Showing posts with label alien. Show all posts
Showing posts with label alien. Show all posts

Saturday, December 7, 2019

Monster generators

Some monster generating buttons, simple but fun random monsters. The elemental one indicates a broad sense of how powerful it is, but you should feel free to modify any and all details to suit your needs.

Chimera, or just a very general animal hybrid monster generator


The Roam - Semargl, Pilgrim's Companion by Timur Kvasov

Elemental


Token - Elemental by Svetlin Velinov

Aberration, alien, outsider, or any other bizarre creatures when you really want something freaky. In my game system these are conjured by the Summoner.



Ancient by Ryan Barry

These generators were made using Spwack's 'Automatic List to HTML Translator - Version 2' on Meandering Banter. Check it out and make your own magic buttons right here: https://meanderingbanter.blogspot.com/2018/10/automatic-list-to-html-translator-v2.html

Wednesday, October 16, 2019

Playable races

In my game there are no racial attributes, so players could easily be an elf, orc, dwarf, or any of these more interesting options. GMs can also feel free to come up with whatever new races they like, as long as they could reasonably function like a human.

Cikrem

Nomadic tribes found throughout the land, recognizable by their brightly colored skin, hair, and eyes. It's not common for them to intermingle with other tribes, but many tribes hold to a prophecy that a golden Cikrem of combined houses will unite the tribes and bring peace to their kind for millenia.
Their clothing tends toward dull, neutral coloration that contrasts with their vivid skin, and large, elaborate cowls or hoods. Cloaks, capes, and scarves are quite common in their fashion.
Many of them worship gods of light, such as flames, the sun, the moon, the stars, and glowing creatures from deep caves and odd seas.

Trip through Space by Kaya Kepa

Mebirinu

Peoples from the dense underbrush of the woodlands, they are known for their black blood and bones. Because of these traits, they are believed to have poisonous flesh, and an affinity for similar dark arts.

Kippil

Mountain dwellers who possess an extra joint in each of their arms and legs. Most find them off-putting and they are frequently assumed to be sneaky or agile, despite the famous kippil mercenary group named the Steel Cranes. In their homelands they often dig deep into the mountains and even have a few cities beneath the stone.

Veshkin


People with crystalline, iridescent hair and nails who call the deserts their home. It is a common belief that they are naturally honest and helpful, a fact which Veshkin thieves and scam artists do well to take advantage of.

Diamond by Harumi Namba

Tula

Inhabitants of cavernous valleys who possess broad, blunt horns on the sides of their head. They tend to be either very tall or very short, with average height Tula being considered rare and unattractive. Additionally, they are viewed as stubborn and brutish, although they culturally prefer diplomacy and negotiation over warfare.

Fahd

A short race of humans whose bodies are covered in long stiff hairs that extend outward. Their language is quite fast, sounding chittering and confusing to outsiders, but it is quite comprehensive. Most tend not to wear clothing, and their natural hair generally covers them very well. In fact, it is considered more obscene among their people to shave than it is to be publicly nude.

Gollo

People with hanging flaps of seemingly excess skin. They possess advanced medical techniques and have an elaborate culture around healers and the gentle fending off of sickness.

Yingao

Denizens of the Great Umbral Forest, so overgrown that there is no grass growing under the shadows of the trees. Coming from such an environment, these people have a very faint glow about their eyes and mouths (including their saliva), and their skin tends to be dark with a greenish tint.

Ort

An empire of pale humans from frigid forests across the sea. Their skin has darker and lighter patches, and their teeth are unusually long and sharp, with unpleasantly small round eyes. Many of them were once united in a conquering empire, and most claim lineage to those days, though most others peoples have little fondness for that era.

Finnin

Smaller of stature but strong of will, these people live in large but close knit communities and are somewhat well known for their large, colorful, singular eye. Despite having only one eye they are quite expressive, and in some black markets their eyes can be purchased as a youth restorative or material for fortune telling.

Shimex

Oft alienated for their completely smooth bodies, without a hair to be found, nor nails on their fingers and toes. Their culture prohibits conflict or selfishness, but they have a reputation for being conniving and tricky. Generally they are very quick to integrate into new cultures when given the opportunity, and adopt new customs well.

Nihemi

A tall people with silvery skin and four, narrow eyes. They have a predilection for long robes and fine silk, and have a very insular culture.

Bolshu

People seemingly swollen with excess blood, with bodies bloated and tinged purple. They use their blood in a number of holy rites, and have a tendency to see the blood of other races as impure or cursed.

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Far races

If you want to run a really out there or gonzo game, here are a few more wild race options that players might be interested in.

Wermlen

Beings that build cities in huge immutable metal rings, most of the time buried deep underground but always with at least some of the city on the surface. In their larval stage, they appear as eel-sized worm creatures which form small communes of five or six, which can act at the scale of a human.

Fornd

Appearing like a shrub made of clear crystal, which moves by growing in a direction and shriveling behind. The 'leaves' hold items and pass them along as it moves. Their homeland is on the ceilings of vast underground caverns, though they cannot pass along walls or ceilings anywhere near the surface.

Mkyek

Appearing as what we would recognize as a human fetus, though a little larger than a watermelon, flowing in the air surrounded by an orb of fluid and a wavering field of delicate energy. Any items it possesses are held in this field by moderately strong, short-range telekinesis. Originating from hidden moons, they claim to have built the world but this is a myth.

Vriitikra

Featherlike beings which are iridescent with flexible, strong filaments that usually wrap into a tubelike shape, and can thus hold items. They are able to change colors, and it is thought they were once able to perfectly recreate a human appearance.

Dwalm

Scaly tentacled beings with around nine long, flexible limbs and a round, spine covered body. Their limbs must coil together to hold the body upright or lift most human made items. They were created by a passing comet, which caused them to grow out of naturally formed mirrors.

Ayectraiv

Another floating race which looks like several rods of glass each holding a shimmering goo. At the tops of these rods they are open, and the goo extends upward into a more shapeless mass, which can use items. They say that in their realm, the glass is not necessary, and they can take their natural, majestic form.

Saturday, October 5, 2019

Articorpus Suprultima: magical mecha and more

The temple of a conquering god, built up and shaped into a titanic body for its divine spirit to inhabit through the hands of the faithful crew. A coven of witches weaving life into their shared home, granting it gargantuan legs and sharp fangs. The necromancer lords of old burst from their crypts, crafting a bone behemoth of the ancient dead to scour the lands. An insect god from another world approaches the party and requests their assistance, neural pathways open and inviting, in protecting this world that it might at last live in peace.



Each magical mecha has at least three available positions: pilot, gunner, and engineer. On their turn, the pilot can either move the mecha or turn it up to 180 degrees, or activate special movement abilities like wings or drills, the gunner can either fire or reload one of the weapons, and the engineer can repair one system or recover the hull by one. Weapons can only fire at targets in a semicircle in front of the mech, unless they hit all adjacent. Movement system with speed higher than 1 can only move in a straight line, and cannot move less than their full speed. Multiple crew can work at each station, but there's no benefit beyond two pilots or two gunners to a weapon. Crew can move to other stations, but it takes one round if they were piloting or gunning.

Attacks hit automatically, dealing one hull damage and disabling one system as determined by 1d6. When Hull reaches 0, the mech is damaged beyond use. Each movement system and weapon has an equal chance of being hit (a mech with more than six systems would be excessively powerful). Whenever a mech is hit, the crew add their mech's instability to the impact of the attack, and try to roll that number or higher on 1d6. If they fail, their mech is turned by the attack to face, away from the attacker.

These craft are massive, similar in size to an upright castle. Any attack from one will completely obliterate a human-scale target, up to creatures like dragons or kraken which can manage survive one hit and deal some damage back. Any attack less than a dragon's fire or a siege weapon will deal no damage to any mecha, but invaders can attack the crew.

Baba Yaga Hut by AlcoholicHamster


1. WALKING TEMPLE
Exiled priests of Roaz built a new home and named it Virth, thus giving life to a new conquering god and granting it full form in a humanoid shell of gilded marble.
Hull: 6
Instability: 2
Storm Ballista: 10 range, 1 impact
Angelswarm Wings: 2 speed flight, +4 clumsiness
Inverted steeples: 1 speed walk

2. COVEN BEAST
Some say the oldest magics are the greatest, and the glimmering teeth and claws bursting from a home built by hand incuse a testament of such claims into the ground with every step.
Hull: 4
Instability: 1
Claws of the Moon: 2 range, 3 impact
Fangs of the Stars: 1 range, 0 impact, always targets movement system
Great Beast's Legs: 1 speed crawl, if not used, -1 clumsiness for one round

3. WAR THESIS OF WIZARDRY
As the kingdom of Waylet found itself more and more deeply embroiled in war the monarch put equal pressure on the wizards to develop more powerful magics.
Hull: 8
Instability: 3
Ultrastaff: 5 range, 2 impact, roll two systems and choose which takes damage
Wheels of Progress: 1 speed roll

4. GRAZIAX FROM ZHELL
Wayward god-prince of a distant, unimaginable divine realm fleeing from a devourer of worlds. It seeks the aid of intrepid pilots to enter its body in a symbiosis that is apparently common in its home realm.
Hull: 6
Instability: 2
Acidic Outpour: 3 range, 1 impact, can hit two adjacent targets
Grand Pincers: 1 range, -6 impact, no system damage but can latch on and move with target (can let go at any time)
Catapult Legs: 4 speed leap, takes two turns to leap

5. BONEGRAVE MAUSOLEUM
Lich lords from the ancient days, long thought defeated and slain, have merely been building their strength in quiet crypts. Now they unleash power and death gathered through the ages, meaning to take back the lands of the living.
Hull: 5
Instability: 3
Necrotic Megascythe: 3 range, 2 impact, any human-scale creatures in range are killed and raised as undead
Countless Femurs: 1 speed crawl

6. DREAM LORD
Slumbering deep in the sea since perhaps before the first human flesh imagined its own existence, it has been awakened by wild cultists whom it consumes and takes counsel from in their eternal sleep.
Hull: 10
Instability: 5
Awakening Star: 6 range, 0 impact, target's crew make Will saves or become incapacitated by nightmares for a turn
Voidwind Wings: 1 speed flight, even in space
Slithering City: 1 speed swim
Eats mortals, who make a Will save to become trapped in its dreams and then die. If successful, they become a new crew member.

7. FORGEMASTER'S MOUNT
Built by ancient dwarves with tonnes of the finest steel, over generations of master craftswork. The explosive powders are a wonder to alchemists, who insist that the wizards have it all wrong with their 'mountain magic' theories.
Hull: 7
Instability: 4
Ancestor's Hammer: 1 range, 2 impact
Mountainfire Sling: 6 range, 3 impact, 2 hull damage, five shots per battle
Short legs: 1 speed walk
Inverted Volcano: 5 speed leap, one use per battle

8. KRASCHKUL THE THUNDER
An ancient hero of the giants, perhaps the oldest still living and the only one to ever have a full suit of plate mail forged for him, as well as a blade that could be called a broadsword. Those legends have left out how dull of mind he is, having been secretly guided to most of his heroism by hidden human passengers.
Hull: 5
Instability: 2
Sword of Kraschkul: 1 range, 3 impact
Giant's Roar: 1 system damage to all adjacent mecha
Charging Storm: 3 speed run, takes 2 rounds to charge, 1 hull damage to one target in path

The Boat by Salvador Dali


9. THE YELLOW STAR
Something of a moving palace made to be as comfortable as possible, ultimately with many concessions in terms of combat ability. Commissioned from golemancers of the Yellow City by its wealthiest slugmen, it is a polished stone giant with huge decorative topaz eyes.
Hull: 13
Instability: 2
Major Mass Flare: lights fuses at the start of the turn, looking like a weapon charging up. At the start of the next turn, shoots a huge array of fireworks up into the air in a stupendous but harmless display
Avalanche Slam: 1 range, 3 impact
Ponderous Steps: 1 speed walk
Contains an opium lounge full of silk pillows, and a delightfully stocked tea cabinet. Crew get +1 against mecha abilities that affect them.

10. GYS SILVER MANTIS
An oddly-shaped craft ridden by pirates from across worlds, its shoulders sport metallic sails and crystalline cannons protrude around the waist.
Hull: 5
Instability: 3
Aether Cannons: 4 range, 2 impact
Boarding Hooks: 1 range, -6 impact, allows the Astral Mallard's crew to board the enemy
Luminary Sails: 2 speed flight in astral currents
Port and Starboard: 2 speed sail

11. BIRIGX THE PUNISHED
The whipping post of all hell, a great hulking demon whose skull has been wrenched open and whose innards have been carved out. There are greater demons of equal magnitude, but they do not answer to summons and Birigx is not given a choice.
Hull: 4
Instability: 1
Mass Trident: 5 range, 2 impact
Cataclysmic Dismissal: hits all adjacent, 3 impact, 2 hull damage, kills Birigx crew and sends him back to hell.
Tattered Wings: 1 speed flight
Cloven Hooves: 2 speed run

12. CHARIOT COLOSSUS
Once in an empire long past, the land's greatest engineer determined to make a more powerful chariot. They succeeded, and kept on succeeding until they had created this gleaming tower of a warrior with lumber and bronze.
Hull: 7
Instability: 2
Rain of Bronze: 3 range, 1 impact
Greatest Pike: 2 range, 3 impact
Wheeled Basis: 2 speed roll

Done as part of the GLOG mech/robot rules challenge. Other participants:
https://slugsandsilver.blogspot.com/2019/10/yoon-suin-glog-clockwork-golem-player.html
https://nuclearharuspex.blogspot.com/2019/10/mech-rules_5.html
https://octarinetinted.wordpress.com/2019/10/04/mantle/
https://oblidisideryptch.blogspot.com/2019/10/ezcocotli.html
https://crateredland.blogspot.com/2019/10/having-mechs-on-first-date.html