Posts Tagged ‘ Stars Without Number ’

The Jitundege

The jitundege (jē-tŭnd-ē-gǝ) is an enormous xenobeast combining the traits of birds and reptiles. They make nests high up on the imposing cliffs that dominate the western sea coasts of Lygia, not too far from the Shenzi Highlands.

A full-grown jitundege stands about 20 feet at the shoulder. It’s neck, about 12-feet in length, supports a narrow, long cranium. A strong, saw-toothed beak comprises most of the cranium’s length. A fan-like ridge of cartilage covered with fine down tops the head. A jitundege has wing membranes extending between its fingers and toes as webbing, a uropatagium, or membrane between the feet and tail, and a propatagium, or membrane between the wrist and shoulder. Iron-hard keratin sheaths cover its finger and toe claws, which extend and curve into sharp hooks well beyond their bony cores.

Jitundeges lack the ability to truly fly like birds. Instead, they must launch themselves by dropping from a height, much like an enormous bat. Once airborne, a jitundege can remain aloft for hours, drifting on thermals and flapping its membrane wings for additional thrust and altitude. These creatures are also far from helpless on the ground. They can trot on all fours faster than a man can run.

Jitundeges prey on smaller land animals (those roughly the size of an adult human). The typical attack involves catching the victim with a powerful bite and then flipping it through the air to crash back to the ground (6d6 points of damage with an Evasion save for half damage). These xenobeasts also use their powerful foreclaws to rend their prey so as to gain access to its internal organs.

The jitundege’s bony cranial ridge houses and protects a complex neural cluster that protects the xenobeast from psionics. Any creature that targets a jitundege with a psionic power must make a Mental Effect saving throw. If the creature fails this saving throw, it suffers neural feedback that inflicts hit point damage equal to half the activation cost of any powers they use. Mastered powers are treated as if they had their normal activation cost. The existence of this psionic defense adaptation is a source of controversy as there are no known psionic predators on Lygia.

Stars Without Number Data

Jitundege
Armor Class: 4
Hit Dice: 12
Attack Bonus: +12
Damage: 3d6 bite and catch, 2d6/2d6 claws
No. Appearing: 4-16
Saving Throw: 9+
Movement: 40 ft., 60 ft. flying
Morale: 9

October 7th, 2013  in RPG No Comments »

The Tariit

Tariits are an avian species native to Lygia, a world of vast plains, impenetrable jungles, and volcanic ridges. They appear to be small birds with three agile clawed digits growing from each wing. Their plumage tends toward shades of blue, yellow, or white, with females having feathers of duller shades. A full-grown adult taritt stands about three feet high with a wingspan about twice that.

To the casual off-worlder, a Tariit can easily be mistaken for a mere animal. These creatures are, however, intelligent beings who live in chaotic tribal communities. Tariits weave well-camoflauged dwellings out of grasses and leaves in the treetops of Lygian jungles. They make use of simple tools made of wood, bone, and stone. They subsist on insects, small reptiles, fruits, and nuts.

Life within a Tariit tribe is far from harmonious. Relations within a tribe are fractious as Tariits jockey for leadership over various aspects of daily life. Allegiances shift with confusing rapidity, and, what with the constant squabbling, it’s a wonder that Tariits manage their day-to-day affairs. Despite the constant power struggles and ever-changing factions, violence between Tariits of the tribe remains rare.

Psychology: Lygia is terrifying to Tariits, who are far from being the alpha predator of their environs. Tariit society based around hiding or protecting themselves from these many natural hazards of their world. The most revered Tariits are those who are best hidden or best protected, and who can give protection and concealment to their fellows. Most Tariits are quite cowardly by human measure, but occasionally they can be driven into a frenzy of terror in which they fight with the courage of the doomed.

Tariit as Player Characters: No Tariits have ventured off-world from Lygia. The very idea of taking to the heavens with the aliens who’ve set up a research outpost on Lygia is too terrifying to consider. Given their low tech level and cowardly disposition, Tariits would make poor player characters. Of course, an exceptional Tariit or two could defy their nature enough to become adventurers of sorts. If this is the case, Tariits should have a Strength score no higher than 10, a Constitution score no higher than 12, and a Dexterity score no lower than 13.

Stars Without Number Data

Tariit
Armor Class: 8
Hit Dice: 1
Attack Bonus: +1
Damage: 1d4 various primitive weapons
No. Appearing: 7-20
Saving Throw: 15+
Movement: 20 ft., 30 ft. flying
Skill Bonus: +1
Morale: 6

Lygia at a Glance
Population: Outpost
Atmosphere: Breathable Mix
Climate: Warm
Biosphere: Human Miscible
Government: Corporatist
Tech Level: 4 (0 among natives)
Tags: Friendly Foe, Primitive Aliens

October 3rd, 2013  in RPG 1 Comment »

The Fichae

Herbivorous fichae (singular ficha) travel the vast verdant prairies of Lygia in small, competitive herds, usually comprised of an adult male, an adult female, and their offspring of various ages. Adult fichae are ponderous land animals. A full-grown bull stands 12 feet at the shoulder on average, and weighs around three tons. Full-grown cows are slightly smaller and lighter. These xenobeasts resemble ancient Terran ceratopsid dinosaurs, such as the triceratops or centrosaurus, but with rose and light purple scales.

Ficha cows go into heat about every seven Terran months, gestate for fourteen terran months on average, and typically deliver one or two young, which reach sexual maturity after about 16 Terran years. Mature bulls leave the herd in order to find a mate from another herd. This is a dangerous time the male’s life, for rival herds view unrelated males as threats. Violence against a rogue male by the herd’s alpha male is common.

Speaking of violence, fichae may be herbivores, but they are also aggressive, more likely to run at than away from a perceived threat. Against larger creatures, a ficha attacks with its powerful gore attack. Smaller creatures simply get trampled. When faced with a charging ficha, a smaller creature has a choice: either stand their ground and try to attack the ficha, or else to jump out of the way. In the former case, the smaller creature can attack with a -2 penalty before getting trampled for 4d6 points of damage. Otherwise, the smaller creature can attempt an Evasion save to leap out of the path of the ficha’s charge and avoid damage.

Stars Without Number

Armor Class: 3
Hit Dice: 12+12
Attack Bonus: +10
Damage: 2d6 gore, or 4d6 trample
No. Appearing: 3-9
Saving Throw:
Movement: 45 ft.
Morale: 8

September 29th, 2013  in RPG No Comments »

All Glory to the Hypnotoad!

The highly intelligent hypnotoad appears as a large amphibian measuring about two feet long. It has large oscillating multicolored eyes, and it emits a droning hum when it uses its psychic power. Its eyes glow all the time. A hypnotoad’s mesmerizing gaze affects a cone that’s 30 feet long and 30 feet wide at its farthest reach. All living creatures with a nervous system caught in the cone must make a saving throw or become fascinated and stand gazing at the hypnotoad for 1d6 minutes.

During this time, a hypnotoad can plant powerful suggestions in as many as 3d6 hypnotized creatures at once. (All creatures must be subjected to the same suggestion, and they gain a saving throw to resist the suggestion.) A hypnotoad’s suggestions can compel even directly self-destructive actions, but affected creatures are permitted a new saving throw with a +4 bonus in this case. Very reasonable suggestions may cause the saving throw to be made at a penalty (such as -1, -2, et cetera), at the GM’s discretion.

Stars Without Number

Armor Class: 7
Hit Dice: 1
Attack Bonus: +1
Damage: 1d3 bite
No. Appearing: 1
Saving Throw: 15+
Movement: 15 ft. (leap 100 ft.)
Morale: 7

Swords & Wizardry

Hit Dice: 1
Armor Class: 7 [12]
Attacks: 1 bite (1d3)
Saving Throw: 17
Special: Hypnotism, leap
Move: 3 (or leap 100 ft.)
Alignment: Chaos
Challenge Level/XP: 3/60

September 2nd, 2013  in RPG No Comments »

Day 12: Favorite Dungeon Type/Location

Today’s 30-Day D&D Challenge topic seems a bit, well, vague to me. I’m not a huge fan of megadungeons, so those are right out. I’d be happy to never get involved in another megadungeon as long as game. I like short dungeons with clearly defined goals which can be reached through a variety of different paths. I also like dungeons that aren’t really dungeons. It’s not that I mind an old-fashioned crawl through dark caverns full of monsters, but a “dungeon” can be any setting which requires exploration and confrontation with some obstacle in order to achieve a goal.

For example, last OwlCon, I ran a scenario loosely designed for Sine Nomine Publishing’s wonderful Stars Without Number. The set-up involved the PCs running a mission to salvage a long-lost luxury space yacht. Unfortunately, the yacht was haunted by horrible evil. Beyond this premise, I had little of the adventure detailed. There were no NPCs to interact with, and the only locations were the PCs’ ship and the yacht. Instead, I had a short list of spooky events. The PCs interacted with each other and the environments. The players hatched theories and asked questions. I took notes and made stuff up as a I went along. The players themselves ended up providing most of the details, to include the final resolution of the scenario itself.

And now a bonus monster!

Tangle Bug
Hit Dice: 6
Armor Class: 5 [14]
Attacks: Bite (1d8)
Saving Throw: 11
Special: Tangle
Move: 9 (Climb 6)
Alignment: Neutrality
Challenge Level/XP: 7/600

This yellow and brown insect grows to lengths of 5 feet. It attacks with its powerful bite. Tangle bugs have an unusual defense mechanism. When it suffers damage, fibrous branches sprout from its body.

These branches break off easily and harmlessly close to the surface of the bug’s carapace, leaving nearby creatures tangled in the tough fibers. The branches that sprout after damage reach out to a length equal to twice the number of points of damage inflicted. Thus, striking a tangle bug for 7 points of damage causes fibrous branches to extend out to 14 feet. Creatures within the reach of the branches must make a saving throw to avoid being tangled. Otherwise, it requires a round and a successful open doors check to break free. A tangled creature moves and fights at half speed. Tangle bugs are immune to these fibrous branches.

August 12th, 2013  in RPG 2 Comments »