Monday, July 25, 2022
Four for Umerica
Cowug
I based it on the Death Cow. Art work by Nate Marcel
Cowug (Mutated Cow): Init +1; Atk hoof +1 melee (1d5); AC 13; Armor die N/A/; HD 4d8; hp 16; MV 40’; Act 1d20; SV Fort +3, Ref +2, Will +0; AL C.
(Rolls Maximum Mutagenesis)
Bark Skin, Domination, Abnormal Eyes - insectile
Bumpy McHothead
Base Stock: Fire Giant (DCC RPG, pg 416)
Letter 1: B 79 Regeneration
Letter 2: S 52 Reactive magic
Letter 3: U 56 Leathery Warts
This oversized part plant guardian of a temple of Petrolex is particularly fierce. It’s said that Bumpy came through an interdimensional portal years ago and fell in with a group of followers of the god of Fuel and Fire. He’s been known to regrow limbs and throw back spells in combat. In addition to his ability to regrow body parts and protective abilities, his body is over in thick warts.
Bumpy McHothead (12’ tall, 5,000 lbs.): Init +3; Atk sword +22 melee (4d10+10) or hurled stone +8 missile fire (1d8+10, range 200’); AC 15; Armor Die 1d7; HD 16d10; Hit points 88; MV 30’; Act 2d24; SP immune to fire, double damage from cold-based attacks, regeneration, 10% chance of magical flaming sword (+1d6 damage), 25% chance of 1-3 hellhound companions, crit on 20-24; SV Fort +15, Ref +5, Will +8; AL C. Bumpy regenerates 1d6 hit points per hour
Swinebee
Base Stock: Killer bee (DCC RPG, pg 419)
Letter 1: N 28 Abnormal Mouth (pig like)
Letter 2: Z 22 Gnashing Teeth
Letter 3: Y 96 Vocal Mimicry
Known for making tasty honey and digging for truffles, these mutant dog sized bees have a boar snout and porcine teeth and small protruding tusks. This group of Swinebees live in an abandoned nursery. They are territorial and will attack those intruding on their hive. Unfortunately for some the nursery is the site of a large growth of medicinal plants which grow next to the swinebee hive.
Swinebee (mutant giant bee): Init +1; Atk sting +3 melee (1d4 + poison) or bite +2 (1d6); AC 13; Armor die 1d3; HD 2d8; MV fly 30’; Act 1d20; SP poison (DC 8 Fort save or death), vocal mimicry; SV Fort +2, Ref +3, Will +1; AL N.
Owl Pear
Another domestic mutant animal found in Umerica, these basketball sized mutated, flying plant creatures are said to be the product of a crazed botanist and a wizard with a sweet tooth. Owl Pears are often found in the mountains to the east of Old Seattle where they are found in flocks centered around flowering trees. They are nonviolent unless their young are attacked.
Owl Pear: Init +3; Atk talon +4 melee (1d2); AC 15; Armor die N/A; HD 1d6; hp 3; MV 10'or fly 40’; Act 1d20; SP Immune to mind affeacting spells SV Fort +2, Ref +4, Will +2; AL N.
Monday, December 6, 2021
Another God for Umerica!
St. Pelvis
His origins are lost. Some say he was an impoverished lad from Misshipy, others a Pre-Cataclysm impressionist imbued with divine energy when the bombs fell. Another tale mentions that he was created by the Grays decades ago, from the DNA of an aged singer. Yet another origin story claims that St. Pelvis was a hill cat named "Billy" in his previous life. Whatever his origins, St. Pelvis is known as the walking incarnation of an iconic Pre-Cataclysm musician known as the “Rajah of Rock" The Rajah it's said was known to jiggle his hips as St. Pelvis does now, in rhythm with the music.
He appears in a spotless red, blue, and gold sequinned white jumpsuit and spotless white leather shoes. St. Pelvis's hair is styled in a perfect pompadour, and even in a strong wind, it stays unmoved. Across Umerica others might copy him, but there is only one perfect example of the "Rajah of Rock" His clerics and followers recognize a copy on sight, but the original inspires even nonbelievers. (Except, of course, followers of Kizz!) St. Pelvis is a generous and humble man. He is known for his intense love of family.
His followers have been called the Misshipy Mob after the area where he is said to have been born. The Rajah once said that he wasn't a saint, but St. Pelvis, now known, is a very kind and generous man. But St. Pelvis's rock and roll music inevitably sets up a conflict with the followers of Kizz, the mighty intergalactic god. But the saint seeks to avoid conflict and cultivate his followers, often among the elderly and downtrodden. St. Pelvis's music isn't as loud as Kizz or is his guitar flaming, but his music is considered to stand on its own. In addition, the followers of Technos Discos' are known to have a strong distaste for his music as well and consider it "old fashion." While worshipers of Classica find it in poor taste and prone to "corrupt the young." It's said that older residents of Umerica often remember St. Pelvis from the sacred images on black velvet. They often seek out Pre-Cataclysm velvet paintings of the saint at garage sales. Also, his followers seek the location of a shrine buried somewhere in the deserts of southwest Umerica called Vega. When a follow dies, a common saying is that "they've left the building" and gone to a more incredible place where he grants eternal life to them.
The Tenets of St. Pelvis
“Without a song, the day would never end.”
“It's alright, Mama, it's alright."
"A little less fight and open your heart.”
“Like rock music, feel it, and move to it.”
“Truth is like the sun.”
Special Rules
Cleric's of St. Pelvis receive a +1 to lay on hands checks made on downed allies. St. Pelvis was known for this ability to "come back" and granted this to his followers.
Weapons of Choice
Firearms, mainly when used to shoot screens.
Unholy Creatures
undead, demons, devils, cathode-ray golems, chaotic creatures.
St. Pelvis's holy animal is a hound dog.
Peanut butter, banana, and bacon sandwiches are considered sacred meals among his worshipers. A devout follower of St. Pelvis who eats one gains one hp.
This action can be done once per day.
Don't be cruel to a heart that's true.
St. Pelvis commands his followers to be compassionate to each other and love music. A thoughtful, well-meaning song written by a worshiper has considerable value and acts of kindness and self-sacrifice.
Let me know what you think about this post in the comments or join the discussion on Twitter!
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Friday, July 30, 2021
Three for Umerica
Here's two new monsters, a god, and a new artifact for the Umerica setting I created. Comments welcome!
Orginal artwork by artist Nate Marcel who did the cover for the Umerican Survival Guide among others. And many thanks to Daniel J. Bishop for the creature comments!
Fire Aunt It is said that after Petrolex emerged in the StarState a large group of elderly technophobic women who dressed in centuries old Urth clothing, refused to use fuel or drive motor vehicles and scorned the followers of the mighty God of Fuel and Fire.
So vast was their scorn that it’s said that they once condemned a priest of Petrolex to death for riding his red sports car into their settlement. (The noise scared their farm animals.) So, the God of Fuel and Fire in a fit of rage cursed the women into undead and flame. So, the undead women either as individuals or as swarms wander the Southern parts of Umerica burning and killing as they see fit. Areas where there are large numbers of beast of burden and cars are favorite objects of theirs.
The pile of tattered clothes and bones abruptly stirs, rising up to take on a human shape and explodes into red-orange flame. Its elongated, bony fingers reach out to scratch at the living, blazing with unceasing fire.
Fire aunt: Init +0; Atk claw +1 melee (1d3); AC 10; Armor die 1d3; HD 2d6; MV 30’; Act 1d20; SP un-dead, fiery aspect, fiery doom, nasty harangue, half damage from piercing and slashing weapons; SV Fort +0, Ref +0, Will +3; AL C.
Fiery aspect: Creatures adjacent to a fire aunt take 1d5 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.
Fiery doom: A fire aunt explodes into a burst of flame when it dies. Anyone adjacent to the fire aunt when it is destroyed takes 1d5 points of fire damage. A Reflex save (DC 8) halves this damage.
Nasty harangue: A fire aunt uses its voice to cause one or more creatures to become furious with it. Each creature to be harangued must be within 90 feet, able to see, hear, and understand the fire aunt, and capable of paying attention to it. The fire aunt must also be able to see the creatures affected. Each creature within range receives a Will save (DC 8) to negate the effect. If a creature’s saving throw succeeds, the fire aunt cannot successfully mock that creature for 24 hours. While the fire aunt keeps haranguing, the creature takes a –2 penalty on all attack rolls and skill checks until it has successfully attacked the fire aunt with a melee or ranged attack, or has harmed the creature with a spell that deals damage.
More deadly are the groups of fire aunts who work together to expand the ghoulish presence of death and fire. These horrid creatures act as one and clamber over each other to claw at their prey.
Fire aunt swarm:Init +3; Atk claw +6 melee (2d7); AC 14; Armor die 1d5; HD 12d6; MV 30’; Act 2d20; SP un-dead, fiery aspect; fiery doom; claws attack all targets within 30’ x 30’ space, swarm traits, half damage from piercing and slashing weapons; SV Fort +4, Ref +4, Will +8; AL C.
A fire aunt swarm loses its directed nasty harangue because once together they can't agree on who deserves contempt. But the swarm still creates a continual vexing buzz that grants a -2 penalty on initiative rolls for creatures within 90 feet, able to see, hear, and understand the fire aunts, and capable of paying attention to it.
But they'll work together to burn forests or cross rivers.
The fire aunt swarm takes up a 30’ x 30’ space and inflicts its claw damage on every creature within that space.
Swarm traits: Because the fire aunt swarm is composed of many individual elements, it takes half damage from normal weapons and any spell or effect that normally has an individual target.
Fiery aspect: Creatures adjacent to a fire aunt take 2d8 points of fire damage at the start of their turn. Anyone striking a fire aunt swarm with an unarmed strike or natural attack takes 1d7 points of fire damage.
Fiery doom: A fire aunt explodes into a burst of flame when it dies. Anyone adjacent to the fire aunt when it is destroyed takes 2d8 points of fire damage. A Reflex save (DC 14) halves this damage.
New God Jamie Deanes
The Cool One (neutral)(Chaotic tendencies)
In in old Urth, the territory southeast of Whistling Marshes was known as Hoosier Land. Years before the Great Cataclysm, the Cool One was an old Urth movie star who was born in Hoosier Land. It was said that the soil of Hoosier Land was the source of his strength. For centuries he was worshiped by the young people of old Urth who put black and white posters of him in their rooms. When the Great Cataclysm came, his followers watched his movies and prayed to him for protection. This allowed him to ascend to godhood. The Cool one didn’t star in many films but is beloved. He is said to be moody even by his followers.
Deanes is the god of cool, teenagers and movies. It is hard to define the tenants of the Cool one for it’s said that any attempt to define cool changes it. As the god of cool, he has some effect on the weather around him and can produce frost upon command. But he is known to scorn the bitter cold of the far north and extreme heat of the Wastelands. He is said to drive an Urth Porsche Spyder with a movie screen strapped to the back. The Cool One wears a spotless red zip up jacket, a white tee shirt, (no matter what the weather) and worn blue jeans. A lit old Urth brand cigarette is often found in his mouth.
Deanes is neutral but is known to have a Chaotic bent because of his disdain for authority. He enjoys the company of the Chaotic god, the Demon King of Speed, because of his fondness for race cars. He’s also known to avoid strict authority figures. However, he has an active sense of measured morality when it comes to his friends and followers. The Cool One has a strong following among Feral Urchins. (Except Nerds!)
In present day Hoosier Land, the town of Fairs Mountain which was the site of his old Urth grave (before the Great Cataclysm) is the site of a large shrine to the Cool One. Inside the shrine, there’s an extensive gift shop which sells (among other items) DVDs and VHS tapes of his old Urth movies, Rebellion without an Objective, Gigantic and West of the Garden of Eden. His followers gather each year, to drive fast cars, smoke old Urth cigarettes and watch movies away from the strict supervision of their parents. His older followers don’t acknowledge that they’ve grown up and join in the fun. (They want to be cool after all!)
The Tenets of the Cool One.
You don't have to explain anything to anybody.
Don’t be chicken.
Use your free will.
Don’t seek trouble but be brave.
Seek relief from confusion and shame.
Watch my movies and make copies for new followers.
Be loyal to your close friends.
Weapons of Choice The Cool One seeks to avoid conflict but, when necessary, his follows will use small knives such as old Urth switch blades or staves when confronted.
Unholy Creatures Undead, slow drivers, nerds, demons, strict authority figures and beasts of burden.
Special Rules
Priests of Deanes gain a bonus equal to their level on Personality checks to diffuse conflicts. Once per day, they may add 1d3 cold damage to a single attack.
Stay cool! Clerics of Deanes value peace contemplation and fast cars. They like to sit and smoke a cigarette. Sacrifices might be uncool items from the clerics community or horn rim glasses, small calculators and pocket protectors.
Pliers of Petee (artifact) The picture is something I threw together! Not by Nate!
Santa the giving god, is known to employ elves (gnomes) as workers to make toys. Ages ago, so the legends say that one such elf, Petee was known to be an eccentric. He decided that he was fed up with toy production. Disgusted by all the cavities and gum disease caused by the high sugar diet of Santa's elves, Petee decided to do something about it. Being the eccentric elf that he was, Petee decided to become a periodontist and promote good dental hygiene and gum care at the North Pole. Scorned by his fellow elves and armed with his dental pliers, he set out on a quest to become a periodontist.
Along the way he met a crazed miner and an oddball caribou. When the group was threatened by an oversized yeti, Petee using his prized dental pliers saved the day! Eventually, the group returned to Santa’s workshop and were welcomed back. Petee was “allowed” to pursue his career as a periodontist. Over decades it is said, that his pliers were enchanted with robust magic by the giving god. However, the pliers were lost years ago and followers of Santa are known to seek the return of this fascinating dental tool.
Pliers of Petee: These oversized mithril pliers (for an elf (gnome/halfling, normal sized for a human or dwarf) when used by a follower of the giving god, have the following powers: Healing 2/day - heals 1d6+1 hit points of damage and grants the wieldier a +2 saving throw vs the harmful effects of cold weather. The pliers don’t normally function as a weapon but versus yetis (and wielded by a gnome/halfling) cause 1d10 points of damage.
When used by a creature of Chaotic alignment or a naughty person, they must make a DC 20 Will Save or permanently change their alignment to Law. Even on a successfully save the pliers burn their naughty hands for 3d6 damage and their name is forever inscribed on the giving gods naughty list.
Let me know what you think about this post in the comments or join the discussion on Twitter!
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Thursday, March 18, 2021
Two from the Fiend Folio
Like a lot of you, I tend to be a lazy DM. So here's some monsters to help along the way. These two were in the AD&D First Edition Fiend Folio as well as Barrow Maze in Labyrinth Lord format. I'm thinking of running Barrowmaze in my DCC game and I decided to convert them. They're based off the versions from the Pathfinder System Reference Document.
So please enjoy... Huecuva Init +1; Atk touch +1 melee (1d6); AC 14; HD 2d12; hp 14; MV 30'; Act 1d20; SP half damage from non-magical weapons or non-silvered weapons, illusion of humanity, infravision 60', undead; SP disease (DC 14 Fort Save); SV Fort +0, Ref +0, Will +3; AL C
Hecuva's are the risen corpses of heretical clerics who blasphemed and repudiated their deities before encountering death. emporarily lose If a hecuva's attack is successful the creature takes 1d6 damage and must make a DC 14 Fort Save or suffer an additional 1d4 temporary Strength and Stamina damage.
A huecuva can cast an illusion that causes it to appear as the person it was in life. The illusion is complete visual and auditory. The huecuva can reveal his true form if it so wishes. A creature can make a DC 11 Will check to disbelieve.
Coffer Corpse Init +1; Atk slam +2 melee (1d4); AC 12; HD 2d12; hp 14; MV 20'; Act 1d20; SP deceitful death, fear (DC 12 Will save), grip, half damage from non-magical weapons or non-silvered weapons, infravision 60', undead; SV Fort +0, Ref +0, Will +3; AL C
If the coffer corpse hits with it's slam attack, it automatically grips the creature tightly around the throat. The creature is grappled and cannot attack unless it spends the next round struggling and succeeds on an opposed Strength check. The character also cannot speak or cast spells. On its turn, if the coffer corpse wins the Strength check, it chokes the same target for an automatic 1d4 points of damage.
When the coffer corpse is hit for 6 or more points of damage it falls to the ground, seemingly destroyed. If it has fastened its death grip on a victim, it releases its hold when it falls. On its next turn, the coffer corpse rises again as if reanimated, triggering its fear ability.
Let me know what you think about this in the comments or join the discussion on Twitter!
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Sunday, March 14, 2021
Traveller
Wow...it's been a while since I've posted here.
Let's get back to speaking or talking (Ha!) about role playing games. One of my
favorite games is
one of the first sci-fi role playing games
Traveller. I still
have my old Traveller Book. In Traveller, the referee can run a variety of
sci-fi campgains, from military to trading, even espionage or exploration. I
think this is one of the benefits of the game. It's rules allow for different
styles of games. The referee can make their own setting or use the established
one. It's been around since 1977. The name Traveller refers to the game but it
has a variety of rules. From
GURPS to
Mongoose Traveller, which itself is based on the old Classic Traveller rules. The creator Marc
Miller currently publishes a version called
Traveller 5
abbreviated as T5. It's called Traveller 5, because it's the fifth incarnation
of the rule set that Miller has been involved with.
One of the things that Traveller fans have done over the years is called the
Traveller Landgrab. It's where fans take one of the published worlds for the
system and put their own spin on the world. There's hundreds of worlds most of
them found at the great site,
Traveller Map. The site
that used to house my 2006 Landgrab entry is down but it can still be found:
here
I wanted to repost it here. Orginally I posted it to the Traveller Mailing List. I picked the world Lahti, which was published in the
book
Gateway to Destiny, which is one of my favorite Traveller Books. Anyways, here's my old entry:
Lahti
-------- Original Message --------
Subject: [TML] Lahti/Crusis Margin 3030 Landgrab
Date: Fri, 23 Jun 2006 23:16:42 +0000
From: "Michael McKeown"
Reply-To: The Traveller Mailing List <tml@travellerrpg.com>
To: tml@travellerrpg.com
Lahti/Crusis Margin 3030
I used Heaven and Earth and modified the government details. I based this on
the subsector write-up in Gateway to Destiny T20
UWP: A597AD9-E
PBG: 103
TRADE CODES: High Population, Industrial
ALLEGIANCE: Non-aligned
STELLAR DETAILS: Primary Star: A5 V
Binary Star: G7 V
STAR SYSTEM ORBITAL ZONES
1. Orbital Zones: Primary Star: 6 (Bodies Orbit around Primary Star)
Binary Star: 9 (Binary Star Orbit around Primary Star)
SIZE RELATED DETAILS
1. Basic World Type: Planet
2a. Planet Diameter: 4,900 miles (7,840 km)
2b. Planet Density: Molten Core, 1.02 terra
5. World Mass: 0.249 terra
6. World Gravity: 0.637 terra
7. Planet Orbit Period:
7a. Stellar Mass: 2.1 sol 0.89 sol
7b. Orbital Distance: 5.2 AU
7c. Orbital Period: 4,590.925 standard days
9. Rotation Period: 9.171 standard hours
10. Axial Tilt: 43 degrees
11. Orbital Eccentricity: 0.1
12. Seismic Stress Factor: 0.0
ATMOSPHERIC RELATED DETAILS
1. Atmospheric Composition: Standard oxygen-nitrogen mix, with pollutant
taint
2. Surface Atmospheric Pressure: 2.2 atm
3. Surface Temperature:
3a. Stellar Luminosity: 2.174
3b. Orbit Factor: 164.021
3c. Energy Absorption: 0.7
3d. Greenhouse Effect: 1.15
3e. Base Temperature: 15.289 degrees C
4. Orbital Eccentricity Effects: Tc=3 degrees C, Tf=-3 degrees C
5. Latitude Temperature Effects: (Hex Row=Degrees C)
1=+15, 2=+10, 3=+5, 4=0, 5=-5, 6=-10, 7=-15, 8=-20, 9=-25, 10=-30, 11=-35
degrees C
6a. Axial Tilt Base Increase: 25.8 degrees C
6b. Axial Tilt Base Decrease: -43 degrees C
6c. Axial Tilt Latitude Effects: (Hex Row=Degrees)
1=0.25, 2=0.5, 3=0.75, 4=1, 5=1, 6=1, 7=1, 8=1, 9=1, 10=1, 11=1 degrees
7a. Length of day and Night: 4.586 standard hours
7b. Rotation-Luminosity Effects: 2.183
7c. Daytime Rotation Effects: 0.873 +per hour of daylight, 2,517.804
absolute maximum plus temperature
7d. Nighttime Rotation Effects: 0.5 -per hour of darkness, 28.829 absolute
maximum minus temperature
11. Temperature Worksheet: See separate section
12. Native Life: Exists
13. Atmospheric Terraforming: Has not occurred
14. Greenhouse Effect Terraforming: Has not occurred
15. Albedo Terraforming: Has not occurred
HYDROSPHERE RELATED DETAILS
1. Hydrographic Percentage: 68%
2. Hydrographic Composition: Tainted liquid water
3. Tectonic Plates: 7
4. Hydrographic Terraforming: Has occurred
5. Terrain Terraforming: Has occurred
6. Continents and Oceans: 1 major continents, 8 minor continents, 6 major
islands, 8 archipelagoes
8. Resources and Goods:
Natural Resources: Ores, Radioactives, Crystals
Processed Resources: Agroproducts, Metals, Non-Metals
Manufactured Resources: Parts, Durables, Consumables, Weapons
Information Resources: Recordings, Artforms, Software, Documents
9. Weather Control: Is practiced
POPULATION RELATED DETAILS
1. Total World Population: 10,000,000,000
3. Cities:
3e. Medium-Large Cities (UWP Pop-2): Cities=16, Population/City=500,000,000
3g. Moderate-Size Cities (UWP Pop-3): Cities=24, Population/City=50,000,000
3i. Small Cities (UWP Pop-4): Cities=112, Population/City=5,000,000
3k. Very Small Cities (UWP Pop-5): Cities=480, Population/City=500,000
4. Primary Cities: 10
5. Starports and Spaceports: A/C/A/B/A/A/A/D/A/C
6. Orbital Cities: Present
7. Social Outlook:
7a. Progressiveness: Radical, Advancing
7b. Aggressiveness: Unaggressive, Neutral
7c. Extensiveness: Harmonious, Friendly
8a. Number of Customs: 4
8b-g. Local Customs/Practicing Group:
Fixed time for visiting.../Certain races.
Certain food sources taboo/Certain sex.
Unusual punishment required for.../Certain sex.
Have extravagent quarters/High social class.
RELATED DETAILS
1. Representative Authority Guide: Religious Dictatorship
2. Representative Authority: Ruler
3. Division of Authority: No division
8. Religious Profile
8a. God View: Philosophical atheism
8b. Spiritual Aim: Believers seek to expand the frontiers of knowledge
through inquiry and speculation.
8c. Devotional Requirement: Weekly
8d. Organization Structure: Rigid hierarchy with most decisions on a
regional level.
8e. Liturgical Formality: Emphasis is laid on communal teaching with limited
ritual.
8f. Missionary Fervor: Ordinary among a limited number of sophont races
8g. Number of Adherents: 9,000,000,000
LAW RELATED DETAILS
1. Uniformity of Law: Personal
2. Legal Profile: 9-GDFDE
TECHNOLOGY RELATED DETAILS
1. High Common Tech Level: E
2a. Low Common TL Limits: Upper=E, Lower=7
2b. Low Common TL: 7
3a. Energy TL Limits: Upper=G, Lower=7
3b. Energy TL: E
4a. Computer/Robotics TL Limits: Upper=G, Lower=5
4b. Computer/Robotics TL: D
5a. Communications TL Limits: Upper=G, Lower=5
5b. Communications TL: F
6a. Medical TL Limits: Upper=G, Lower=0
6b. Medical TL: D
7a. Environment TL Limits: Upper=G, Lower=B
7b. Environment TL: F
8a. Land Transport TL Limits: Upper=G, Lower=B
8b. Land Transport TL: E
9a. Water Transport TL Limits: Upper=E, Lower=9
9b. Water Transport TL: E
10a. Air Transport TL Limits: Upper=E, Lower=9
10b. Air Transport TL: E
11a. Space Transport TL Limits: Upper=G, Lower=D
11b. Space Transport TL: F
12a. Personal Military TL Limits: Upper=G, Lower=0
12b. Personal Military TL: E
13a. Heavy Military TL Limits: Upper=G, Lower=0
13b. Heavy Military TL: E
14. Novelty Tech Level: F
TEMPERATURE WORKSHEET
---------------------
LATITUDE BASE
HEX BASE TEMPERATURE TEMPERATURE
ROW TEMPERATURE EFFECTS FOR HEX ROW
1 15 15 30
2 15 10 25
3 15 5 20
4 15 0 15
5 15 -5 10
6 15 -10 5
7 15 -15 0
8 15 -20 -5
9 15 -25 -10
10 15 -30 -15
11 15 -35 -20
AXIAL TILT HIGHEST
HEX SUMMER AXIAL TILT TEMP PLUS DAYTIME ORBIT ECC TEMP
FOR
ROW PLUS FACTOR IN SUMMER PLUS PLUS HEX ROW
1 26 0.25 6 4 0.1 41
2 26 0.5 13 4 0.1 42
3 26 0.75 19 4 0.1 44
4 26 1 26 4 0.1 45
5 26 1 26 4 0.1 40
6 26 1 26 4 0.1 35
7 26 1 26 4 0.1 30
8 26 1 26 4 0.1 25
9 26 1 26 4 0.1 20
10 26 1 26 4 0.1 15
11 26 1 26 4 0.1 10
AXIAL TILT LOWEST
HEX WINTER AXIAL TILT TEMP MINUS NIGHTTIME ORBIT ECC TEMP
FOR
ROW MINUS FACTOR IN WINTER MINUS MINUS HEX ROW
1 -43 0.25 -11 2 -0.1 17
2 -43 0.5 -22 2 -0.1 1
3 -43 0.75 -32 2 -0.1 -14
4 -43 1 -43 2 -0.1 -30
5 -43 1 -43 2 -0.1 -35
6 -43 1 -43 2 -0.1 -40
7 -43 1 -43 2 -0.1 -45
8 -43 1 -43 2 -0.1 -50
9 -43 1 -43 2 -0.1 -55
10 -43 1 -43 2 -0.1 -60
11 -43 1 -43 2 -0.1 -65
HISTORY - Solomani colonists settled Lahti during the ending years of the
Rule of Man. Lahti retained starflight during the Long Night and sent ships
to surrounding worlds. Those worlds however remained independent as the
years went by. Hiver Federation contacts in the early years of the distant
Third Imperium helped keep Lahti?s technology level at the highest for this
part of the subsector. A few Vilani settlers traveled to the planet in later
years as word of the governmental view traveled across known space. Now the
planet is an active trading partner in the subsector. The planet exports
varying types of products.
GOVERNMENT - Lahti is ruled by the Society for a Rational Spirit. The
government strictly prohibits other organized religions. All persons working
in large organizations such as corporations and the military are expected to
be practicing members. The government sponsors a sizable Naval and marine
force. A highport Naval base orbits near the highport area of the starport.
There is also a naval base on the planet Lahti I Epsilon. The navy has three
light cruisers of around 17,000 tons of Solomani design. The other ships are
patrol cruisers, fighters, close escorts and SDB?s. The government has
extremely poor relations with the Droyne in the subsector since the Droyne
failed to respond to a Lahtian merchant?s ship?s distress call two years
ago.
ATOMSPEHERE - The atmosphere is tainted by thick smog and filter masks must
be worn outside. Years of uncontrolled burning of hydrocarbons led to the
thick smog.
POPULATION - The population lives in extended urban areas and 2 orbital
cities. The capital city of the planet is Sego with a population of
500,000,000. Several of the other major cities are Logan, Nice, Turin and
Newago. Coastal communities support the capture of fish and the mountain
ranges are the locations of ore mines including uranium and magnesium and
coalmines.
CULTURE - Pregnant women are not allowed to eat meat or fish products and
Women who commit crimes are forced to have numbers tattooed on their right
forearms and the data entered into a planetary database. These women are
forbidden to enter the military or work in large corporations.
Despite the overall conservative culture of Lahti, the planet trades in
substantial portions with the Hiver worlds to trailing. The Hive Federation
has a trade compound on the capital city, Sego.
Adventure seeds: The PC's are asked to escort several large Lahtian merchant
ships a few parasecs to Hiver space and return with a cargo load of Hiver
robots.
The Church of Stellar Divinity has hired the PC?s to free by any means
necessary several members of their faith being held in Lahtian prison.
The PC?s are asked to deliver a load of cargo to a mining colony on a gas
giant moon orbiting the secondary star. What could possibility go wrong??
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Thursday, August 16, 2018
What's Old is New (Part 1)
I recently got a copy of the Premium 2nd edition Dungeons and Dragons (Advanced Dungeons and Dragons) Dungeon Masters Guide as a birthday present. This completed my set of the 2nd edition premium books and decided to run a game for some friends. I haven’t run 2nd edition in a long time but decided it would be fun to run a a game again. So before the game I spent a few days rereading the Players Handbook and Dungeon Masters Guide to re-quaint myself with the 2nd edition rules. Although, I'd played and ran 2nd edition before, it was old to me and I wanted to get up to speed again.
My friends and I met at a local hobby ship and they rolled up characters. Of the various methods of generating ability scores. I had them use Method V (Roll 4d6 drop the lowest value and assign the value to the ability score of their choice. But I was also more lenient. Some 2nd edition character classes have specific ability score requirements like the paladin. For instance, the paladin in 2nd edition requires a Charisma of 17 and a Wisdom of 13. One player wanted to play a paladin so I allowed him to assign the minimum required ability score to his Charisma and Wisdom. The other abilities I had him roll 3d6 straight. I felt like this allowed him to play the character class of his choice rather than penalizing him as a result of his die rolls.