is in such mindful awareness of their actions, even under duress, that they receive the better of two rolls on all Tasks. Additionally, the Player may opt to bring this Self-Mastery to such a fine degree of application so as to Automatically Succeed at any single Task, and generate Maximum possible effect for that character, once per Day.

Stealth-
The character adds a bonus of +50% to the result of all Secret and Silence Tasks. Any further iteration of this Power results instead in one additional roll of Tasks attempts, taking the better/best result.

Technologian-
The character adds a bonus of +33% to all Tech-related Tasks (Referee's determination). Additionally, the character may invest personal DP to create 'gadgets' out of the barest of materials or substances, all at the Referee's discretion. The effect(s)/function(s) that these gadgets are capable of producing/performing should include those listed in Tables 1-6, but at a rate of DP equal to 10 times the Table number in question subtracted from 7. Thus, a Table 4 power would require a DP investment of 30 points (7 - 4 = 3, 3 * 10 = 30). The Referee is (as always) the final arbiter of these matters. Powers (other than Technologian, which should not be granted) on the Personal Development/Talent sub-Table cost only 05 each.

Weapon Mastery-
Regardless of the origin of this prowess, the character receives, at no AP cost, Proficiency in all Simple, Martial, and one Exotic Weapon of their choice. At the Referee's option, Armour Proficiencies, too, may be included, but at some degree of trade-off.

[RPG] Aberrations and Powers begun in earnest-

I'm currently working on the long-postponed Aberrations & Powers section of the rules, and I think readers familiar with 2nd Edition Villains & Vigilantes will find the format of the powers similarly open to expansion and user-definition (, and ability to compound).

In this setting, unlike Metamorphosis Alpha or Gamma World, possessing obvious physical mutations is cause enough for persecution, usually (if not almost invariably) leading to the Shre's death. As a result, the Physical Mutations are less desirable than the discrete Mental Mutations.

Given that said aberrations exist in a significant enough percentage of the population of Urutsk so as to, over generations, have created the Humanoids of the setting, an exhaustive list of such creatures will not need to be detailed, as each region (let alone each 'incarnation' of the game found in the various playgroups upon publication) will have its unique manifestations.
--Still, there will be some canonical examples for completeness-sake, and to act as a spur for the creativity of the Referees of UWoM or whatever other system one would choose to use.

I have completed the initial list of the beneficial Mental Aberrations, and am starting upon their detailing (or possibly completing the Physical Aberrations list), today.
--My highly disrupted sleep cycle is mucking things up a bit, but I'll soldier on. ;D

Thursday, June 18, 2009

[RPG][Wargaming] Update-

Agh! :[
These last eight Leaders are kicking my imaginative-ass. They are about all that is keeping me from going-over the rest of the text and determining what stays and what gets chopped from the beta. Aberrations are almost certainly out of the main document, as I expected a (few?) weeks ago. I may put the tech-arms/armour into another document and later compile these for the live edition.


R'Tshen, the skirmish/tactical rules, at least, are coming along nicely.
Jeff Berry has asked me permission to play-test with his regular Tekumel group. Um..."w00t"! :D
I am finishing up the greatly expanded outline for their use.

Friday, June 12, 2009

[RPG] Ancient Wonders Procedure-

(c) 2009 Kyrinn S. Eis All Rights Reserved

Ancient Wonders, Technical Skills, and Aberrations-

What once were the commonplace tools of living and leisure for the Ancients are now considered archaeological treasures and great boons.

While both Intelligence and Wisdom must certainly play a role in determining the type of item, and diagnosing its condition, with a strong argument that high Dexterity may illuminate additional features on most purely-mechanical devices, surely experience itself is a great teacher? So far we have something like this:
  • Base Percentage Chance (BPC) based upon the item's Utility (01% -- 100+%, with higher being better). Simpler, or more 'user-friendly' items are easier to activate in their intended manner than similarly complex items with lower Utility.
  • +/- 5% per Modifier on Exp, Wis, Int, and Dex
  • Condition modifies the Threshold: Irreperable +100, Badly Damaged +75, Minor Damage -0, Superficial Damage -05, Display Item -10, New In Box -25, NIB still in Crate -50
  • Remove Traps to Disarm/Make-Safe, Diagnose Condition, and effect Repair
  • Open Locks to Diagnose and Clear Correctable Malfunctions/Reset
  • Technologians have the correct skill set to perform these procedures, and receive a flat +20% bonus in addition to their rolls
  • Certain Aberrations provide specific bonuses at various stages in the Identification/Diagnosis/Repair process
The Referee then rolls the dice and determines whether the character has discovered how to operate the item, provided it were working properly, and had whatever power needed.

Clearly, a series of steps are necessary to take an artefact and bring it back to operational level. To speed things along, I've come up with this procedure:
  1. Spend an amount of coin on diagnosis and any possible repair at a cost equal to the item's XP value. A rush job will cost at least double (1d4+1x), and subtracts 25 from the item's Utility until the first six times it is used, decreasing by 6% each time until only 1% has degraded until the minor repair is performed.
  2. Spend the XP for the Armour/Weapon Proficiency or Open Locks +%s necessary to operate the item in the field
  3. Pay 1/2 the XP value of the item (if discovered, it may be a 'free cost')
That's it. Now the figure has legally purchased full operational usage of an Ancient wonder.

Friday, May 1, 2009

Friday Pre-Game Monologue-

Hi,

* Ken has said that my questions actually forced him to think, so that is causing the delay. Let us take that as a positive sign.

* I have been expanding the role of the Ancients in shaping the PCs through four d% rolls to determine actual heritage, and the possibility of Imperial Legacy. Through this, I hope the little hints help form the image of the evolution of the setting, and how unique aberrations can develop into systematised mental routines or defining physical traits.
This is one reason why I think the subsequent book on Aberrations is necessary, as the full extent of the genetics-theme in the setting could easily drown the fantastical/adventurous, if included in the core rules -- and, may not even appeal to some play groups. By packaging it separately, it can play whatever role a given group assigns it in their game.

* It looks as if it was propitious timing for me to have started the APG secondary-characters, as Tybalt's player will not be present, again.
The new Apothecary 2ndary was happily fortunate to have rolled as an ancestor a Medical Officer, and along with the odd dreams and deja-vu, she gains a degree of competence at related Tests.
Ashta's ancestor was a Ship's Superstructure Technician, which immediately suggests a link to the Yirinn/Dryvv, and makes her Western Isles Vrun ancestry even more interesting.

* I need to think of which creatures will make the final cut of the book. Recent grog-hive-mind consciousness has informed me of the importance of a select and defining group of regular miscreants and inimicals upon whose weapons the PCs may fling themselves.

* Thinking of where I ought to look among my stuff, to find my copy of Jorune.

* When this work is complete, I think I'd like to run a Mercenaries, Spies & Private Eyes - Villains & Vigilantes crossover game. Likely just a mini-series (5-session?) affair, with pre-generated characters, likely on based on my most loved Bill Willingham Elementals setting.