V Is for Veracious

veracious: (adj.) speaking or representing the truth

“Heed my words! The Cerise Queen demands you accept only two dogmas. First, the only sin is failure. Second, everything not forbidden is compulsory. Abide, and the Colony welcomes you. Dissent means rejection and destruction.”

That message, delivered by an intelligent alien species native to Myrmidia to the human colonists of Thessalia II, signaled the beginning of the end. The colonists had come to Myrmidia, attracted by its untouched natural resources and rich soil. Thessalia II thrived almost from the get-go, and the colony grew to include more than 500 families.

The colonists quickly mounted a defense against the Myrmidians. At first, it seemed as if the colonists had little to fear. Their postech armaments proved more than a match for the ant-like aliens. Unfortunately, initial surveys seriously misjudged the size of the Myrmidian population. The surveys also failed to account for the vast psychic powers wielded by Myrmidian queens.

Myrmidian culture, divided into dozens of mutually hostile Colonies, is a telepathic collective. Except for each Colony’s queen, no individual Myrmidian is reckoned of any importance at all. The queen’s will rules over all, and her slightest whim carries the weight of undeniable truth. For Myrmidian workers and warriors, their queen embodies truth. She is incapable of deceit or error, and to disobey the queen is unthinkable. Maybe even literally unthinkable.

Thessalia II fell to the Cerise Queen in a matter of hours once the full force of the Colony was brought to bear. Most of the human colonists died, sliced to pieces by powerful mandibles for food in the birthing caves. The Myrmidians took others captive, adding them to the host of workers.

Myrmidia
Atmosphere: Breathable mix
Temperature: Warm
Biosphere: Human-miscible
Population: Alien civilization
Tech Level: 3
World Tags: Tyranny, Warlords

Myrmidian Worker
Armor Class: 3
Hit Dice: 2
Attack Bonus: +2
Damage: 1d6 bite
No. Appearing: 10d10
Saving Throw: 14+
Movement: 45 ft.
Morale: 9

Workers appear very much like terrestrial ants, but much larger, growing to lengths of four feet.

Myrmidian Warrior
Armor Class: 3
Hit Dice: 4
Attack Bonus: +5
Damage: 1d8 bite/1d6 sting
No. Appearing: 2d10
Saving Throw: 13+
Movement: 30 ft.
Morale: 11

Warriors grow up to twice the size of workers. They attack with oversized mandibles and a venomous sting.

Myrmidian Warrior Venom: Toxicity 8, Interval 10 minutes, Virulence 2, Damage 1d8. The first failed saving throw inflicts no damage but instead paralyzes the victim.

Myrmidian Queen
Armor Class: 3
Hit Dice: 10
Attack Bonus: +8
Damage: 1d10 bite
No. Appearing: 1
Saving Throw: 10+
Movement: 15 ft.
Morale: 10

A Myrmidian queen is larger, tougher, and slower than others of her kind. Each queen is the mother and absolute ruler of all Myrmidians in her colony with a maximum range of a few dozen miles. She is in constant telepathic contact with all of her children. A queen possesses powerful psychic abilities. A typical queen has mastered up to level 8 in Telepathy as well as up to 6 levels divided between two or three other disciplines. Most queens have 5d4+15 power points.

April 25th, 2014  in RPG No Comments »

U Is for Unflagging

unflagging: (adj.) tireless; persistent

A revenant rises from the grave to destroy its killers. It appears somewhat as it did in life, but decayed and with pallid skin, cold and clammy, tight against its bones. Its sunken eyes blaze with fevered hatred, and an aura of sadness, anger, and determination hangs about it. No matter how decayed a revenant might be, its killers can always recognize it for who it was. A revenant is an intelligent, cunning, and implacable foe.

When it finds its killers, the revenant attacks, using its claw-like hands with deadly effect. If a single claw’s attack roll is 5 or more better than needed to hit its target, the revenant’s steely grip clamps shut on the victim’s throat. The revenant then strangles the victim, automatically inflicting claw damage each round. Any living creature that meets the revenant’s gaze must make a saving throw or being paralyzed by fear for 2d4 rounds.

Until it has claimed its revenge against its killers, a revenant proves difficult to stop. It regenerates 3 hit points of damage per round, except for damage inflicted by fire. It is immune to acid and to attacks that otherwise cannot affect the undead, such as charms, poison, et cetera.

A revenant’s severed parts continue to act, as if controlled by the revenant’s mind. Even complete dismemberment cannot destroy a revenant. It must be killed with fire, or else it will recover from any damage eventually and resume its hunt for its killers. A revenant is undead, but it is motivated entirely by a single-minded desire for vengeance. As a result, holy water, holy symbols, and the like do not affect a revenant. It cannot be turned by a cleric.

A revenant always has as many Hit Dice as it did in life. Furthermore, it usually retains whatever abilities it possessed in life.

Revenant
Hit Dice: As original creature
Armor Class: As original creature
Attacks: 2 claws (1d8)
Special: Gaze causes paralysis, immune to acid, immune to sleep and charm spells, regenerates, strangulation
Move: As original creature
Saving Throw: As original creature
Alignment: Neutrality
Number Encountered: 1
Challenge Level: As original creature +4

April 24th, 2014  in RPG No Comments »

T Is for Telomeric

telomeric: (adj.) relating to the natural end of a eukaryotic chromosome composed of a usually repetitive DNA sequence and serving to stabilize the chromosome

Highbeam Multistellar’s most skilled engineers on Bellatrix have created some impressive weapons over the years, including the Bellatrixian plague fungus and the causality virus. In this grand tradition comes Highbeam’s horrific telomeric gas.

This heavier-than-air gas (approximately as dense as carbon dioxide) acts quickly after being inhaled or otherwise absorbed through a mucuous membrane (or even via the eyes). At this time, the active chemicals in the gas attack the victim’s DNA, overwhelming the telomeres of the target population the gas has been designed to effect. As a result, the victims’ DNA replicates out of control, wreaking massive havoc on the victims’ bodies. Death comes quickly, accompanied by a host of ghastly symptoms. Rarely, telomeric gas produces stable, beneficial mutations. Highbeam’s think-tanks are trying to correct this flaw.

Telomeric Gas: Save Penalty -4, Toxicity 12, Interval every 4d6 hours, Virulence 5, Damage A failed save reduces Strength, Constitution, and Dexterity by 2 with a 50% chance that the reductions remain even if the victim is cured.

If you need a good ruleset for mutations, and you don’t have access to TSR’s 1st edition Gamma World, check out this free, zipped PDF of Mutant Future by Goblinoid Games. It’s a great game, and the price is excellent.

April 23rd, 2014  in RPG 1 Comment »

S Is for Splenetic

splenetic: (adj.) bad-tempered; spiteful

Everyone who has ever been in love has had this thought, but most reject it. They dismiss this thought as dangerous or wrong or unnecessary. A few, however, embrace this thought. They nurture it and let it grow until it takes on a life of its own.

“What is this thought?” you ask.

It is this: If I can’t have you, no one can.

And when this thought takes on a life of its down, a vishindo is born.

Vishindos serve Moannah*, the Goddess of Desire, and they exist to fulfill the twisted thought that creates them. These creatures appear as coal-black pudgy, diminutive humanoids with oversized heads, bulging eyes, and paw-like hands and feet. About the size of a human infant, a vishindo moves slowly but with great stealth. Furthermore, it crawls up walls and across ceilings as easily as it skulks along the ground.

In its natural form, a vishindo is hardly a physical threat. It can, however, become a 4-foot-diameter spider. In this form, gains a tough exoskeleton and a venomous bite. In its natural form, a vishindo has a dangerous magical ability. It sneaks into the presence of its sleeping victim, and then it haunts the victims dreams in an invisible, ethereal state. The victim suffers tormenting dreams that wreak havoc on the victim’s health. The victim loses 1d4 Constitution points upon waking.

Vishindo
Hit Dice: 2+2
Armor Class: 8 [11] (6 [13] in spider form)
Attacks: Bite (1d6 + poison) (in spider form only)
Special: Dream haunting (in vishindo form only), poison (+1 save or die), spider form, surprise opponents on a 1-5
Move: 6 (18 in spider form)
Saving Throw: 16
Alignment: Chaos
Number Encountered: 1
Challenge Level/XP: 7/600

* Moannah, the Goddess of Desire, she who gently kindles the embers of desire, nurturing the warmth of wanting. She adds fuel to the fire, stoking it with jealousy, greed, and obsession. She turns desire into an all-consuming fire.

April 22nd, 2014  in RPG No Comments »

R Is for Raffish

raffish: (adj.) unconventional and slightly disreputable, esp. in an attractive manner

Nota Bene: As promised, here’s an NPC for TSR’s original Top Secret from 1980. Back in the day, we played this, Marvel Super Heroes, and Gamma World more than D&D. I still fondly remember our long-running Top Secret campaign, wherein our agents quit working for the government and went freelance in the style of The A-Team. Ah, good times with friends who I’ve long since lost contact with, and two of whom have passed away. Requiescat in pace, Fred and Big Fred.

BEGIN MESSAGE

TO: All field operatives in the Middle East

BY AUTHORITY OF: Director of Administrations MR

PURPOSE: Dossier of Bradbury, John Alexander

MESSAGE: At the outbreak of the U.S. entry into World War II, Joshua Alexander Bradbury joined the National Guard and contacted Rep. John Sparkman of Alabama, who arranged a meeting with William “Wild Bill” Donovan. The two hit it off immediately, but Bradbury nonetheless was not recruited to Donovan’s Office of Strategic Services (OSS), and instead joined the Corps of Intelligence Police, which became the Counterintelligence Corps in January 1942. Bradbury was stationed in London. He reportedly gained the top-secret “Bigot” clearance and took part in discussions about Operation Overlord. After the conversion of the OSS into the Strategic Services Unit on 1 October 1945, Bradbury joined what would become part of the Central Intelligence Agency.

Among Bradbury’s first post-war postings was Damascus, Syria, starting in September 1947, thus beginning a long career in the Middle East. He played a role in supporting the March 1949 Syrian coup d’état, and was instrumental in arranging Operation Ajax, the 1953 technical coup d’état against the Prime Minister of Iran, Mohammed Mossadegh.[2]

Later in 1953, Bradbury returned to private life at the consulting firm Booz Allen Hamilton, but he remained a non-official cover operative for the CIA. He traveled to Cairo to meet Gamal Abdel Nasser, who had overthrown King Farouk and taken power in Egypt, advising Nasser on the development of the Mukhabarat and becoming Nasser’s closest Western advisor. In this role he offered U.S. economic development and technical military assistance.

In 1955, Bradbury officially returned to the CIA. During the Suez Crisis, the U.S. backed Egypt’s independence and control of the Suez Canal. The move is said to have been advocated by Bradbury with the goal of ending British control of the region’s oil resources, and forestalling the influence of the Soviet Union on regional governments by placing the U.S. behind their legitimate national interests. After the crisis, Nasser nevertheless moved closer to the USSR and accepted massive military technology and engineering assistance on the Aswan Dam. Bradbury worked to reverse this trend at the time, which included Bradbury’s involvement in schemes to assassinate Nassar.

In 1958, Syria merged with Egypt in the United Arab Republic and King Faisal II was deposed by Iraqi nationalists. Bradbury oversaw contacts with the Iraqi regime and with internal opponents, including Saddam Hussein and the Baath Party.

Shortly after these events, Bradbury faked his own death and went rogue. He currently works out of Beirut, where he owns several safehouses. From these locations, Bradbury sells his skills as an information broker. Bradbury is generally pro-Western, and even his former CIA bosses have had reason to contract with him for his services.

Bradbury has not been photographed in more than a decade. The photo to the right is one of the last known images of him before he went rogue. Presumably, Bradbury has retained his love of high fashion. Bradbury is dapper and charming, but this facade hides a core of cold steel. Approach with caution.

END MESSAGE
STOP
END PAGE

Primary Personal Traits
Physical Strength: 55
Charm: 90
Willpower: 80
Courage: 70
Knowledge: 95
Coordination: 60

Secondary Personal Traits
Offense: 65
Deception: 80
Evasion: 75
Deactivation: 78
Life Level: 14
Movement Value: 195

Tertiary Personal Traits
Hand-to-Hand Combat Value: 130
Surprise Value: 155

Languages: Arabic 65, English 90, French 80, Spanish 80

Areas of Knowledge: Architecture 75, Astronomy & Space Science 75, Biology & Biochemistry 65, Computer Science 105, Economics & Finance 90, Geography 85, Law 95, Military Science & Weaponry 75, Political Science & Ideology 90, Psychology 125

April 21st, 2014  in RPG No Comments »