Tuesday, July 31, 2012

Star Wars: Mythic Aliens, Gnome

Gnome
Attribute Dice: 12D
DEXTERITY: 2d/4d
KNOWLEDGE: 2d/4d
MECHANICAL: 2d+2/4d+2
PERCEPTION: 2d/4d
STRENGTH: 1d+1/3d+1
TECHNICAL: 2d/4d
Special Abilities:
Low-light Vision: An gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Gnomes can distinguish color in such conditions.
Force Resistance: Gnomes have an innate resistance to illusionary effects of the Force. They enjoy a +2 bonus to resist Force powers that seek to fool their senses. Curiously, gnomish Force-users enjoy a +1 bonus to their skill checks to use Force powers of illusion on others. 
Keen Senses: Gnomes enjoy a +2 bonus to Perception rolls relying on sight or sound. Gnomes developed alchemical techniques long ago, their keen sense of smell gives them a +2 on Technical skills involving alchemy, chemistry, cooking, and so forth. 
Force Sensitivity: Gnomes are natural Force-sensitive and can use the Force to speak with burrowing mammals. Any gnome with a Knowledge greater than 3d can use the Force powers Prestidigitation, Dancing Lights, and Ghost Sound.
Story Factors:
Weapon Training: Gnome train in weapons and enjoy a +1 bonus to attack rolls when using hooked hammers. 
Ancient Enemies: Gnomes have been at war with kobolds and goblinoids for generations. They have specialized techniques for dealing with such foes and enjoy a +1 bonus to attack rolls against them. 
Giant Killers: Gnomes train to avoid giants. Gnomes get a +1d+1 to dodge checks against attacks from giants. 
Languages: Gnomes generally speak Basic and Gnome. Commonly, gnomes also learn to speak Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, gnomes can innately speak with any burrowing mammals. 
Long Life: Gnomes are long-lived. Gnomes reach adulthood at 40 years and can live up to 500 years. 
Move: 6/8
Size: 0.9 to 1.06 meters

Gnomes are small but clever and talented. They innately understand machines and the Force. If the records of the gnomes are too be trusted, they may have developed one of the first working hyperdrives in galactic history, but couldn't decide on a reason to leave their home-world for generations.

The gnome home-world is one of the moons of the dwarven home-world. Eventually they travelled to visit their neighbors and joined them in battling giants and goblinoids. The gnomes brought their knowledge of the Force and their technology and most dwarven technology is based on gnomish technology.

Gnomes are natural Force-users and had a strong Jedi culture. During the Old Republic, gnomes travelled the galaxy recording and collecting the history of any culture they could find. The "gnomish bards" are legends on almost every planet. When the Empire rose to power, the gnomes retreated with the dwarves.

With the fall of the Empire the gnomes have returned to the rest of the galaxy along with their dwarven allies. They quickly made contact with the Jedi Praxium to help rebuild the Jedi.

New Weapon

Hooked Hammer
Type: Melee Weapon (double)
Scale: Character
Skill: Melee Combat: hooked hammer
Cost: 20
Availability: Difficult
Damage: Str+1d/Str+2

Monday, July 30, 2012

Star Wars: Excalibur Starfighter

Confed Excalibur
Craft: Douglas Aerospace F-103 Excalibur
Type: Heavy fighter
Length: 32 meters
Skill: Starship piloting: Excalibur
Crew: 1
Crew Skill: Starfighter piloting 3d, starship gunnery 3d
Cargo Capacity: 150 kg
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: x1
Nav Computer: Yes
Maneuverability: 2d+1
Space: 7; Afterburner: 19 (1 round, burns 1 day of consumables)
Atmosphere: 350 / 1,000 kph
Hull: 1d+1
Shields: 2d+2
Sensors
--Passive
--Scan
--Search
--Focus
Weapons:
4 Tachyon Guns (fire-linked)
ScaleStarfighter
Fire Arc: Front
SkillStarship Gunnery
Fire Control: 1d+2
Space Range: 1-5/19/39
Atmosphere Range: 100-500/ 1.9 km/ 3.9 km
Damage: 10d
2 Reaper Cannons (fire-linked)
Fire ArcFront
ScaleStarfighter
SkillStarship Gunnery
Fire Control: 3d
Space Range: 1-5/22/45
Atmosphere Range: 100-500 /2.2 km /4.5 km
Damage: 4d+2
4 Warhead Launchers
Fire ArcFront
SkillStarship Gunnery
Load: 40
Decoy Launcher
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0d
Load: 30

Saturday, July 28, 2012

Random Tables: Archangels

Random Archangel/Malakhim
1d8

1. Azrael
2. Gabriel
3. Israphael
4. Michael
5. Raphael
6. Uriel
7. Samael
8. Roll twice

You can use this table to randomly choose an Archangel to worship, which one is mad at you, which one wants you to do something, etc.

Azrael
The archangel of death, "whom god helps." Azrael favors the Abyssal caste and the virtue of Diligence. Azrael is the Malakhim of Sheol. Azrael is a silent, forbidding, and often merciless figure. Azrael's following take special interest in the elimination of undead creatures and those who create undeath. Often worshiped by druids, monks, and rogues, Azrael's followers are a mirthless and serious-minded lot.

--3rd edition rules: Alignment is Neutral, exclusive domain is Death, and favored weapon is the sickle or scythe.

--Shadowrun Totem: Advantage: +2 dice for combat spells, +2 dice for storm spirits. Disadvantage: -2 to health spells.

--Azraelite Sect: The Azraelite Jedi sect wield dark blue lightsabers and wear grey robes. Although traditionally they use the normal Jedi skills (Control, Sense, and Alter) they also train in the Vancian Necromancy school.

Gabriel
The archange of peace, "strength of God." Gabriel favors the Lunar caste and the virtue of charity. Gabriel is the Malakhim of Zion. Gabriel is a benevolent and generous being who is closely tied to mortal beings. Often worshiped by bards, fighters, druids, and rangers, Gabriel's followers commonly travel seeking to do good in the world.

--3rd Edition rules: Alignment is Neutral Good, exclusive domain is Protection, and favored weapon is bows of any kind.

--Shadowrun Totem: Advantage: +2 dice for transformation manipulation spells, +2 dice for city spirits. Disadvantage: -2 to control manipulation spells.

--Gabrielite Sect: The Gabrielite Jedi sect wield green lightsabers and wear traditional jedi robes. Although traditionally they use the normal Jedi skills (Control, Sense, and Alter) they also train in the Vancian Abjuration school.

Israphael
The archangel of vigilance, "trumpet of God". Israphael favors the Abyssal caste and the virtue of chastity. Israphael is the Malakhim of Shinto. Israphael's followers deny their own desires, ever ready to sound the alarm and bring the battle to evil.

--3rd Edition rules: Alignment is Lawful Good, exclusive domain is Knowledge, and favored weapon is crossbows of any kind.

--Shadowrun Totem: Advantage: +2 dice for detection spells, +2 dice for wind spirits. Disadvantage: -2 to illusion spells.

--Israphaelite Sect: The Israphaelite Jedi sect wield orange lightsabers and wear traditional jedi robes with a silver chain necklace. Although traditionally they use the normal Jedi skills (Control, Sense, and Alter) they also train in the Vancian Divination school.

Michael
The archangel of chivalry, "who is like God." Michael favors the Solar caste and the virtue of temperance. Michael is the Malakhim of Aesir. Michael is a warrior worshiped by fighters, monks, many paladins, and rangers.

--3rd Edition rules: Alignment is Lawful Good, exclusive domain is War, and favored weapon is the longsword or great sword.

--Shadowrun Totem: Advantage: +2 dice for combat spells, +2 dice for mountain spirits. Disadvantage: -2 to illusion spells.

--Michaelite Sect: The Michaelite Jedi sect wield violet lightsabers and wear somewhat lighter colored Jedi robes. Although traditionally they use the normal Jedi skills (Control, Sense, and Alter) they also train in the Vancian Transmuation school.

Raphael
The archangel of healing, "God heals". Raphael favors the Lunar caste and the virtue of kindness. Raphael is the Malakhim of Eden. Raphael has a priesthood of more clerics than any other Malakhim and finds worshipers among bards and rangers as well. Commonly, barbarians seek out Raphael to heal their souls. Followers of Raphael swear oaths of non-violence, except in defense of the helpless or the destruction of evil.

--3rd Edition rules: Alignment is Chaotic Good, exclusive domain is Healing, and favored weapon is unarmed, dagger, or scimitar.

--Shadowrun Totem: Advantage: +2 dice for health spells, +2 dice for hearth spirits. Disadvantage: -2 to combat spells.

--Raphaelite Jedi: The Raphaelite Jedi sect wield white lightsabers and wear white and black Jedi robes. Although traditionally they use the normal Jedi skills (Control, Sense, and Alter) they also train in the Vancian Conjuration school and almost exclusively specialize in healing.

Uriel
The archangel of light, "light of God." Uriel favors the Solar caste and the virtue of patience. Uriel is the Malakhim of Mageddon. Barbarians, bards, druids, monks, rangers, and sometimes even arcane spellcasters revere Uriel. These followers are often brave to the point of reckless in their devotion to bringing light to the darkest places.

--3rd Edition rules: Alignment is Neutral Good, exclusive domain is Sun, and favored weapon is the longsword or scimitar.

--Shadowrun Totem: Advantage: +2 dice for elemental manipulations spells, +2 dice for spirits of the sky. Disadvantage: -2 to illusion spells.

--Urielite Sect: The Urielite Jedi sect wield yellow lightsabers and wear traditional Jedi robes with a golden necklace. Although traditionally they use the normal Jedi skills (Control, Sense, and Alter) they also train in the Vancian Evocation school.

Samael
The fallen archangel of destruction, "poison of God." Samael favors the Outcaste and is the lord of all sins. He once was the archangel of Humility, but now he is known as the Prideful One. Those who turn to sin and allow it to consume them will follow Samael. Often they are mad, or become so eventually, for the path of Samael is oblivion.

--3rd Edition rules: Alignment is Neutral Evil, exclusive domain is Evil, and favored weapons are the mace, greataxe, and spiked chain.

--Shadowrun Totem: Advantage: +2 dice to any spell group, +2 dice for any single type of spirit. Disadvantage: Must kill a person every moonless night or suffer -1 essence loss.

--Samaelite Sect: The Samaelite Dark Jedi sect wield red lightsabers and wear black Jedi robes, and are frighteningly similar to Sith. Although traditionally they use the normal Jedi skills (Control, Sense, and Alter) they also train in the Vancian schools, but exclusively use evil powers.

Tuesday, July 24, 2012

Star Wars: Mythic Aliens, Elf

Elf
Attribute Dice: 12D
DEXTERITY: 2d+2/4d+2
KNOWLEDGE: 2d/4d
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 1d+1/3d+1
TECHNICAL: 2d/4d
Special Abilities:
Immunities: Elves are immune to unnatural (Force-based) sleep effect, and enjoy a +2 bonus when resisting mind affecting Force effects.
Low-light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Elves can distinguish color in such conditions.
Keen Senses: Elves enjoy a +2 bonus to Perception rolls relying on sight or sound. Elves who pass within 1.5 meters of a secret or concealed door is entitled to a Perception check to notice. 
Story Factors:
Weapon Training: Elves train in weapons and enjoy a +1 bonus to attack rolls when using longswords, rapiers, longbows, and shortbows. 
Languages: Elves generally speak Basic and Elven. Commonly Elves also learn to speak Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Long Life: Elves are remarkable long-lived. Elves reach adulthood at 110 years and can live up to 750 years. 
Move: 10/12
Size: 1.37 to 1.67 meters

Elves are an ancient race with almost as many variations as humans. The dominant variant is the high elf. Their culture and civilization is among the oldest in the galaxy.

They were invited to be charter members of the Old Republic, but took about two decades to join. They usually acted as a stabilizing force and helped to keep politics from shifting to quickly. Many elves joined the jedi and boasted many masters. However, the majority of elves practiced their own way of knowing the Force, known as the vancian way.

Sadly, when the Empire took power, a schism erupted among elves. A sub-species known as the drow betrayed the elven kingdoms and joined the Empire. Further, one of the greatest travesties of the Empire was revealed. For years the Empire had secretly experimented on a hybrid of elvish and goblinoid DNA. The result was the orcs. The Empire released the orcs on the elves and later sent them against  others. The elves fought against the drow and orc throughout the reign of the Empire.

When the Empire fell at the Battle of Endor, the elves eagerly joined the Alliance and many joined the Praxium. In spite of decades of war, the elves still retain vestiges of their Force-using culture.

Monday, July 23, 2012

Star Wars: Vampire Starfighter


I never played Wing Commander, but the ships were just fantastic, so I stole them for Star Wars all the time. I tried to convert from the information published about the WC ships to d6 rules. For the most part that is not terribly hard. 

Speed is kinda wonky in d6 Star Wars so converting max velocity of 610 kps to something that makes sense in d6 is not very easy. Whatever I did, I wanted it to be consistent across all the conversions. What I settled on was taking the kps and multiply by 0.015 to get a space speed. Then use the table on page 129 of the Star Wars book to convert in the rest of the information. It's nothing like accurate, and I may change it someday, but for the moment it works. 

For ships in the newer games, the WC material gives "armor" and shields in terms of "cm". The ships list front, rear, right, and left armor. Take those, average it out, divide by 100 and convert to a die code. For decimals, anything between 0.1 and 0.3 was +1, between 0.4 and 0.6 was +2, and 0.7 to 0.9 was rounded to the next die. Do the same with shields.

Maneuverability is pretty simple (it could be complicated, but hell with that). Take the Y/P/R (Yaw, Pitch, Roll), total, divide by 100 and do the normal conversion to a die code.

This works pretty well for ships from WC 3 through Prophecy. Anything before that seems to be on a different scale. 
Confed Vampire
Craft: Confederation F-109 Vampire
Type: Class A Space superiority fighter
Length: 18.33 meters
Skill: Starship piloting: Vampire
Crew: 1
Crew Skill: Starfighter piloting 3d, starship gunnery 3d
Cargo Capacity: 125 kg
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: x1
Nav Computer: Yes
Maneuverability: 4d
Space: 9; Afterburner: 22 (1 round, burns 1 day of consumables)
Atmosphere: 400 / 1,150 kph
Hull: 3d+1
Shields: 3d
Sensors
--Passive
--Scan
--Search
--Focus
Weapons:
4 Tachyon Guns (fire-linked)
Scale: Starfighter
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1d+2
Space Range: 1-5/19/39
Atmosphere Range: 100-500/ 1.9 km/ 3.9 km
Damage: 10d
2 Particle Cannons (fire-linked)
Fire Arc: Front
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 2d
Space Range: 1-5/21/42
Atmosphere Range: 100-500 /2.1 km /4.2 km
Damage: 5d+1
3 Warhead Launchers
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2d
Load: 30
Decoy Launcher
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0d
Load: 48

Saturday, July 21, 2012

Random Tables: Motivations


I love random tables. I am going to start posting a random table as often as I can think to do it.

Here's the first one:

Why in heaven would you leave the safety of the Sanctum to explore a broken and dangerous world? Well, if you ignore madness...how about?

1d8
1. Money
2. Glory
3. Power
4. Revenge
5. Love
6. Don't ignore Madness, you're just nuts.
7. Roll twice, you're complicated.
8. You don't actually want to leave, you're forced to by...(roll again)

Friday, July 20, 2012

Star Wars: Terran Vulture

Confederation Vulture
Craft: Vulture Hover Bike
Type: Speeder bike
Scale: Speeder
Length: 5 meters
Skill: Repulsorlife operations: speeder bike
Crew: 1
Crew Skill: 3d
Passengers: 1
Cargo Capacity: 12 kg (spider mine hatch)
Cover: 1/4
Altitude Range: Ground level - 3 meters
Cost: 7,500 (new)
Maneuverability: 4d
Move: 148; 370 kmh
Body Strength: 2d+2
Weapons:
AGP-2 "Thumper" grenade launcher
Fire Arc: Front
Skill: Vehicle weapons
Fire Control: 1d
Range: 3-7/20/40
Blast Radius: 0-2/4/6/10
Damage: 5d/4d/3d/2d
Spider mines
Fire Arc: none, can be planted in ground
Range: Mines attempt to collide with any target that gets within 5 meters. They have a move of 12 and roll 6d for initiative.
Damage: 6d
Load: 3

The vulture is a lightly-armored one-man hoverbike primarily used for scouting and patrol, designed with speed and reliability in mind. These features make the vulture suitable for patrolling the vast wildernesses typically found around outer rim colonies. They produce a humming whine as they move.

Vultures are ill suited for heavy combat, given their light frame. However, they make excellent skirmishers, especially against lightly armored targets. Vultures are also tasked with scavenging ("scavenger hover bike" is a term occasionally used). In some occasions, vultures may be formed into small squadrons, usually attached to mechanized infantry. Given the speed at which the bikes move however, it is difficult to maintain cohesion. The vulture's driver seat can be enclosed depending on model, customization, or operating environment and can be configured for someone to ride shotgun. The bike can catastrophically fail if the repulsors freeze up, or the fuel cells begin leaking radioactive material.

Thursday, July 19, 2012

Notes: d20 monsters to d6 creatures

Typically, a d6 creature stat block looks like this:

Rancor
Type: Gigantic Pradator
Dexterity: 4d
Perception: 1d
Search (tracking): 3d
Strength: 7d
Special Abilities:
Armor: +3d protection against physical and energy attacks
Claws: Str+3d damage
Teeth: Str+5d damage.
Move: 20
Size: 5 meters tall

Creatures do not get the attributes of knowledge, technical, or mechanical. There are some fairly obvious reasons why. However, often, I will be converting a monster that would have a knowledge, technical, or mechanical attribute. Now, I have my own complaints about the way Star Wars has it's attributes, but I'm not going to reinvent the wheel. It is what it is.

So, I'm going to just convert all monsters over with the three normally unlisted attributes of knowledge, technical, and mechanical. If it doesn't work for you. Sorry about that. I'm basically using the conversion rules from here.

On the "type" line I'm going to just call it what d20 calls it. The d6 stuff uses it as a descriptor line like "arctic predator" or "swamp monster". But I see no reason not to use it to say "large aberration" and leave it be.

Scales in d6 is best described as "wonky". Here is the best I can do as far as a D20 to d6 conversion:

Large size or smaller is character scale
Huge is speeder scale
Gargantuan is walker scale or star fighter scale
Colossal is Capital scale
Colossal+ is Death Star

Star Wars: Mythic Monsters, Aboleth

I love Star Wars, and the more I work on the d6 material and see stuff I love from fantasy material worked into Star Wars, the more I like it. I know it's nothing new or special. I know DragonStar and others have long since explored this territory. Hell, there are dozens of examples of this already: Spelljammers, Rifts, etc. Thankfully I 'm not doing this to be unique.

Most of the examples are people dragging fantasy into space. Star Wars already did that. I'm just expanding the universe...kinda like how people have been since forever. In my case I'm just drawing from what I think is a frighteningly obvious source material and not even attempting to be subtle about it. I could go subtle...but that's been done. Honestly, it's been done blatantly too.

So in my continuing fan-wank, here is one of my favorite D&D monsters converted for Star Wars.

Aboleth
Type: Huge Aberration
Scale: Speeder
DEXTERITY: 2d+2
Unarmed Combat: 4d+2
KNOWLEDGE: 4d
Scholar (any one): 8d+1
MECHANICAL: 3d+1
PERCEPTION: 4d+1
Enslave: 6d+1, Search: 10d+1, Willpower: 5d
STRENGTH: 6d+1
Swimming: 9d
TECHNICAL: 3d+2
Special Abilities:
Tentacles: Str+2, the aboleth can attack with each of it's 4 tentacles each round and can hit targets up to 3 meters away.

Thick Hide: 1d+1 natural armor.

Enslave: Three times per day, an aboleth can attempt to enslave any one living creature within 9 meters. The target must beat the boleti's Enslave check with either be affected as though by a dominate person power. An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse and can attempt a new roll against the Enslave every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1.6 km from its slave.

Force Powers: Aboleth's are naturally attuned to the Dark(est) Side of the Force us the vancian way of the Force. Aboleth's naturally have 5d+1 in the Illusion skill. Aboleth's always use the Dark Side of the Force, but do not gain Dark Side points as normal. As creature so entirely connected to the Dark Side, corruption is their natural state. Aboleth's naturally know the following powers: Hypnotic Pattern, Illusory Wall, Mirage Arcana, Persistent Image, Programmed Image, Project Image, and Veil.

Slime: A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a Strength (19) check or begin to transform over the next 1d minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 2d damage every 10 minutes. The slime reduces the creature’s Strength by -1 (but never to less than 0). A remove disease power used before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal power can reverse the affliction.

Mucus Cloud: An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 0.3 meters thick. Any creature coming into contact with and inhaling this substance must succeed on a Strength (19) check or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d minutes if removed from the water. Renewed contact with the mucus cloud and failing another Strength check continues the effect for another 3 hours.

Darkvision: 18 feet. Darkvision is black & white only, but it is otherwise like normal sight, and aboleth can function just fine with no light at all.

Aquatic: Aboleth can move in water without making swim checks and breathe underwater.

Move: 3/5, Swimming: 18/20
Size: Huge (6 meters)

Aboleths are fishlike amphibians, usually 6 meters long and weighing about 2,950 kg; they continue to grow as they age, however, and some fantastically ancient specimens reach much longer lengths. They are a kind of hybrid of fish and eel with some insectoid and annelid qualities; they have long, tubular bodies, like that of an eel, but fish-like tails at the end and two fins near the head and a dorsal fin near the back. Their bodies are also segmented, which is a worm or insect-like characteristic. Their underbellies are orange-pink, and their topsides sea-green. A little bit back from the head are four long tentacles, two on each side, two on the topside and two on the underbelly. Their heads are roughly triangle shaped, with a spherical, somewhat beak-like nose. Above the nose are their three eyes, each one set atop the other. Tendrils and a few shorter tentacles dangle from the bottom of the head. Four blue-black slime-secreting orifices line the bottom of their bodies.

Aboleths have powerful Force powers. However, the aboleth has a much more fearsome ability: aboleths secrete a viscous grey fluid, much like mucus, which brings about a terrible transformation in air-breathing creatures. The skin of the victim is transformed into a membrane which allows it to breathe in water, but robs the creature of air-breathing. This allows the aboleth to keep slaves, which it dominates and keeps captive with its mind. This same mucus is the only way aboleths breathe at all – if robbed of the ability to extrude aboleth slime, they suffocate in water or on land. Out of the water, an aboleth's membranelike skin dries out quickly, but this does not prove fatal. Instead, the aboleth will eventually enter a state of suspended animation, called long dreaming, a fate considered far worse than simply dying. It forms a tough, waterproof membrane, but, once the membrane is pierced, liquid floods out and death is usually not far off for the aboleth.

Another strange feature of aboleths is their memory. An aboleth is born with a racial memory, each individual inheriting the memories of its ancestors. Furthermore, it assimilates the memories of those it consumes. An aboleth's memories are stored in an ever-growing part of its brain which extends down its back as it ages. Aboleths enjoy spending time lost in particularly fine memories of their ancestors, and if they have nothing better to do, they may relive entire portions of their lives.

Aboleths do not die of old age, living indefinitely barring death from violence or disease.

Aboleths are utterly self-centered as a race; they know they were among the first beings in existence, and see all else as theirs. Their enmity towards other races stems in part from their perception that these "upstart" races have stolen what is rightfully the aboleths'. All that stops them from conquering other worlds is their weakness on land (though an aboleth is always a fierce opponent) and the fact that they would rather enjoy themselves than waste time subduing feeble creatures. By contrast they are greatly unsettled by the Illithids due to their lack of information over that race's creation.

Aboleth cities are vast affairs of bizarre and alien architecture, located deep underwater. Xxiphu, located on the planet Glimmersea, is the largest known Aboleth city. This is where the leaders of the race reside and hold council.

Scholars are unsure whether aboleths have a true self-awareness, or instead have a form of psyche utterly alien to all existence. It is also noted that aboleths were originally native to another dimension, and they actually seek to have this universe subsumed by the that nightmare dimension.

An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the parent, they defer to the parent in all matters and obey it implicitly.

Aboleth have both male and female sexual organs. A mature aboleth reproduces once every five years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent aboleth guards the egg while the embryo grows and develops, a process that takes about five years. A newborn aboleth takes about 10 years to mature.

The omnivorous aboleth will eat any organic matter, usually algae and micro-organisms, but they are also fond of intelligent prey so they can absorb nutrients and information at the same time. Aboleth have no natural enemies, as even the mightiest marine creatures give them a wide berth.

Wednesday, July 18, 2012

Shadowrun: The City

I want to run a city based game using shadowrun as the core. Problem is, I never really liked using Seattle as the core...or really any "real" city. I wanted to used something less specific. Something otherworldly and quintessential. That entity of that is whatever one imagines the future city to be. When you watch a sci-fi movie like the Matrix, Bladerunner, or a dozen other movies, you never ask the name of the city. It's just a city, The City.
Some people call it...Tim?
Plus, removing it just that much from the Shadowrun Canon opens the door for me to introduce all sorts of other pointless nonsense that have no place in the Seattle of Shadowrun.

Designing the city will be kinda hard. I'd love to use the Maelstrom stuff and convert it (somehow) into the city. Easier said than done. That, and while the Maelstrom works well for the more fantastic aspects of Star Wars and D&D, I am going for something a bit more gritty for Shadow City.

I may not even bother with much of a map. The basic idea is fundamental. It's a huge, sprawling, oppressive, city. There are massive buildings everywhere. There are poor everywhere. The apathy is almost tangible. Who needs a map? its there somewhere you want to go? Fine, get on your bike/car/mecha and go there. Take the I-42 unless you want to get stuck in traffic.

I think I want to identify some specific areas for color and direction, but otherwise the city needs to grow and otherwise remain somewhat mysterious. Almost as if it were alive and growing. That's what cities seem to do sometimes. That neat gaming store you loved to hang out in? Yeah, it closed, it's a flower shop now. That Steak & Shake you went to not 3 days ago, yeah, it's being remodeled into chicken fingers place or something.

Plus, I don't think there will be suburbs. Oh they may exist...as some sort of mythological place that people commute to. Not a place that Shadowrunners go. Mostly the players will deal with the massive and seemingly endless lines of great and oppressive buildings.
And cool planes. 
To this end, I am inclined to use Zak's urbancrawl rules. I've read them at least twice in the past but they just din't "click" with me. I can't really say why. I respect Zak's work, but sometimes I have trouble grasping what he is doing. After finding myself sent back to them over and over I think I finally see the elegance of them. I'll almost certainly change them to suit the setting, but that's nothing special.

Star Wars: Force Powers, The Vancian Way

The basic Star Wars books have just about all the Force Powers you would ever really need. Kinda the point really. However, several new powers were introduced throughout the books released for the system. There really is no reason to expand beyond what is already there. That is to say, what I am going to do in this series is completely unnecessary.
I know better, but I don't really care
The Vancian Way of the Force

Over thousands of years, the people of the Gygaxian sector developed a unique method of using the Force. The elves are usually given credit for mastering the method. When they joined the Old Republic, many of the Force-users joined the Jedi. Some continued to use their own methods while adopting the Jedi philosophy.

The Vancian path is more complex than the Jedi way. It uses eight different skills - called schools - and four have available specializations. The variety of powers is vastly more complex than the Jedi method. They call their power 'spells' which they 'cast'.

Typically, Vancian powers are resisted with Willpower, Stamina, or Dodge rolls. However, if a target has dice in the skill of the power being used, they can use that skill in place of Willpower, Stamina, or Dodge. For example, a vancian Force-user could use their dice in Evocation instead of Dodge to avoid the effects of an Evocation power. Finally, Jedi may use Control in place of Willpower, Sense in place of Dodge, and Alter in place of Stamina.

Vancian Skills

Abjuration: This skill covers protective powers. They create physical or energy barriers, negate other powers or abilities, harm trespassers, or banish other beings.

Conjuration: There are five specializations to the Conjuration skill. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning specialization), actually transport creatures from another dimension to your dimension (the calling specialization), heal (healing specialization), transport creatures or objects over great distances (teleportation specialization), or create objects or effects on the spot (creation specialization). 

Divination: These powers enable you to learn secrets long forgotten, to predict the future, ot find hidden things, and to foil deceptive powers. There is a single specialization, scrying, which creates an invisible sensor that sends you information.

Enchantment: These powers affect the minds of others, influencing or controlling their behavior. There are two specialization. The first is charm, which changes how the subject views you, typically making it see you as a good friend. The second is compulsion, which forces the target to act in some manner or changes the way his or her mind works.

Evocation: Evocation powers manipulate energy or tap the Force directly to produce a desired end. In effect, they create something out of nothing. Many of these powers produce spectacular effects, and evocation powers can deal large amounts of damage. Some practitioners learn to specialize in a type of energy.

Illusion: Illusion powers deceive the senses or mins of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. There are five specializations; figments, glamers, patterns, phantasms, and shadows. A figment creates a false sensation. A glamer changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear. Like a figment, a pattern creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. A phantasm creates a mental image that usually only the caster and the subject (or subjects) of the power can perceive. A shadow creates something that is partially real from extradimensional energy.

Necromancy: These powers manipulate the power of death, unlife, and the life force. Powers involving undead creatures make up a large part of this school.

Transmutation: Transmutations change the properties of some creature, thing, or condition.

Tuesday, July 17, 2012

Star Wars: Mythic Aliens, Dwarf

I love to convert and introduce things from one setting into another. I know it's fan-wank. I don't care. It's fun. Wing Commander ships in Star Wars, awesome. Star Trek and Babylon 5 ships in Star Wars. Blaspheme, and awesome. But one of the best things about Star Wars is how it blends sci-fi and fantasy elements. Maybe not as overtly and gritty as Shadowrun, but in it's own space-opera way. So why not introduce species normally reserved for fantasy into a Star Wars? It's been done.

Here are some of the common fantasy species as "aliens".
Dwarf
Attribute Dice: 12D
DEXTERITY: 2d/4d
KNOWLEDGE: 2d/4d
MECHANICAL: 2d/4d
PERCEPTION: 1d+1/3d+1
STRENGTH: 2d+2/4d+2
TECHNICAL: 2d/4d
Special Abilities:
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black & white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: this ability grants a dwarf +2 bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 3 meters of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves gain a +2 bonus on Technical skills and Bargain checks related to stonework and metalwork.
Stability: Dwarves are exceptionally stable in their feet. A dwarf gains a +1d bonus to Strength avoid being knocked pushed or tripped when standing on the ground.
Hardy: Dwarves resist the effects of poison and toxins with a +2 bonus.
Force Resistant: Dwarves have an innate resistance to the effects of the Force. Whenever they roll to resist the effects of a Force power, they do so with a +2 bonus.
Story Factors:
Goblinoid Hatred: Dwarves are trained in techniques that allow them to fight goblinoids (orcs, goblins, hobgoblins, and bugbears) more effectively. When attacking one of these species, they do so with a +1 bonus to the attack roll.
Giant Slayers: Generations ago, dwarves developed special techniques for combating giants (including ogres, trolls, and hill giants). When fighting such opponents, dwarves a +1d+1 bonus to Dodge rolls.
Languages: Dwarves generally speak Basic and Dwarven. Commonly Dwarves also learn to speak Giant, Gnome, Goblin, Orc, Terran, and Underbasic.
Long Life: Dwarves live for centuries. They reach adulthood at 40 years old but can live up to 450 years.
Move: 6/8
Size: 1.2 meters to 1.3 meters

Dwarves are a diverse species with numerous variations, almost as many as humans. The most common,  detailed above, is the hill dwarf. Dwarves are characterized by their skill in warfare, ability to withstand physical punishment, knowledge of geology, and capacity to drink ale. The reclusive dwarven kingdoms are carved from the insides of mountains.

The dwarven home-world is a mountainous planet with a harsh atmosphere. Eons ago, giants from a nearby planet invaded and enslaved the dwarves. With the help of the gnomes (who hail from the dwarven home-world's moon), the dwarves gained their freedom. However, neither dwarves nor giants are quick to forgive and skirmishes are common. Following their independence from the giants, goblinoids invaded their world. This sparked a conflict that has never ended.

During the time of the Old Republic, dwarves were staunch supporters of order and took up causes to remove slavery from the galaxy. In many ways, the dwarves helped maintain the economy of the galaxy during the clone wars. However, when the Empire replaced the Old Republic, the dwarves withdrew from the galaxy. Their system was closed off to the rest of galaxy and they were forgotten.

The dwarven resistance to the effects of the Force was terrifying to the Emperor who sent numerous forces to the dwarven system. None made it past the initial dwarven forces and the Emperor decided to bid his time to deal with the dwarves who seemed happy to be left alone. There are some who claim the dwarven world was on the short list of targets for both Death Stars and the Suncrusher.

Following the destruction of the second Death Star and the apparent death of the Emperor, the dwarven high-king made contact with the leaders of the Alliance. It seems the dwarves are ready to return to the galaxy. 

Monday, July 16, 2012

Star Wars: TIE/Avatar

Long ago, I used to play Star Wars all the time. Back then, the license and system were published by West End Games. I won't go into all the horrid things that led to that company's eventual demise. It was tragic and best forgotten.

But, since I have no real interest in playing any of the 'new' Star Wars stuff that WotC publishes, I'm going to focus on the old system.

One of the things I loved about playing Star Wars was the starships. I plundered all sorts of sources for new ones to toss at my players. One of my favorites was originally from a show called Space: Above & Beyond.


TIE/Avatar
Craft: Sienar Fleet Systems TIE/Avatar
Type: Space superiority fighter
Length: 12 meters
Skill: Pilot: TIE
Crew: 1
Crew Skill: Starfighter piloting 6d, starship gunnery 6d
Cargo Capacity: 100 kg
Consumables: 2 weeks
Cost: Not available for sale
Hyperdrive Multiplier: x1
Nav Computer: Yes
Maneuverability: 5d
Space: 13
Atmosphere: 500; 1500 kmh
Hull: 6d (regenerative, repairs 1d damage per day)
Shields: 3d (1d backup shields)
Sensors
--Passive: 30/1d
--Scan: 60/2d
--Search: 90/3d
--Focus: 5/4d
Weapons:
3 laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 4d
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 7d
3 Warhead Launchers (can be fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 5d
Load: 30

The TIE/Avatar is the standard fighter for the Imperial Avatar fleet. These are state-of-the-art fighters designed to outclass essentially any other fighter they may encounter. The ships are fast, maneuverable, and armed to be fiercely aggressive. The ships hull is a nano-composite that self-heals damage over time and the ships shield generators have a backup system similar to Mon Calamari cruisers, but based on entirely different technology.