Showing posts with label space princess. Show all posts
Showing posts with label space princess. Show all posts

Friday, January 27, 2017

The Coming of the Triphibians #NewMonster

The triphibians have their origin in a delightful Japanese film with numerous titles, the most common in the U.S. of A. being The Monster from a Prehistoric Planet. Another title (Gappa: The Triphibian Monster) refers to the monsters in question being triphibians. I really dig that word, so I decided to make them into more useful monsters for the average fantasy/sci-fi game - i.e. I resized them as humanoids rather than uber-massive kaiju. Here then, are the triphibians, compatible with Blood & Treasure and other OSR games.

Triphibian

Type: Humanoid
Size: Medium
Hit Dice: 2
Armor Class: 15
Attack: Slam (1d4) or by weapon
Movement: 30′ (Fly 90′, Swim 30′)
Save: 16; +3 vs. poison
Intelligence: Average
Alignment: Neutral (N)
No. Appearing: 1d6*
XP/CL: 200/3

SD—Immunity (electricity), resistance (fire)

Triphibians look like beaked humanoids with scaly skin and large wings which they can fold onto their backs, nearly hiding them. They are emotional creatures, and their scales change colors to match their emotions. They are not desirous of contact with other species, and do their best to maintain a wide buffer between their lands and those of other creatures. In their own territory, they are highly aggressive towards intruders, especially when they are protecting their eggs and their young. In battle, they fight with swords, spears, bows and javelins, and sometimes use shields.

Triphibians can fly and they can breath underwater, making them a triple threat. Nations that have gone to war with them find their skies blackened by their warriors dropping heavy stones or bombs, and their boats falling prey to their attacks from underwater. Triphibians do not believe in fair fights, and use their abilities to the fullest to get an advantage.

Triphibians dwell in tribes of 1d6 x 60 warriors and twice as many noncombatants. They usually make their home underwater near thermal vents or in secluded mountain strongholds near lakes. It is not unusual for 1d6 tribes to live within a mile of one another, forming a confederation.

Triphibian tribes are commanded by a 6 HD king or queen who can breath a 10′ cone of electricity (2d6 damage) three times per day. These kings and queens undergo a secret ritual that increases their size to Large and their intelligence to High. The king or queen is attended by a bodyguard of 3d6 warriors with 2+1 Hit Dice. There is a 36% chance that a tribe has a spell caster, usually an adept (roll 1d4 for level). This philosopher, as the triphibians call them, is a spiritual teacher to the people, attends the king or queen on matters of state, conducts public rituals (including coronations) and joins the tribe in battle.

NOTE: These monsters would work very well in a PARS FORTUNA campaign, substituting for the larger humanoids like gnolls and bugbears that appear in traditional fantasy. By adding ray guns and such to their weaponry and putting them in serene bubble architecture above or below the sea, they would also work in a sci-fi setting such as Space Princess.

Bloody Basic (Revised) Stats

Size: Medium
Type: Humanoid
Hit Dice: 2
Armor Class: 16
Movement: 30′ (Fly, Swim)
Attacks: Slam or Weapon
Saving Throw: 16
Alignment: Neutral
CL/XP: 3/300

Thursday, June 13, 2013

Phantom Tech [Space Princess]

Thought up a few new bits of super science for Space Princess. Enjoy ...

Phantom tech is concerned with insubstantiability. It is designed to separate an object's molecules just enough to allow it to pass through another object, which is also made insubstantial. In the process, molecules from these two objects do not mix with one another, but rather they maintain integrity (well, mostly - long term use can prove hazardous to one's health).

Phantom Suit (DC 25) – Phantom tech suits cover the entire body and are skin tight. They are usually a dull gray or black in color and covered with slightly luminous circuitry. One can see and hear through the head covering, though not terribly well. When activated, the suit creates a field of ethereality around and through the suit, allowing a person to become ethereal and walk through solid objects.

Phantom Bullets (DC 20) – Phantom bullets can be fired from needle guns. Each bullet is imprinted with phantom-tech circuitry. They are designed, after being fired, to become ethereal until they have passed through at least one inch of solid material. This allows them to ignore armor (even natural armor) and to inflict +1d4 points of damage when they become solid within a creature's body

Phantom Ray Goggles (DC 20) – These goggles project a conical ray that separates the molecules of a solid substance, allowing the person wearing the goggles to peer through it

Phantom Ray Trap (DC 25) – These traps look like flat, circular, metal objects about 3 feet in diameter. When laid on the ground, they project a conical phantom tech ray when they are trod upon. This causes the person who trods on them to become ethereal and shift into the Phantom Dimension (fantasy characters know it as the Ethereal Plane), where they are trapped. The process takes one minute, giving scientists time to deactivate the device before the person is trapped.

Etherscope (DC 20) – An etherscope looks like a hemispherical but of metal with a glass screen, with all sorts of dials and antennae projecting from it. It permits one to look into the Phantom Dimension from normal space.

Wednesday, September 26, 2012

Astro Creeps [Space Princess Monster]

Astro Creeps

HD 5 | DEF 13 | FIGHT 10 | SHOOT 11 | MOVE N | STR 5 | DEX 6 | MEN 8 | KNO 4 | DL 6

The conquest of space did not happen overnight, and it didn’t happen without a few casualties. Many of those souls who were lost in the spaceways found it impossible to slip the mortal coil entirely, their thirst for adventure and discovery being so keen. These men and women are known as astro creeps.

Astro creeps appear as space suits, usually of an old vintage. In place of faces, the astro creeps have two glowing orbs that seem to serve as their eyes. They drift through space, searching for new starships that they may inhabit (haunt, one might say) and turn to their own mysterious purposes.

An astro creep can attempt to seize control of a ship’s computer, using this control to chart a new course (usually to reach the destination they set out for when they were alive) or even to shut down random functions (life support, weapons, etc.). The chance of success depends on the size of the ship they are attempting to control:

Starfighter 79%
Shuttle 68%
Freighter 46%
Blockade Runner 46%
Corvette 34%
Star Cruiser 13%
Dreadnaught 6%

Note: Astro creeps rarely seize control of starfighters due to the cramped conditions.

Characters can use their identify and use device skill each round to attempt to regain control, rolling against a DC of 14 to succeed.

Astro creeps can unleash a piercing, manic laugh in combat, once every 1d4 rounds. Those within 30 feet of the laugh must pass a MEN test or be struck with panic, dropping whatever they are holding and fleeing at top speed for 10 rounds minus their MEN score.

Astro creeps can, at will, phase themselves through solid bulkheads and walls – moving through up to 3 feet of solid material. They are otherwise solid, and cannot use this ability to avoid being hit in combat.




Thursday, September 6, 2012

My Space Lover [Random Table]

Copyright Wally Wood
You’re a red-blooded starship captain. You’ve just finished kicking some alien ass and forging a star treaty with some energy beings who possess a mother lode of ioun stones, and it’s time to hit the Pleasure Planet for some R&R (i.e. rockin' and rollin'). You hit the infamous House of 7 Sins and what do you find, but …

PHYSIQUE
Roll on the body configuration table and then roll to determine skin, hair and eye coloration. When you're done, roll a few "other characteristics". And remember - this table should work equally well for males and females ...

Body Configuration (Roll d%)
01-64. Humanoid
65-79. Sex-Bot
80-89. Centaur (i.e. humanoid torso, head and arms, quadruped lower body)
90-99. Mermaid / lamia (i.e. humanoid torso, head and arms, serpentine lower body)
100. Tentacle beast (uses illusion to project more normal image – roll again; if 100, then it uses no illusions)

Skin Coloration (Roll d4)1-2. Color (see below)
3. Metal (see below)
4. Special Skin

Hair Coloration (Roll d6)
1. Bald
2-4. Color (see below)
5-6. Metal (see below)

Eye Coloration (Roll d4; 1 in 6 have eyes of different clors)
1-2. Color (see below)
3. Metal (see below)
4. Precious stones (ruby, sapphire, etc.)

Colors (Roll d12; 5% chance of a metallic version of the color)
1. Black
2. Blue
3. Brown
4. Green
5. Grey
6. Orange
7. Pink
8. Purple
9. Red
10. White
11. Yellow
12. Roll Again

Metals (Roll d3)
1. Copper
2. Gold
3. Silver

Special Skin (Roll d10)
1-4. Spots (roll again for spot color, cover D% of body)
5-8. Stripes (roll again for stripe color)
9. Two Tone (roll again for each half of body)
10. Lacks skin – just musculature and a mucus membrane to protect it

Other Physical Characteristics (roll d% as many times as you wish, or roll 1d4-1 times)
01-02. Acrobat
03-04. Amazonian (height = 1d4+6 feet)
05-06. Androgynous (hey, worked for David Bowie)
07-08. Animal characteristics (feline, snake, primate, squirrel, rodent, frog, avian, bat, canine, beetle, etc.)
09-10. Antennae
11-12. Big Anime Eyes
13-14. Bioluminescent (glow corresponds to emotions, brilliant light builds as excitement builds (blinding at orgasm), chromatophores and iridophores in skin (see cuttlefish))
15-16. Cartilage skeleton (i.e. bones not rigid)
17-18. Claws and fangs
19-20. Crab or lobster-like plates over skin
21-22. Cyclops
23-24. Dancer’s physique
25-26. Devil horns
27-28. Double-jointed
29-30. Elastic body (like Mr. Fantastic)
31. Electrically charged skin (suffer 1d6 damage at orgasm)
32-33. Faceted eyes
34-35. Frog-like tongue
36-37. Full-figured
38-39. Fur
40. Gills (needs to be submerged)
41-42. Head ridges
43-44. Hermaphrodite
45-46. Hot skin
47-48. Hypno-eyes
49-50. Instinctively changes appearance to a person from your past (illusion)
51-52. Large ears (round, pointed, etc.)
53-54. Levitation
55-56. Long, supple fingers
57-58. Mental powers (emotion control, ESP, suggestion, plant memories, remove memories)
59-60. Multiple goodies (wink wink, nudge nudge, say no more eh?)
61-62. Multiple mouths
63-64. Musk glands / pheromones
65-66. No mouth (communicates telepathically)
67-68. Oviparous
69-70. Petite (height = 1d3+1 feet)
71-72. Psychoactive sweat (narcotic, stimulant, mind control)
73-74. Ritual piercings
75-76. Scales
77-78. Serpent tongue
79-80. Siren (singing, throaty voice, purring, cooing, growling, buzzing, moaning, chanting, keening (i.e. at orgasm, shatters glass))
81-82. Spider eyes (i.e. 1d3+1 x 2 eyes)
83-84. Spines on back
85-86. Suckers on fingers (or elsewhere)
87-88. Super long hair that can be moved
89-90. Tail (1 in 4 is prehensile)
91-92. Tentacles
93-94. Vampire
95-96. Vibro-hands
97-98. Wall crawler
99-100. Webbed fingers and toes

MENTALITY (Roll d20)
1. Angry
2. Combative (mating ritual is about 50% fighting)
3. Demure
4. Desperate
5. Dominant
6. Enchanting
7. Energetic
8. Fiendish
9. Haughty and aristocratic
10. Hot and cold
11. Kinky
12. Logical
13. Morose
14. Nurturing
15. Playful
16. Predatory (5% chance kills and eats mates when completed)
17. Punk
18. Scheming
19. Seductive
20. Submissive

COMPLICATIONS (1 in 10 chance of a complication, roll d10)
1. Assassin or spy
2. Blackmail!
3. Exposed to Space Crabs! See ship’s surgeon immediately
4. Extremely fertile (90% chance of pregnancy)
5. Permanent psi-link to your mind
6. Poisonous (save or suffer some sort of damage)
7. Sex implies engagement – blaster rifle marriage forthcoming
8. Sex is like love potion, fall madly in love with her or him
9. Space princess mind controlled into working in brothel … King of Space will b pissed
10. Thief

Copyright Ken Landgraf ... sorry, couldn't resist

 

Wednesday, August 29, 2012

Alien Booze

Star Trekkin' across the universe can build up a mighty thirst, and there's a good chance that the dive on Rigel-5 you just entered doesn't have MGD on draft. Here are some other options.

Table I - Where

1. Venusian
2. Martian
3. Jovian
4. Saturnian
5. Mercurian
6. Plutonian
7. Neptunian
8. Denebian
9. Altairan
10. Cygnian
11. Betelgeusian
12. Polarian
13. Andromedan
14. Cetian
15. Algolian
16. Pleiadeian
17. Rigelian
18. Aldebaran
19. Antarean
20. Arcturan

Table II - Descriptor (roll 1d4 / 1d10)

1-1. Acid
1-2. Bitter
1-3. Black
1-4. Blood
1-5. Blue
1-6. Boiled
1-7. Brown
1-8. Bubbling
1-9. Copper
1-10. Crimson
2-1. Dark
2-2. Death
2-3. Dry
2-4. Fire
2-5. Fizzy
2-6. Frost
2-7. Gold
2-8. Green
2-9. Grey
2-10. Heavy
3-1. Jumping
3-2. Lite
3-3. Malt
3-4. Molten
3-5. Orange
3-6. Pale
3-7. Purple
3-8. Red
3-9. Rotting
3-10. Royal
4-1. Salt
4-2. Scarlet
4-3. Silver
4-4. Slime
4-5. Sour
4-6. Spiced
4-7. Spitting
4-8. Sweet
4-9. Viscous
4-10. Yellow

Table III - What

1. Ale
2. Beer
3. Brandy
4. Brew
5. Cider
6. Punch
7. Whiskey
8. Wine

Table IV - Possible Side Effects

01-04. Affected as though by male or female hormones (50-50 chance) - a noticeable change
05-08. Blind for 1d4 days
09-12. ESP for 24 hours
13-16. Fall in love with first person of opposite sex (or a reasonable facsimile thereof) that you see
17-20. Gain 1d10 pounds overnight
21-24. Grow dorsal fin and/or webbing between toes and fingers (or some other DNA snafu)
25-28. Hair falls out
29-32. Hair (green) grows on palms and tongue; falls out in 1d4 weeks
33-36. Hair turns blue or white or some other weird color
37-40. Increased intellect for 1d4 days, then weakened for 1d6 days
41-44. Increased strength for 1d4 days, then weakened for 1d6 days
45-48. Infravision for 1d4 days
49-52. Levitate for 24 hours
53-56. Lose 1d10 pounds overnight
57-60. Lose sense of taste for 1d4 weeks (5% chance this is permanent)
61-64. Memory loss for 1d4 days (per sitcom amnesia)
65-68. Overactive salivary glands for 1d4 days (sound like Daffy Duck)
69-72. Projectile vomiting (1d4+3 feet)
73-76. Put into highly suggestive state for 24 hours
77-80. Sleep for 1 week
81-84. Speak words in reverse order for24 hours
85-88. Temporary insanity for 1d6 days
89-92. Visited by pooka in form of green horse or pink elephant
93-96. You can see dead people
97-100. Emit highly flammable gases from every orifice for 24 hours

Monday, April 30, 2012

Planet Stories ... Greatest Covers in Comic History?

Maybe. Maybe not. But this one is a humdinger ...

Visit the Comic Book Catacombs and read about Aura, Lord of Jupiter, won't you?

You couldn't get this much awesome for 1 slim dime in the modern day, I can assure you.

Princess Vara, despite getting a smaller font than Reef Ryan, appears to get the cover (I can't imagine why), if in fact those aliens getting slapped around are the Green Legions of Xalan. She's wearing her gold-plated titanium Venusian lady-parts armor (protection where you need it, when you need it - AC +1) and wielding a short sword while riding something that came out of a random monster generator.

Let's tick off the alien parts on that beast - lower body of a horse, feet of a camel, talons of an eagle, neck of a hairy lizard, ears of an Elfquest elf, horn of a ... I have no idea ... and beak of abject, eye-poking horror. It needs some stats (S&W and Space Princess this time):

AREMIHC: HD 4; AC 6 [13]; Atk 2 talons (1d4), beak (1d6) and gore (1d6); Move 18; Save 13; CL/XP 5/240; Special: Run x5, only surprised on 1 on 1d8.

AREMIHC: HD 4; DEF 17; FIGHT 11 (Beak/Gore 1d8, Talons 1d4); MOVE F; STR 7; DEX 5; KNO 0; MEN 3; Special: None.

 The Green Legions are somewhere in the kobold-goblin-orc continuum - I'd go with goblin stats, since they're clearly pretty easy to pick up and hurl. I dig the polearms and golden shields with the suns. They also have a sweet ride in the background - you can't beat old school starship design, I always say.

I also dig the "Slaver-Hordes of Neptune" - good name for a Space Princess module - maybe a sci-fi version of the classic Slavers series for AD&D.

Wednesday, April 25, 2012

Quantum Rainbow Photon Guns [Space Princess]

Hmmm, a title like "Space Princess Quickie" could bring the wrong kind of traffic.

Anyhow. I just read an article (okay, I read the title) called "Quantum Rainbow Photon Gun Unveiled". Now, besides the fact that I'm using that for my non-existent band's name, it also struck me as a great new weapon for Space Princess.

Image found HERE

Quantum Rainbow Photon Gun (DC 25): The quantum rainbow gun fires a blast of multi-colored energy strands in a 15-ft long, 10-ft wide cone. Creatures with 4 or fewer Hit Dice are knocked unconscious for 2d4 rounds, and then are stunned and blinded for 1d4 rounds. Creatures with 5 to 8 HD are blinded and stunned for 1d4 rounds. Creatures with 9 or more hit dice are merely stunned for 1 round. A STR test is allowed to ignore the effects of the blast. The quantum rainbow photon gun has enough power in its battery for 10 blasts.

Great thing about the modern world - I googled "rainbow gun" and found that image in about one second.

--

Now, making a rainbow gun got me thinking about a rainbow monster of some kind. So, enjoy the Prismal for Space Princess and Blood & Treasure.

PRISMAL: HD 5; DEF 20; FIGHT 11 (fists 1d8); SHOOT 8 (energy blast); MOVE N; STR 6; DEX 3; KNO 2; MEN 7; DL 6; Special: Laser Refraction, Immune to Heat, Cold and Electricity.

Prismals are crystalline beings with a humanoid shape. Their crystal bodies are transparent and translucent and are actual composed of thousands of small crystals bound together with electrical energy. Prismals seem to be born deep underground by an unknown natural process, for they have appeared on many worlds and do not seem intelligent enough to have invented space travel.

Laser Refraction: When struck by a laser or energy attack, the prismal can make a STR test (DC 10). If successful, it absorbs the energy and can fire it the next round from its eyes. If it fails, the blast scores half damage against the prismal and the remainder of the energy is refracted into a rainbow of colors (per the Quantum Rainbow Photon Gun), with each creature within 30 feet (except other prismals) being affected.

PRISMAL
Medium elemental, neutral (N), low intelligence; cluster (1d8)

HD: 5
AC: 20 [-1 for S&W]
ATK: 2 slashes (1d8) or energy blast (see below)
MV: 20
SV: Fort 11, Ref 13, Will 14
XP: 500 (CL 6)

As described above. Whenever a prismal is struck by light (from torches, lanterns, spells, etc.) its body gives off a color spray effect that affects all within 10 feet. If struck by any sort of magical ray, the prismal, if it passes a saving throw, can capture the ray in its helix and then fire it at any target (with the same original range and effects) the next round. Even if it does not save against the ray, it takes only half the normal effect of it.

Special Qualities: Immune to cold, fire and electricity.

Friday, March 16, 2012

Bionic Warriors and Space Hippies [Space Princess]

It could take up to 6 million quatloos to get a body like this!
Two new classes for the wonderful worlds of Space Princess

BIONIC WARRIOR
Bionic warriors are usually space warriors or astronauts who have been rebuilt due to injuries sustained in the line of duty. They are strong and quick, and come with their own built-in super science. Some hold a grudge against the scientists who built them, while others are glad to use their new-found abilities to help others.

HIT DICE: Bionic warriors roll d10 to determine hit points

REQUIREMENT: STR and DEX of 6 or higher

SKILLS: Bionic warriors can add their SKILL to the following tests: Climb (STR), Leap & Swing (STR) and SWIM (STR)

STARTING GEAR: Bionic warriors start with a hand weapon, ray gun and snazzy jumpsuit


Level Hit Dice Skill Luck
Robo-Man/Woman 3 3 2
Cyber-Man/Woman 5 6 1
Bionic Man/Woman 8 10 0

Bionic warriors have three random bionic implants in their bodies. These implants can be disabled with other super science devices (electro-scramblers, EMPs, etc.).

ROLL / IMPLANT
1. Bionic brain (ie. mento-helmet)
2. Bionic calves (leaps as though had a SKILL of 12)
3. Bionic claws (retractable claws allow an additional claw attack for 1d4 points of damage)
4-6. Bionic ears (can listen at doors as though the bionic warrior had a SKILL of 12)
7-9. Bionic eyes (i.e. night goggles)
10. Bionic feet (i.e. gravity boots)
11. Bionic finger (finger acts as a basic ray gun with 3 shots per day and can be used to disable devices as though the bionic warrior had a SKILL of 10)
12-13. Bionic fists (fists are as potent as laser swords)
14. Bionic jaw (gains additional bite attack that deals 1d4 points of damage)
15. Bionic lungs (immune to toxic, narcotic and poisonous fumes and gases and can hold breath for 10 minutes)
16-17. Bionic nose (i.e. locator)
18. Bionic skeleton (i.e. exoskeleton)
19. Bionic skin (i.e. body armor)
20. Bionic thighs (increases movement from slow to normal, normal to fast or fast to very fast)

SPACE HIPPIE
Space hippies travel the star-ways, spreading their message of enlightenment. Space hippies are adventurous sorts. Some are rugged individualists, while others are just posers looking for a handout and their next smoke of Venusian red, but all space hippies cast disdain upon the “Herberts” – authority figures who don’t share their beliefs.

HIT DICE: Space hippies roll d6 to determine hit points

REQUIREMENT: MEN of 4 or higher

SKILLS: Space hippies can add their SKILL to the following tests: Identify substance (KNO), calm situation (MEN), hide (DEX), move silently (DEX), charm strangers (MEN), play instrument (MEN)

STARTING GEAR: Space hippies start with a musical instrument the clothes on their backs – they disdain weapons, but will fight to defend themselves from the Herberts (and space monsters) using their feet and fists. Space hippies aren’t looking for trouble, but they can handle what they find.


Level Hit Dice Skill Luck
Joker
2 4 3
Star Child 5 8 1
Groovy Guru 7 12 0

Space hippies are capable of evoking emotional states with their music. This requires a play instrument test, with the following difficulties and effects:

PEACE, BROTHER (DC 15): This music calms hostile creatures. All who hear it cease fighting and can only begin fighting again after one round, and even then they must pass a MEN test (DC 15) to begin fighting. A combatant who is attacked can always choose to defend themselves.

THE BLUES (DC 15): All whom the space hippy targets must pass a MEN test or become very, very glum, suffering a -2 penalty to all tests and attacks.

RIGHT ON! (DC 10): All whom the space hippy targets are filled with righteous energy and enjoy a +2 bonus to all tests, but not to attacks.

KEEP ON KEEPIN’ ON (DC 10): All who hear this that are under the effect of some mental effect can make a new test at +2 to shake it off.

SPACE TRUCKIN’ (DC 15): Pilots who hear this music enjoy a +1 bonus on all pilot tests.

AQUARIUS RISING (DC 25): All whom the space hippy targets with this masterful song can spend one free luck point on any test or attack they make while the effect lasts. This can only be done once per adventure.

PROTEST (DC 20): This protest song has the ability to counter any sonic ability or attack (including damage-dealing harmonics) used by an opponent.

Animals and simple beasts suffer a -2 penalty to tests against these effects, while militant aliens enjoy a +1 bonus. The effect lasts as long as the space hippy plays their music +1d4 rounds.

Wednesday, March 14, 2012

Cover of the Day


So tell me, dear readers. Is this fantasy or science-fantasy? Or science-fiction? I don't know, but I do know that I love everything about this cover. Let's break it down, along with some quick stats for Space Princess and Blood & Treasure.


We have to start with our heroine. Who sez the ladies were always helpless victims on old pulp and comic book covers? Okay, maybe 99% of the time, but still. From the cover blurb, we can assume this is one of Flint Baker's amazon sky-troops. AMAZON SKY-TROOPS. Please tell me that phrase makes you smile. Tastefully dressed amazons equipped with morningstars flying about on the surprisingly strong necks of mutant vultures. If you look at the background closely, you'll see that some of the amazons are riding on flat platforms being pulled by the birds - maybe the sci-fi equivalent of floating discs.

Amazon Sky-Trooper (B&T): Medium Humanoid, Neutral, Average Intelligence; HD 3; AC 14 [5]; Atk 1 morningstar (1d6+1); Move 30; Save F 14/R 12/W 14; XP 150; Special: No penalty to attack while mounted.

Amazon Sky-Trooper (SP): HD 3; DEF 16; FIGHT 8 (1d6+1); SHOOT 9; MOVE N; STR 5; DEX 6; MEN 4; KNO 4; DL 3; Special: No penalty to attack while mounted.

Vulturoid (B&T): Medium Animal, Neutral, Animal Intelligence; HD 6; AC 13 [6]; Atk 2 claws (1d6) and bite (1d6); Move 20 (Fly 90); Save F 10/R 9/W 15; XP 300; Special: None.

Vulturoid (SP): HD 6; DEF 17; FIGHT 14 (1d6); SHOOT 10; MOVE F; STR 8; DEX 4; MEN 3; KNO 0; DL 6; Special: None.


Moving downward, we come across a furry gent who is apparently a raider from the Red Moon. Perhaps we could also call him a Red Moonman. He's not only furry, he also has cute little ears and demonic talons for feet. And check out the fork he's holding that guy down with.

Raider of the Red Moon (B&T): Medium Humanoid, Chaotic, Low Intelligence; HD 2; AC 15 [4]; Atk 1 war-fork (1d4), dagger (1d4) or 2 talons (1d4); Move 20; Save F 12/R 15/W 16; XP 200; Special: Resistance to cold, can make two attacks per round with weapons, or, if has initiative, pounce and make four attacks with weapons and talons.

Raider of the Red Moon (SP): HD 2; DEF 16; FIGHT 6 (1d4); SHOOT 6; MOVE S; STR 4; DEX 4; MEN 4; KNO 2; DL 2; Special: Resistance to cold, can make two attacks per round with weapons, or, if has initiative, pounce and make four attacks with weapons and talons.

If we continue down, we meet, I assume, Flint Baker, and frankly, he's the least interesting thing on this cover. No pixels will be wasted on Flint.

Other stories include Auro, Lord of Jupiter, Mars, God of War and Hunt Bowman in the Lost World. If you don't name your next ranger Hunt Bowman, you might be taking your gaming just a tad too serious.

Sunday, March 11, 2012

Big, Green and Plenty Mean [Monster]

In honor of the new John Carter movie (no, I haven't seen it), and the fact that this kick ass illustration is in the public domain, I present everyone's favorite green, four armed aliens for a variety of systems with the serial numbers just barely filed off.

Consider this baby Open Game Content.

ZHARKS (GREEN MARTIANS)

Illustration by J. Allen St. John
Zharks are tall (18-ft for males, 12-ft for females) humanoids who inhabit ruined cities in great wastelands. Exceptionally warlike and cruel, they form great hordes that compete, violently, for resources and slaves. Zharks have long torsos that support four arms, one pair located about 2 feet above the other. They have large eyes, ear stalks on the top of their bald heads, and great tusks jutting from their mouths. Zharks have olive green to dark green skin that is thick and waxy, helping to keep their bodies from losing too much moisture in the warm deserts they call home.

Zharks arm themselves with swords, spears and radium guns. These guns are exceptionally long rifles that fire bullets with a core of radium. When the outer casing of the bullets cracks and the radium is exposed to sunlight, it explodes for an additional 1d6 points of damage. Some zharks carry smaller radium pistols. The zharks acquire their more high-tech weaponry from others, for they are only capable of crafting primitive weapons.

Zharks are usually mounted on eight-legged monsters called zhotes. Their arch enemies are the girallons.

BLOOD & TREASURE
Zhark, Large Monstrous Humanoid, Chaotic, Average Intelligence
HD 5; AC 14; Atk 4 weapon attacks; Move 40; Saves F 12, R 11, W 11; XP 250; Special: None.

SWORDS & WIZARDRY

Zhark: HD 5; AC 5 [14]; Atk 4 weapon attacks; Move 15; Save 12; CL/XP 5/240; Special: None.

MYSTERY MEN

Zhark: LVL 5; PH 7 (+2); MN 3; DC 15; SPD 2; XP 500; Atk 4 weapon attacks.

SPACE PRINCESS

Zhark: HD 5; DEF 16; FIGHT 12 (1d10); SHOOT 9 (2d6); MOVE N; STR 7; DEX 4; MEN 5; KNO 3; DL 6; Special: Can make a total of four attacks each round.

Saturday, March 10, 2012

I Dream of Uranians [Space Princess]

Uranians have been known, from time to time, to fall in love with handsome astronauts.
The Uranians, also known as space genies or radiation genies, are powerful entities of energy who have learned the secret of transforming matter into energy and energy into matter. They usually appear to material folk as masculine or feminine humanoids, sometimes with pointed ears or other such flourishes. Immensely powerful, most folk know to treat them with respect, and it is not unknown for them to perform favors for folk who impress them. A uranian's powers can be completely contained with a force box or sphere (super science DC 25 to project a small force cube or sphere, DC 30 to project a large force cube or sphere) and should they enter the circuits of a super science device, it is possible to trap them within (invention test, DC 25).

Uranians can emit energy beams that deal 2d6 points of damage and steal away one point of STR (which can be healed normally). They are capable of changing themselves into pure energy, in which form they are immune to most attacks or taking material form. In energy form, they are effectively immaterial and cannot harm material creatures. Uranians are capable of changing ambient energy into matter or matter into ambient energy three times per day (or once per day if they are creating or dematerializing something larger than man-sized). They can alter the size of others or themselves, making them up to a tenth of their normal size or up to twice their normal size (modify STR and DEX as you see fit). Finally, they can, once per day, make themselves invisible and remain invisible until they attack or otherwise interact with another person.

Uranians suffer only half normal damage from ray guns and other energy-based attacks.

URANIAN: HD 6; DC 18; FIGHT 12 (strike 1d6); SHOOT 12 (energy beam 2d6); MOVE F; STR 6; DEX 6; MEN 6; KNO 5; DL 10; Special: Invisibility, transmute matter and energy, energy form, enlarge or reduce self or others.

Wednesday, March 7, 2012

Beware the Genomes! [Space Princess]

Can stats for Spaceman Spiff be far behind?
Genomes are small humanoid aliens with highly variable features (highly variable!) because of their penchant for body modification. I’m not talking about tattoos and piercings, folks. I’m talking about genetic engineering, mutagenic gases and the grafting of flesh onto flesh.

The standard stock for these genetic whiz-kids is that of a small humanoid, about 3 to 4 feet tall, with slightly hunched shoulders, a large, sensitive nose (per super scent), skin ranging from nut-brown to creamy white and very bright, clear eyes that pierce the darkness per infra-vision. Due to the aforementioned body modifications, most have 1d3 different “mutations” in play. These mutations mimic the different special abilities of alien characters.

MUTATION
1 Increase random ability score by +1
2 Bulk
3 Climbing
4 Electrical Field
5 Leap
6 Multiple Arms
7 Multiple Legs
8 Stunning Grasp
9 Super Hearing
10 Super Vision

Genomes operate in bands of 2d4 individuals, always looking to harvest genetic material for their experiments. They are as capable as scientists in terms of identifying and operating super scientific devices, and always carry medi-kits and mutation-rays. Creatures struck by a mutation ray suffer 1d3 points of damage to a random ability score (1 = Str, 2 = Dex, 3 = Men, 4 = Kno) and must pass a Strength test (DC 10) or be transmogrified into a random monster under the control of the genome for 10 minutes. At the end of 10 minutes, the character can make a Mentality test (using their normal MEN score). If they succeed, they change back to normal. If not, they remain in their monster form, but are no longer under the control of the genome. If captured, the creature can be changed back to normal provided his or her comrades have captured a mutation ray gun (and figured out how to use it) or they have a scientist capable of designing a mutation ray gun (super science DC 25).

RANDOM MONSTER
1 Ankheg
2 Baric
3 Flail Snail
4 Gelatinous Cube
5 Giant Beetle
6 Giant Lizard
7 Giant Spider
8 Great Horned Ape
9 Killer Shrew
10 Random Alien Animal

GENOME: HD 1; DEF 15; FIGHT 4 (vibro-pick 1d8); SHOOT 6 (mutation ray); MOVE N; STR 3; DEX 5; MEN 4; KNO 8; DL 3; Special: Infra-vision, super scent, 1d3 mutations, mutation ray.

Thursday, March 1, 2012

Atom Age Tech for Space Princess

A couple devices from Atomic Annihilation for the Space Princess adventurer.


AEROCYCLE (DC 30)
If you need a super science vehicle to move you through the air while still leaving you vulnerable to ray guns, bullets and rocks, you can't do better than the aerocycle. I mean, sometimes it's about looking good, right?

The aerocycle can get you about 20 feet above the ground, max. and can lift two people at a time - for example a primitive swordsman and his space princess holding him tight.

Aerocycle: HD 3 | DEF 12 | SPEED Normal


RAD-SUIT (DC 15)
The rad-suit provides a +1 DEF and a +3 bonus on STR tests against radiation. It is a must for adventurers plumbing the depths of ancient fortresses that were once powered by primitive atomic piles.

Saturday, February 25, 2012

Monster Matinee - Attack of the Crab Monsters


I'm working my way through the public domain sci-fi/horror movies on Pub-D-Hub, and last night I took in Roger Corman's Attack of the Crab Monsters (1957).

Spoilers are a comin', so be warned.

The combination of "Corman" and "Crab Monsters" doesn't fill a person with much hope. The monsters, I assumed, would either be men in rubber suits or green-screened crabs made to look giant harassing a bunch of strangers, etc. I have to say I was pleasantly surprised. It is a movie in the sub-genre of "group of people menaced by monsters, dying one by one", but had some pretty clever details - oh, and one of the characters is played by Russell Johnson, better known as the Professor on Giligan's Island!

Still trying to get a transmitter to work, and not a coconut in sight


The "crab monsters" in the title weren't what I expected. They were giant crabs altered by atomic tests on an island. As it was described in the movie, they weren't just enlarged crabs. Their atoms had been detached from one another in such a manner that they were in a semi-liquid state - liquid given a permanent shape. Their weird atomic structure has given them additional abilities. When the crabs consume people, their atoms simply join the crab's atoms, making them a sentient part of the crab. Several people's minds and memories can exist within the crab simultaneously, and though they retain their memories, their personalities change. They now seek the continued survival of the crab, even if that means killing former friends. The crab's are also capable of transmitting telepathic messages via bits of metal, these messages being in the voice of the people that have absorbed. The crabs can regenerate body parts and generate significant amounts of heat, but electricity turns them quickly to dust.


The giant crabs, there are two in the film initially, are intent on destroying their island to keep people from discovering their existence. One of them is "with child", and once the crabs have increased their numbers under the waves, they plan on expanding their dominion. They are destroying the island using dynamite they have captured from the various groups of soldiers and scientists that have come to investigate an aircraft that crashed near the island.

Naturally, a monster this creative needs some game stats!

Crab Monster (Blood & Treasure)
Large Magical Beast, Neutral, Average Intelligence; Cast (1d6)

HD 6; AC 14; Atk 2 claws (2d6 + grapple); Speed 30 (Swim 20); Save F6, R7, W10; XP 600; Special: Immune to fire, generate heat, resistance to physical weapons, vulnerable to electricity, consume memories, telepathy 300-ft. (transmits through metal).

Crab monsters can generate heat in a radius of 30 feet. This can be done three times per day and 10 minutes at a time, and all in the radius suffer 1d4 points of damage per round. Metal in the area of effect is affected as per the heat metal spell.

Crab Monster (Mystery Men!)

Level 6; Physique 5; Mentality 5; DC 16; SPD 2; XP 2800; ATK 2 claws (2d6); POW consume memories*, correspond, energy burst (fire), energy immunity (fire, lasers), energy vulnerability (electricity), half damage from physical attacks

When a crab monster consumes a person, they add their mind to their own. These minds remain independent, but are now part of the crab and work for the crab's survival and interests, even turning on former allies. The crab can correspond telepathically using the voices of the people it has consumed. Increase the crab's Mentality score to that of the highest Intelligence it has consumed. Any psychic powers possessed by a person consumed by the crab monster are now possessed by the crab monster.

Crab Monster (Space Princess)

HD 6 | DEF 19 | FIGHT 12 (2d6) | SHOOT 11 | MOVE N | STR 6 | DEX 5 | MEN 4 | KNO 4 | DL 9

Crab monsters are immune to fire and heat, and suffer only half damage from lasers and ray guns and from physical attacks. Electricity attacks inflict double damage on them. Crab monsters absorb the KNO and MEN of people they consume, increasing their values to the highest value they have consumed. They also absorb the psychic powers and knowledge-based skills of people they consume, though they might not be able to use these skills due to physical limitations. Crab monsters communicate telepathically using the voices of the people they have absorbed. This telepathy can only be heard through metal.


Wednesday, February 22, 2012

Primitives and Time Travelers for Space Princess

A couple of new class ideas popped into my head to day for Space Princess, so here goes ...

PRIMITIVE
An obscure primitive earthman
Not every warrior in the universe is a star warrior. Quite a few - maybe most warriors - hail from less advanced planets, or have even found themselves transported astrally or bodily through time from a less advanced society. These men and women are called primitives, and they are no less heroic for not having studied practical astrophysics or 25th century literature.
 
HIT DICE: Primitives roll d10 to determine hit points

REQUIREMENT: STR and DEX of 4 or more

SKILLS: Primitives add their SKILL to the following tests: Avoid Notice (DEX), Climb (STR), Leap & Swing (STR), Swim (STR), Tracking (KNO)

STARTING GEAR: Hand weapon, ancient ranged weapon (bow or crossbow deal 1d6 damage; spend one luck for a primitive fire arm that deals 1d8 damage), enough arrows, bolts or ammunition for 20 shots


Level Hit Dice Skill Luck
Fighting-Man 3 3 3
Swordsman 6 6 1
Warlord 9 10 0

Primitives love to throw themselves into hand-to-hand combat. They score double damage with their fists or hand weapons, and enjoy a +1 bonus to initiative.

Unfortunately, primitives are quite unfamiliar with the futuristic technology common in Space Princess. They suffer a -5 penalty to use super science; the penalty either applies to a test to activate or repair the technology or as a penalty to hit with super science weapons. Each time a primitive is exposed to super science, they afterwards can attempt a KNO test (DC 15). If successful, they reduce their penalty by 1 point, and can eventually eliminate the penalty completely.

TIME TRAVELER
Image found at Wikipedia
The complexities and wonders of space are nothing when compared to time! The time traveler is an expert in quantum mechanics who owns a "quantum device", also known as a time machine. Time travelers need not be from the "present" of Space Princess - they could be from the far future or even the distant past. There are rumors that a gentleman scientist living in 1895 created one of the first time machines.
 
HIT DICE: Time Travelers roll d8 to determine hit points

REQUIREMENT: KNO and MEN of 6 or more

SKILLS: Time travelers add their SKILL to the following tests: Quantum Mechanics (KNO)

STARTING GEAR: Quantum device, hand weapon, one super science item


Level Hit Dice Skill Luck
Time Cadet 2 4 3
Chronic Argonaut 5 8 1
Time Lord 7 12 0

Time travelers have four tricks they can perform with their quantum device. Each one requires a Quantum Mechanics test. Failed tests can be re-tried as many times as the time traveler likes, but the quantum device can be safely used three times per day. Each additional use has a 1 in 6 chance of opening a time rift (see below).

Dimension Door (DC 20): The time traveler can move through a rift in space up to 30 feet away. Any attempt to slide into a space taken up by another physical body results in failure. This can be combined with a Leap Forward in time by increasing the DC by 2 for every round of time to be displaced. The distance one moves with a Dimension Door can be increased by 5 feet for every 1 point increase in the DC.

Leap Backward (DC 15): The time traveler leaps backward in time, materializing within their own body. This has the practical effect of giving them a "do over" on some action they have just attempted.

Leap Forward (DC 15): The time traveler leaps up to three rounds ahead in time. Essentially, they disappear for 3 rounds and then re-appear in the exact same spot, in the exact same position, three rounds later. Each round the time traveler wishes to add to this duration increases the DC of the test by 1.

Time Stop (DC 25): You make time cease to flow for everyone but you. You are free to act for 1d4+1 rounds of apparent time. You can still be harmed by energies that were already in effect (i.e. by walking through a laser beam that has been frozen in time). While the time stop is in effect, other creatures are invulnerable to your attacks. You cannot move or harm items held, carried, or worn by a creature that has been time stopped, but you can affect any item that is not in another creature’s possession. You are undetectable while time stop lasts.

If a time rift is opened by the quantum device, roll 1d6 to determine the effect:

1-2. The rift opens and a carnosaur steps through to savage the time traveler and his allies.

3-4. The rift opens and 1d6 morlocks step through to menace the time traveler and his allies.

5. Each creature within 30 feet must pass a MEN test or be thrown 1d10 rounds (roll for each creature) into the future (per the leap forward ability).

6. The temporal energies of the rift alter the people within 30 feet of it. Each person must make a MEN test (DC 20) to avoid these alterations. Those who are altered either become brutish cave people (i.e. change class to Primitive) or evolve into mental supermen (i.e. change class to Esper).

Wednesday, February 15, 2012

The Corundar [Pars Fortuna and Space Princess]

Image by John M. Stater
Edit: Now with crappy art by yours truly

The corundar are a silicon-based lifeform native to volcanic areas. They grow in and consume mineral salts in solution, but can survive on humanoid blood if necessary. Most corundar lair around a mineral spring, preferably underground, using the spring as a hatchery and as their main source of food.

Corundar consider themselves creatures of perfection. They attempt to beautify their lairs by making the walls, floors and ceiling smooth and angular. They likewise favor perfection in living creatures, both in mind and body. Corundar will always attack creatures with a combined intelligence and charisma score of less than 20, and always attack creatures with the lowest combined score first. Generally, three corundar will rush the imperfect creature, while others will circle them and provide defense until the imperfect specimen has been destroyed.

Corundar look like pyramidal lumps of crystal, about 3 to 4 feet in height and colored red, blue, orange or green. They are supported on four stubby, crystalline legs and have three long mineral straws protruding from their main body mass. These straws can move in the manner of tentacles, and are razor sharp on the edges. Corundar have tiny motes of light moving through their bodies, originating in their hollow center, where they maintain a pocket of mineral salt solution. They can control these motes as a means of communication (a difficult language to learn, requiring a minimum intelligence of 15). They can see with their entire bodies, making them very difficult to surprise. They can sense vibrations from the air and ground as well, making it possible for them to understand speech.

Corundar attack with their straws, whipping and slicing with them or using one of them to spray a corrosive solution of mineral salts (10-ft. long cone, 2d6 points of acid damage, save for half damage, usable once per day). Corundar are immune to acid and cold and suffer only half damage from fire and electricity.

Corundar (Pars Fortuna)
HD 4; AC 16; Atk 3 straws (1d6+1) or spray; Move 9; Save 13; CL/XP 6/400; Special: Immune to acid and cold, resistance to fire and electricity (50%), surprise on 1 on 1d10, acid spray (see above).

PC Race: +1 Con, -2 Dex; surprised on 1 on 1d10; acid spray 1/day, immunities and resistances; knack for finding secret doors

Corundar (Space Princess)
HD 4; DEF 16; FIGHT 10; SHOOT 7; MOVE S; STR 6; DEX 3; MEN 5; KNO 4; DL

PC Species: Mineral (new type, see below) / multiple arms and multiple legs (must spend 1 point of Luck to play a Corundar)

Mineral Alien: Mineral aliens are composed of rock or crystal. They have slow movement and DEF +2.

Sample Lair:


1. Empty Cavern: This cavern is untouched by the corundar, who use it as a buffer between their lair and the outside world; they have erected a crude “scarecrow” here – essentially a skeletal corpse on a slab of rock

2. Guard Post: Two corundar are always on guard here; when not otherwise occupied, they are grinding the walls with their straws

3. Low Cavern: This cavern hosts a hot spring that was insufficiently infused with minerals to serve the corundar; it is a 10-ft. deep pool of scalding water (2d6 damage per round) that sends a thick mist into area [1]

4. Guard Post: Three corundar are always on guard here

5. Workshop: Five corundar work here grinding stone into tools and other pleasing shapes and turning shed crystal into lenses for the temple

6. Temple: The corundar worship a clear crystal pyramid that represents perfection to them; small lenses are hung from the ceiling by thin chains; the temple is guarded by two corundar and the idol is attended by a priest who cast spells as a 5th level magician

7. Laboratory: The corundar high priest [7] maintains a laboratory here; the walls are carved into shelves holding various jars and beakers of mineral solutions; a vat has been carved from the stone in the center of the room – there is a 1 in 10 chance that it holds the makings of a potion

8. Guard Post: Two corundar are always on guard here

9. Forge and Foundry: This room contains a vent of super-heated, poisonous gas (the corundar are immune, of course, since they need not breath, but the gas does mar their appearance) that they use for purifying and working copper ore; there is a 30% chance that two corundar are here working

10. Mine: This cavern connects to a seam of copper that is mined by the corundar; there are usually 2d6 corundar here collecting the ore

11. Rest Chamber: Corundar need to sleep about 6 hours a day; this chamber holds 2d6 sleeping corundar

12. Mud Chamber: This chamber is filled with steaming hot mud; the corundar have created a pool for the mud and channels leading from the walls; they bathe in the mud when damaged

13. Guard Post: Two corundar guards

14. Vibro-Chamber: This space has acoustics that allow the corundar to create pleasant vibrations – in essence, a corundar concert chamber

15. Mineral Baths: There are 3d6 young here and 2d4 adults

Thursday, February 9, 2012

Space Princess Inspiration ... Power Nelson!

Yesterday, Golden Age Comic Book Stories featured a Power Nelson comic with art by Dick Sprang (one of the greatest names ever). The combination of “out-there” science and old school art makes it a nice source of inspiration for Space Princess, so let’s have at it. We’ll begin with Power Nelson himself.


According to the Public Domain Super Heroes Wiki, Nelson comes from the unimaginable year of 1982, when two world wars had left the people of earth defenseless against a Mongol horde led by Emperor Seng I. Seng now rules from his palace in New-New York (yeah, they beat Futurama by half a century). A group of scientists have endowed Gene West with superhuman powers. When fighting the Mongols, he goes by the name Power Nelson (which is kinda weird, if you think about it – it’s like if Clark Kent called himself Super Hank when he put on his tights).

For Space Princess, Power Nelson is a perfect candidate for being an Atomic Superman. We’ll make him a combination Star Warrior / Atomic Superman:

POWER NELSON – Star Warrior (Veteran)
STR 10 | DEX 4 | MEN 3 | KNO 3 | HD 6 (34 hp) | DEF 16 | SKILL 6 | LUCK 1
Gear: Light body armor (+2 DEF)

Oh, and just for fun, why not some stats for Mystery Men! as well.

POWER NELSON (Gene West)
Adventurer Level 10 (17,800 XP)
STR 16| DEX 7 | CON 7 | INT 3 | WIL 4 | CHA 3
HP 63 | DC 14 | ATK +5 melee, +5 ranged | SPD 2
Powers & Gear: Invulnerability III (15,000 XP), Super Constitution (3,000 XP), Super Dexterity (3,000 XP), Super Strength (10,000 XP)
Gear: Light Armor (600 XP), Spiked Boots (600 XP)


Yes, those yellow fellows above are the aforementioned Mongols. Since we’re not big on racist stereotypes here in the Land of Nod, we’re going to pretend they look that way because they are aliens from the planet Mongol-IV (which really isn't that much better, to be honest).

MONGOL: Humanoid Alien (+1 DEX, -1 MEN) | Super Hearing


Ugi is the hapless son of the emperor. We’ll make him a rookie Star Warrior with pretty abysmal ability score.

UGI – Star Warrior (Cadet)
STR 2 | DEX 5 | MEN 3 | KNO 3 | HP 20 | DEF 15
Gear: None

Hey - there's an interesting idea. You have a more powerful character adventuring with a bunch of lower level characters - how do you balance things? Give the powerful character his own personal Gilligan!


The scientists whip Power Nelson up a pretty slick spaceship in almost no time. From the size of it, I’d call it a blockade runner by Space Princess standards. Soon, he and Ugi are off to the planet Pluvius in search of radium needed to combat the green plague that is dropping people like flies in New-New York.


On the surface of Pluvius, they run smack-dab into a Tentacle Plant!

TENTACLE PLANT: HD 4 | DEF 18 | FIGHT 14 (1d8 tentacles x 6) | SHOOT 8 | MOVE n/a | STR 10 | DEX 4 | MEN 5 | KNO - | DL 5

Special: Those hit by the tentacles must make a STR test or be swallowed whole the next round, suffering 1d6 points of automatic suffocation and squeezing damage per round thereafter.

Next, the Gilligan of New-New York leaps into a yellow pool (why would you jump into a yellow pool to clean off?) that shrinks him to one-fifth his normal size. What a nice touch – a great little thing to throw into your next dungeon or space fortress.


The Ref is really socking it to them with the random encounters – now a Croco-Tiger!

CROCO-TIGER: HD 10 | DEF 17 | FIGHT 25 (2d6 bite) | SHOOT - | MOVE n/a | STR 15 | DEX 5 | MEN 3 | KNO 1 | DL 16

Power Nelson grabs him by his upper jaw and flings him into the yellow pool, shrinking him. Croco-tiggers definitely do not love strange yellow pools most of all.


Across the desert and another random encounter – Pluvian archers – maybe one of the best things I’ve seen all week. It’s like they’re wearing some kind of rubber armor.

PLUVIAN ARCHER: HD 1 | DEF 16 | FIGHT 5 | SHOOT 4 | MOVE n/a | STR 4 | DEX 3 | MEN 4 | KNO 3 | DL 2
Gear: Vulcanized Armor (+2 DEF, missed attacks by blunt weapons turn back on their attacker; super-science DC 15), Longbow (1d8 damage)

The king of the Pluvians, Rari, uses a ray gun to bridge the language gap. Essentially a wand of comprehend languages, or for Space Princess a Rosetta Ray (DC 15 super-science).

As with most kings, Rari sends Power Nelson and Ugi on a quest. Capture the queen of the Hairy Guroos and in turn get the radium needed to stop the green plague.


The Hairy Guroos can be portrayed as cloned cavemen armed with spears. Not surprisingly, Queen Wodo is a bit more attractive than her people.


Radium Catapult!!!

RADIUM CATAPULT: Range 100 paces; victim loses 1d10 points of strength. If reduced to STR 0, the victim is left unconscious.


Dungeon of Spikes!!! 

Damn this is a great comic. No stats needed for this one - you have an hour to live - straight up.


Just as Power Nelson is about to be killed, a "strange arm" appears with the antidote for the raw radium that sapped his strength. It’s Princess Leelee, the rightful Queen and a true space princess if ever there was one.

Health is not enough! - great motto

A quick kidnapping of the evil queen, and Power Nelson gets his radium and saves the world. Not bad for 15 pages of work.

But what of the cover? Worry not, gentle reader …


BUBBLE TANK: Super-Science DC 65 | HD 20 | DEF 25 | SPEED Slow
Attacks: Three flame throwers in separately controlled turrets (range 100 paces, 4d6 points of damage) and spiked tracks (DEX test against DC 10 to avoid, otherwise trampled for 6d6 points of damage)

Monday, February 6, 2012

The Esper - A New Class for Space Princess

And so it begins ...

ESPER
Illustration by John Schoenherr
It’s a well known fact that approximately 0.000056% of sentient beings in the galaxy have latent psionic powers that can, with training, be fully realized.

One path of training goes through the monasteries of the psychics, who combine their psionic training with physical exercise and the art of laser swordsmanship. The other path of training is through the academies of the espers, who ignore the physical to attain mental perfection.

Many espers wear the saffron uniforms of Star Patrol’s Science Section (Psi Division), while others work for governments and private companies, giving them an edge in negotiations and helping them explore strange new worlds for resources. Still others operate independently of organizations as freelance troubleshooters, criminal masterminds or cult leaders.

HIT DICE: Espers roll d6 to determine hit points

REQUIREMENT: STR score of 4 or lower, MEN score of 5 or higher

SKILLS: Espers add their SKILL to the following tests: Activate Psychic Power (MEN)

STARTING GEAR: Ray gun, crystal pendant (for meditation and focus)


Level Hit Dice Skill Powers Luck
Mentalist 2 4 3 3
Savant 4 8 6 1
Guru 6 12 9 0

The esper has a number of psychic powers depending on his level, plus ESP as a bonus power. Espers can also spend their starting luck points to buy additional powers. To use a power, an esper must make an activation test – essentially a MEN test against a Difficulty Class (DC) determined by the power to be activated. No power can be used more than once per hour. The player can choose these powers from the psychic’s power list in the main rulebook.

Espers can also attempt to activate powers that are not in their repertoire, but suffer a -10 penalty on their activation test to do so. Powers not in an esper’s repertoire can only be activated once per day.

Friday, February 3, 2012

The Space Princess Has Arrived!

Available in E-Book for $5.00 and in print (WARNING - I DON'T HAVE MY REVIEW COPY YET - BUY AT YOUR OWN RISK) for $10.00.

The old Space Princess came in at 48 pages with the table of contents, OGL and a page of character sheets (they fit four on a sheet, so I'm not sure character sheet is the right term). The back page is a map you can use for your first space fortress - I'm posting it below as well.

Lots of Space Princess ideas bubbling in my head today, so the next few weeks will see a few posts dedicated to it here. I already want to do an expansion called Space Patrol that will get a little more into a setting, but also throw in some classes, monsters and rules that will make it more useful for depicting characters in a fleet that travels between stars, a "star fleet" one might call it, wearing technicolor uniforms, exploring strange, new worlds (maybe even THE Strange New World), etc. etc. etc. You get the idea.

If you buy it, I hope you like it and get some use out of it - and if you come up with your own ideas and additions and post them, please let me know!

Okay - back to writing the Hellcrawl. Next big projects are Blood and Treasure and 1800 - American Empires. Tomorrow - some pre-modern mutants for Mystery Men!


Tuesday, January 31, 2012

X Minus 3 Days Until Space Princess Launch

Down to the nitty gritty! Here's a quick preview of what I have in store ...



Cover illustration by Allen Anderson - too beautiful not to use!


There are three "species" in Space Princess: Human, Robot and Alien. Alien's are built from scratch by choosing from one of ten types and one of fourteen powers - so I guess technically the game has 140 alien species to choose from.


There are five classes in the game - Psychic, Scientist, Scoundrel, Space Ranger and Star Warrior. Creating a new class, if you like, should be a snap.


"Magic items" in Space Princess are called "Super Science". There is a selection of 37 described in the game, but more could be added with ease. Twelve of them are land vehicles.


The rules for space battles just cover escapes from the forces of the Dark Lord. Seven spaceships are described, from the tiny starfighters to the massive dreadnaughts.


The rules of play take all of 4 pages. Essentially, you get time, movement, task resolution and combat. The point of the game is to be rules lite, and I think I've accomplished that at least.


The game has 108 monsters in the following categories: Astonishing Aliens, Fantastic Beasts, Living Dead, Men and Spacemen, Mutant Freaks, Rampaging Robots and Weird Entities. They include rules for randomly generating alien animals. You'll find some old standbys of fantasy gaming and some new critters inspired by science-fiction films and stories.

The game looks like it's going to come in at about 48 pages, which means it should sell for $10.

Special thanks to Jason Sholtis for contributing some spectacular art to the project. Check out his art at Underworld Ink, and his The Dungeon Dozen blog as well.
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