Monday, February 11, 2013
Saturday, February 9, 2013
- 100 days before landing
Damn they decided to transfer out the one intelligent cute guy on this damned rock. The doctor is being replaced by some guy named Grewill Stersell and I cant find anything out about him, and thats just odd, not even where he got his degree.
-90 days before landing
Grewill Stersell is here and damn theres something just creepy about him. Hes got a plastic smile and I dont like the way he looks at the other girls let alone how my skin crawls when he looks at me. Its like hes measuring me up for something, not even undressing me. Odd.
-85 days before landing
Wow, a whole transport of 23 miners disappeared. When I went to complain the boss of security I found at that he was on it. Something happened to that hard ass, former marine? Thats just scary. Something is wrong with this.
-80 days before landing
Our transmitter is acting up. All communications with the outposts are on the fritz. I thought the last upgrade was supposed to fix that. And that creep Stersell has been haunting the supply building. And come to think of it I havent seen the supply guy at all for the last couple days.
-75 days before landing
Oh shit! The complete communications system has died. We cant raise anyone or any of the satellites. Whats going on?
-65 days before landing
Oh god, I dont know what happened but people are missing. Even the intercom isnt working. Dony, in IT is trying to build a separate transmitter, at least we can try and get a signal to orbit.
-63 days before landing
Help!! He's coming for us. I hope anyone who finds this will search but we are so far out from the shipping lines. Oh please, if you find this please look for us! Please.
In Wanderers in Darkness the PCs on Abihijit which is a predominately jungle world that was/is being mined for the rare minerals that its highly reactive and electrically charged atmosphere seems to make it rich in. One of the catches to this plan is the local fauna, large lizard analogues. I say analogues as they arent quite Terran lizards but visually close enough that humans being humans they are called lizards, or dinosaurs. And if not-dinos weren't bad enough, with the "special" batches Grewill Stersell has created it will make things just that much worse for the PCs.
The bonesnapper is the miners name for a small but vicious lizard with large membranous frills around its neck. This is more of a nuisance than a true threat. Lacking eyes bonesnappers use echolocation to identify prey, using the frill as a receiver.
HD AC AB Dam Move Morale
1/2 7 +1 1d4 20' 8
The Shadowed Death
The shadowed death is a vicious beast that can easily tackle many of the vehicles the miners use to travel as it is far smarter than just a plain creature. Its 3 pairs of eyes seem to gleam with malice when it attacks. The manner that they blink pairs out of sync with each other is considered very disturbing.
HD AC AB Dam Mv Morale
3 6 +3/+3 1d6/1d6 30' 9
Not a true name so much as a description of what has been done to various Shadowed Death by Stersell using the "leftover" components from the males he has modified. The torso grafted onto its chest allows it to operate human equipment it can reach and the malice of the unaltered base creature is blended with the pained insanity of the human tortured beyond mental endurance.
HD AC AB Dam Mv Morale + Human weapons
4 4 +4/+4 1d8/1d8 30' 11 +2 AB 2d4 damage energy
Bloaters are an odd creation of Stersell, human bodies modified with strange subcutaneous oxygen buildups that create the weird bloated look. Always male, due to Stersells tastes, they attack like regular humans except when attacked with energy weapons. When struck with energy weapons the oxygen flares up in an impressive burn (1d6 damage to all within 10 feet)
HD AC AB Dam Mv Morale
1 7 +1 1d6 30' 12
HP AC AB Weapon/ Armor Saves
5 4 +3 Combat Rifle(1d12)/Woven PE 12/ME 15/Ev 14/Tech 16/Luck 13
Evil, moral-less medical monster (lvl4 expert) inspired by Dr. H. H. Holmes
HP AC AB Weapon/ Armor Saves
16 5 +1 Laser Pistol (1d6)/Woven PE 16/ME 15/Ev 12/Tech 11/Luck 14
Science-2. Tech/Medical-1, Persuade-1, Tech/Maltech-0, Perception-0, Combat/Projectile-0, Combat/Energy-0
Tuesday, February 5, 2013
OmanOman is the somewhat dystopian world that the overall arc of the Wanderers in Darkness campaign. With an oppressive police force willing to open fire on citizens at the least provocation, Oman is a bad place to be on the wrong side of people in power.
Monday, February 4, 2013
Thanks to Zak over at PlayingDnDwithPornstars for this wonderful link http://talesofthegrotesqueanddungeonesque.blogspot.com/2013/01/carcosa-rehab-instead-of-violation.html because every one needs a random table of blasphemous rituals to perform in weird fantasy gaming
Thursday, January 3, 2013
One of the fascinating aspects of SWN is the blend of Traveller-esque skills with d20-esque simple combat system. To fit the fact I'm not running the default setting I'm going to craft some custom background packages and skill packages.
Expert training package
Problem solvers as they're known are agents-at-large for the sector government and serve as the earliest intervention in planetary issues. Their first choice is to maintain the peace, though they are not incompetent in a fight, usually when guns come out their mission has failed and all thats left is cleaning up the mess.
Bureacracy, Combat (projectile or primitive), Leadership, Perception, Persuade, Sercurity, Stealth, Vehicle (grav)
Warriors training package
The Galactic Rangers are the wandering lawmen of the Galactic Systems. Focusing on conflict resolution by any means necessary, Rangers can be shining knights or grim arbitrators of justice. One of their signature items is the Peacemaker Energy pistol, a biometrically synced short ranged pistol (I'm imagining Deckard's monster pistol from Bladerunner but energy)
Bureaucracy, Combat/Energy, Culture/Traveller, Leadership, Persuasion, Tactics
More as i think of them, or people come up with ideas