Showing posts with label Gnartian. Show all posts
Showing posts with label Gnartian. Show all posts

Sunday, June 5, 2011

"GNAR CIRCLE"



A game played by the Nomads and Hunters of the Crimson Desert, usually accompanied by heavy wagering.

Needed to Play:
- Two teams of players, equal in number, max. of six per side
- One Club (optionally torch, same difference) per player
- A flask of Oil
- Several Blue Scorpions (AC 4; HD average 3; Dam 1 HP, + Save vs Unconsciousness for 3d10rnds, Size approx 1ft long) These ugly buggers are normally quite passive, and only attack (stinger only; not with pincers) when provoked, as when set ablaze. By all accounts, they ARE NOT fans of the game!
- a certain degree of moral... flexibility

Object: Win by Scoring the most Points, or by "Default" if none of the opposing team remains conscious!

Prior to Play: Number of players per team and number of Scorpions to be used are agreed upon. Three Scorpions ("innings") per game is the usual convention, but that depends on how much real time the Players and DM want to spend on this folly!

To Begin: The players form a circle, alternating players so that no teammates stand beside any others (this may change as players are rendered unconscious or dead). A coin is tossed, and a member of the losing team steps into the center of the circle, carefully removes the docile Scorpion from a sack by grasping it by the tail, annoints it with a small amount of oil, and lights it on fire, doing 1d4 dam (this maneuver is considered automatically successful so as not to over-complicate things). He then tosses it to the ground and runs back to his position in the circle.

Gameplay: The flaming Scorpion goes berserk, charging a random character in order to flee the circle. Initiative is rolled. If the PC/NPC wins and scores a hit, his team scores a Point, the Scorpion takes damage and is assumed to be knocked back toward the center of the circle, and rushes another randomly determined PC/NPC. If the Scorpion wins initiative, it attempts to sting the PC/NPC, and if successful, that team loses a point, and the victim takes 1 HP of damage and must make a Save vs Posion or be rendered unconscious. If the victim remains conscious, he may still keep the Scorpion "in play" by successfully hitting it. If this counter-attack misses, or if the victim has been rendered unconscious, the Scorpion attempts to flee the circle through the gap now created, unless prevented by the PC/NPCs which are on either side of the victim, who then rush together to close the gap allowed by the guy who was stung. At this point, initiative is again rolled, by the Scorpion, and by BOTH of the PC/NPCs which occupy the spots to the left and right of the previously mentioned guy-who-got-stung. If the Scorpion beats both parties, it escapes the circle and gets the hell out of there, meaning that the team of the guy-who-got-stung loses a second Point (the first for being stung, the second for allowing the Scorpion to escape), and the game moves into the next inning and must be started again with a fresh Scorpion. However, if either PC/NPC (or both of them) wins initiative, there is still a chance to keep the Scorpion "in play", by scoring a hit & gaining a point for their team. If BOTH miss, the Scorpion has escaped the circle. If the Scorpion escapes, the person who missed the final chance To Hit loses a Point for their team. Play continues until the predetermined number of Scorpions are killed, or escape.
In summary...

Scoring Points: 1 Point is scored by a successful hit on the Scorpion, which automatically drives the hapless creature back into the circle (known as a "Single"). A killing blow, or "Double" awards 2 Points. (OPTIONAL: A hit of a "natural" 20 automatically crushes the exoskeleton of the Scorpion irregardless of its remaining HP. This is a "Triple" and awards 3 Points.)

Losing Points: 1 Point is lost if a PC/NPC is hit by the Scorpion. (additional Points are not lost if the victim fails to Save, although this of course makes it more difficult for the victim's team to win. This is known as the "adding insult to injury" clause!) 1 Point is lost if the Scorpion escapes, applied to the team of the person who had the final opportunity to keep the Scorpion in play, but missed in their attack (the "escape" clause). Points lost cannot result in negative Point totals; "Zero" is the minimum number of Points possible.

Keep Track of: Current Point totals for both Teams, the remaining HP of any Scorpion in play, and the position of each PC/NPC in the circle, relative to the other players remaining in the game.

Wagering: Bets can be placed on any number of variables; which team wins (of course), but also on how many men are left standing, who may of may not score a Double or Triple, how many rnds each inning may take, whether or not somebody dies, etc.

Much thanks to Blair at Planet Algol for the inspiration for this sick and weird game-within-the game, based on an idea he, in turn, got from the master, Jack Vance!

Saturday, March 26, 2011

GNARTIAN FAMILIARS

Always like the idea of PC Familiars, but disliked the original PH handing of the idea. I think that any magic should come with some risk, but the familiars of 1st ed were such easy targets that the spell made no sense to me. Sure, you might (5%) get a Quasit or Pseudodragon, but you'll prob get a 2HP Toad that will die in the next Random Encounter. This version of the spell makes the arrangement a much better deal for the Familiar, which means it might actually be worth it!
THE BINDING of the FAMILIAR
A Spell of Ritual Magic which can be cast by a Wizard of any level, but only during certain alignments/phases of the moons, occurring once every 30 +1d30 days. Type of creature summoned determ randomly. All are no larger than a small house cat, of exceptional, though still animal INT, have 4 HP and AC 7. They have no offensive attacks to speak of, although they can defend themselves as a 1/2HD Monster, doing 1 or 2 HP damage. No extraordinary or magical abilities (venom, if any, is effective against very small animals only). Creature Summoned is magically bound to caster, and the two share an empathic psychic link. When the Familiar is w/in 12", the Wizard may simply concentrate in order to "see" through its eyes, "hear" through its ears, etc. Also, each adds the others' HP to their own total; so both the Familiar and the Wizard will have the Wizard's HP +4. The pair share the same AC, either the Wizard's or the Familiar's, whichever is better. Familiars are rendered immune to Mental Influence/Control, and are extraordinarily lucky, automatically making all Saving Throws. If a Familiar is killed, the Wizard loses the bonus 4 HP, and also permanently loses an additional 1d4 HP, and may not cast the Spell again for one full year.

CREATURE SUMMONED (d20)
1. Archaeopteryx
2. Big-eared Bat
3. Horned Viper
4. Beaded Lizard
5. Your Standard Rat
6. Large Centipede
7. Iridescent Mantis
8. Spider Monkey
9. Small Ocelot
10. Aye-Aye
11. Bristly Tarantula
12. Colorful Constrictor
13. Horned Chameleon
14. Pygmy Hedgehog
15. Naked, Exhibitionist Mole Rat
16-20. No creature responds

10GPgem: Be sure to assign/determine an NPC trait or two to provide a little personality.

Friday, March 25, 2011

SPELLS of the GNARKOTIC MANUSCRIPTS

CATASTROPHIC MISFORTUNE OF MALICIOUS FATE
lvl 5, cast time 5s, area effect 30' rad, 1creature
Whatever action the recipient/victim attempts on the following rnd will not only be unsuccessful, but will in fact fail in the most catastrophic and picturesque manner possible. Attacking swordsmen will not simply miss, but rather trip and impale themselves on their own blade, spellcasters attempting Fireball will have it explode in their hands, opponents using modern weapons will experience a jam/backfire, while advanced weaponry will "short out", draining all remaining charges, etc. If target is unfortunate enough to declare he is doing "nothing", a tiny micro-meteorite falls from the sky (or other improbable effect if underground, etc), unerringly striking for 1d4 damage per lvl/HD of the victim! Players using the spell may suggest potential effects, subject to DM veto/modification. DMs using the spell are encouraged to be real jerks about it!

IMPROVED MIRROR IMAGE
lvl 5, dur 2r/lvl, cast time 5s
Creates 1d4 Mirror Images, whose AC and total HP = those of the caster; if two images, ea has 1/2 of caster's HP, if three images, ea has 1/3, if four, each has 1/4.

I AM THE SLIME
lvl 6, cast time 6s, dur 1trn/lvl
Allows caster to dissolve into a pool of caustic, mobile goo, which can seep under doorways or through small cracks (3" MV), flow up walls and across ceilings, fill appropriately-sized containers, etc. The touch of the goo dissolves living tissue at a rate of 3 HP/rnd, and the Slime can extend one pseudopod/rnd (max 1/lvl), attacking as a monster of HD = to the lvl of the caster. Pseudopods which hit attach to the victim, and auto do damage ea rnd. The Slime takes 1/2 damage from cutting and thrusting attacks, and no damage from blunt weapon attacks, and retains the AC and HP of the caster.
http://www.youtube.com/watch?v=wEA6oRPSmUA&feature=related

Thursday, March 24, 2011

This Week's Game - The Long Road to Ognar

Just a lot of bumpy roads and Random Encounters as the Party crosses the grasslands on their way to the Eternal City. They chose to ride with a caravan rather than purchase (admittedly expensive) mounts, which surprised me, but I think the "new" planet is freaking them out ("Excellent..."). A Wyvern did make off with a merchant from the next wagon, and since there was no way to bring down the beast before it got away, Sot Palad chose to target the unfortunate pottery vendor with a volley of Magic Missiles, killing him instantly rather than allowing him to be eaten alive by the flying horror. While opinions differed on the morality &/or advisability of this action, all agreed with a wry grin that it was the nicest thing the Wizard had ever done for a stranger!
Next session will involve the weeping widow in the next wagon... will the Party choose to lend a hand, possibly even part with some of the meager, hard-won GP they've decided to save until reaching Ognar?

the GNARKOTIC MANUSCRIPTS

THE IDEA: Wanted a means to generate/introduce new Spells, Monsters, PC quests/pursuits, adventure plots/subplots, add some "local color" to the new campaign world, and offer weird insights into the peculiar pursuits of the Ancients. Not a lot of specific details at this point, more like an idea generator. ("this scroll requires intensive study... get back to me next week"). I'll post details as I go.

THE THING: The Gnarkotic Manuscripts are scroll sheets of unknown, nigh-invulnerable gray metal, inscribed with the occult secrets of the Ancients. Sometimes found rolled and stored in scroll tubes, they remain flat once unrolled, and have the unusual property of clinging to any flat surface (think "post-it" note), even a plastered wall or door. Appear blank until touched by Magic-using being. Scrolls which require more than a full "page" of writing function just like a PDF file; the reader can "scroll thru the scroll" by touching/dragging lines of faintly-glowing script. There is a row of numbers & symbols (possibly a code?) across the top of each scroll... some believe the Gnarkotic Manuscripts comprise a single, incredibly vast compendium spanning the entirety of the Magic of the Ancients, while others maintain that they are more a collection of distinct works, and the number/codes are a form of indexing, as in a library. A complete archive is unknown. Note that any spells may be copied into Spellbooks and, if the Wizard is capable, made into a standard "one-shot" Scrolls, but may not be cast directly from the Manuscripts.

SCROLL CONTENT (d8)

1. "RITUAL MAGIC "; a spell which can only be cast at certain times/places/conditions for unusual effects, such as (d12)
1. The Gates of the Moons 2. The Sibilant Whispers of Hastur
3. The Invocation of the Colorless Fire 4. The Gate of Returning
5. Raising of the Black Ziggurat* 6. The Primordial Imprisonment
7. The Lamentation of the Lost 8. The Alignment of the Spheres of Xeg
9. The Crimson Cascade 10. The Banishment of Yith
11. The Avuncular Avatar of Azathoth 12. Binding of the Familiar

2. MAGIC ITEM CREATION; materials, Spells involved, etc., for any one item. Roll randomly on Magic Item tables

3 THE MASTERY OF LIFE ITSELF! arcane/alchemical instruction in the creating/breeding/manipulating/reanimating/perverting area...(d12)
1. Decantation of the Homunculi 2. The Gifts of Gnarlathotep
3. The Incubation of the Egg 4. Formulae of the Wrinkling Replica
5. Domination of the Doppelganger 6. The Aeonic Advancement
7. I am the Slime 8. The Shapes of Things to Come
9. The Gratuitous Graft 10. The Incandescent Imbuement
11. The Scales of the Serpent 12. The Internment of Invulnerability

4. "STANDARD" MISC SPELL; determ randomly at whatever level you feel appropriate, disregard any "common picks" and look for something more offbeat to add to the Wizard's Spellbook

5. SUMMONING SPELL; a specific creature for a certain purpose, or limited duration, if provided with proper appeasement (d12)
1. The Sufferance of the Shantak 2. The Eclipsing Swarm
3. The Angry Gnargoyle 4. The Putrid Eruption of Kyuss
5. Coalescence of the Congeries 6. Acquiescence of the Quasit
7. Subservience of the Shoggoth 8. Restraining Order of the Unseen Stalker
9. The Mycetic Malfeasance of MiGo 10. The Howl of the Byakhee
11. Accretion of the Algoid 12. The Solicitation of the Slaadi

6. "NEW" MISC. SPELL; from your latest blog-crawl. I don't have a table because I think 1st ed AD&D pretty much covers it, I'm rarely interested in what I come across, and I don't have much to offer in this area, either! (I'll post a few modest Ritual and Misc "New" spells next post, but here's my fave Spell Compilation, and there are some good ones here, too)

7. GLYPH or SYMBOL; the Ancients were all about magic runes and such, no doubt. I'm fond of 'em, too. General Effects:(d30)
1. Fire 7.Electricity 13. Insanity 19. Mutation 25. Weakness
2. Cold 8. XP Drain 14. Despair 20. Polymorph 26. Phasing
3. Paralysis 9. Blindness 15. Discord 21. Obsession 27. Stupidity
4. Stunning 10. Radiation 16. Rage 22. Giggles 28. Unseen Object
5. Fear 11. Slowing 17. Warding 23. Passion 29. Elder Sign
6. Cursing 12.Amnesia 18. Hypnosis 24. Suggestion 30. DM's Whim

8. LEGEND & LORE; "adventure hook" entry detailing a legendary person/place/thing, possibly incl a map or directions, clues, hints, enticements...

*see also here :)

Monday, March 21, 2011

HELLO, BOYS! I'M BAAACK!


Doesn't really have anything to do with this post

PYRAMID OF RESURRECTION Gnartian Artifact in form of smoky crystal pyramid, approx 6" along the edges, a construct of the Elder Serpent Folk.

When first handled, the PC doing so must Save vs Death once, or be drained of one XP lvl. Thereafter, the item will no longer drain that person (whether or not the attempt succeeded), and only that person may employ its power. Another may attempt to use the item once they also Save (or fail!), but only one person may command the Pyramid at any time.

Total # Charges/Uses is something I call "Level Variable"; meaning a base #, plus 1ch/lvl of the bearer. So, as charges are subtracted by one per use, they are also increased by one per lvl of XP gained. This Artifact has 1d4+XP lvl charges when first found, to be redetermined if it changes hands.(possibly it "starts over" at 1d4+lvl each time it changes hands)

Operates by "scanning" whatever scraps of the deceased (no pun intended) remain, and reconstructing a new body in perfect condition; full HP, all memories, personality, etc intact. Side effect: all Bad Mutations are removed, and any Good Mutations must ea make a save vs Spells/Mutations to be retained, any missing or ruined limbs, organs, etc are restored as well, all scars are gone

The Pyramid automatically restores any PC the first time it is used upon them, without penalty. If used a second time, a Resurrect Survival roll must be made, and each time thereafter this % is reduced by half, failure dissolves the remains into goo. Any PC resurrected more than once also loses an XP lvl each time the device is used upon them thereafter.

There is a 1in8 chance/use that the Pyramid does not Resurrect, but rather Reincarnates the deceased by creating a new, but different body, possibly from bits of other persons lying about, or floating on the breeze... maybe the "psychic residue" of a forgotten death.... I have a table of bodies for this, but its too specifically Gnartian to be much use to anyone else, and one can always use the Spell version. I think I'm going to allow them to retain Mental Ability Scores, HP, etc, because I have other trauma in mind:

Collateral Reincarnation Weirdness (d10/d12) (Gonzo version d12)
1. New body is very young; teenager, or even small child
2. PC retains all Class abilities as before, but has no other memories
3. PC's new brain seems to contain scraps of another personality, or repressed memories ("whispers")
4. Tragic mishap places PC into nearby corpse (of type as rolled), which claws to surface howling in agony, and attacks Party for their gross misdeed. Zombie PC retains HP & HD/lvl, but is otherwise slow and sloppy
5. New body exhibits Mutation(s), possibly even Good Ones! (or is oddly marked; tattoo, birthmark, runic brand)
6. PC is reincarnated into body which already has a soul/personality, and the two must share the same skull until the other personality "finishes its Gnarthly business" and moves on (seeks justice, revenge, completion, etc)
7. New body is of different gender than original
8. PC is driven a wee bit mad by the whole experience; roll on your fave table or just assign a weird mania
9, 10. Just your average reincarnation
(11, 12.) (same as 9, 10 above) or
(11, 12.) Check Out this awesome Random Reincarnator! You can adjust the circumstances with cool modifiers like "Who cares? The Crawling Chaos smiles upon me!"

The Pyramid also bears a Curse; whenever it is used, a Byakhee is Summoned and arrives w/in 2d4 rnds, and attempts to carry the user off to Hastur (dead or alive), unless slain. Perhaps this only occurs the first few times the Pyramid is used, or perhaps the Curse can be lifted... with the blood of a Serpent Folk Wizard...

...I once introduced the Rod of Reincarnation, which is exactly like the Rod of Resurrection from the DMG, but Reincarnates the deceased on either the MU spell table (75%) or the Druid version (25%), and that was fun, too. Congratulations! You're a Kobold! Badgers? We don't need no stinking Badgers!

Monday, March 14, 2011

Temple o' the Toad pt 4

The Party had some odd events befall...

A pit in a natural cavern appeared to be a well of some sort. Four equidistant metal rings were secured to the floor along the rim of the 10' diam shaft. From these, a set of four slimy metal chains dangled into dark water 50' below, and a quick Levitating Recon by Borune revealed nothing else. The party debated hauling up one or all of these, separately or simultaneously, and decided to drag on one of the chains, bringing up a metal bucket of blackish water. I was surprised when they left it at that, and went to explore the stairs to lvl III! They didn't even examine or dump out the bucket! It was unremarkable, but that only meant that one of the remaining three buckets was the one which held "a (very) Minor Random Magic, Tech, or useful Mundane Item", which I decided I'd determine on the fly, sunken to the bottom of the bucket... and so they passed on the only piece of unguarded treasure in the place!

A stone table in the center of a large, seemingly empty domed chamber was lit by a feeble "spotlight" from above. This pedestal was inscribed with a Glyph of the Unseen Object, which caused all to Save upon viewing, so that only Borune was able to perceive that their were items of possible interest arranged upon it. As I like surprises, these were also determined when they entered; a Crystal Flask w/stopper (Endless Water), a "faceted metallic egg" (Tech Grenade, "irritant" - like mace), and a shiny aluminum canister (of Scoobies). This proved enough to entice the party to send the unwounded fighters in to examine the table, while the others remained tightly packed in the hallway outside. A few Chupacabra scuttled forth from narrow side tunnels, and were soon dispatched, and then the Duodon* extended its snaky necks through two of the rat-holes, and attacked with two of its most powerful Spells, a Fireball for the majority of the party huddled "safely" in the hall outside, and a Lightning Bolt for Tarkas, who had shown himself to be a powerhouse against the Chupes. Total confusion ensued... were more giant snakes coming out of all the side tunnels, where were spells coming from, should we retreat down the hall and up the ladder, what about the loot on the table (maybe its not even real!), ...and on the following rnd... the Duodon heads, now exposed, revealed that they were the source of the spells by casting Web to block off all retreat, then Magic Missiles to disrupt spell casting. As the fighters took cover behind the table and fired ranged weapons, Rose managed a Silence Spell, which effectively robbed the Duodon of its spells, and so it withdrew its heads into the secret vault which was its lair, but the secret entrance was discovered, and the party either wisely pressed what little advantage they had, or foolishly charged onward despite injuries... anyway, they pursued and slaughtered the beast, which couldn't seem to score any decent damage or catch a break with any of its remaining spells. Such are the dice. The Party discovered a pile of bones and debris which also held assorted coins and jewelry, and also a personal Energy Field Generator harness, the power pack readout revealing 14 charges remaining (determined to be a Displacer emitter, acting as the Cloak)

Also in the Duodon's secret vault was a statue of Hastur, squatting and contemplating his palms. After a few rnds, a sphere of faint grayish radiance appeared in its lap, the party became inexplicably FREAKED OUT by this, snatched up everything, and made their way back upstairs. OK, I'll admit there was a nasty Glyph on the statue which would have affected any approaching it, and the party was depleted, but the radiance was obscuring a Gnartian Artifact, a very powerful legacy of the Elder Races. Once again, I hadn't determined exactly what is was, but it was an Artifact! All they had to do was grab it and pull it out of the radiance! (If they had, I had a scary earth-tremor planned, which would crack the ceiling and dislodge some debris, but not collapse the place) There were NO MORE Wandering Monsters left in the place! This was THE PRIZE from the entire dungeon! I dunno. The "radiance" may appear again, if they go back, or maybe not! Oh, and just so ya know, although powerful, a Gnartian Artifact is not of the caliber of an AD&D Artifact, and often has a limited # of uses, and this particular one was Cursed to summon an angry Byakhee to carry the bearer off when used. I'm not running a "give away"!

Wednesday, February 23, 2011

Temple o' the Toad pt 3

While investigating a Toad statue, the party is surprised by a relatively small yellow & green toad that had been lurking beneath the thing. I had said nothing more, but two of my Players, knowing my love of Futurama, said, "Do its eyes light up?/Does it start buzzing?", referring to the Hypnotoad from the cartoon. Thing was, it was a Hypnotoad, and so I said, "Yeah, everyone in the room make a Save!" I think they thought I was just going along with their inadvertent suggestion, but I swear, I had "Hypnotoad" written in the room description. Only one PC succumbed to Hypnosis, Xy the Mutant Mastermind. At this cue, the three Froglodyte Mummies hidden in plastered-up niches burst forth, also gaining surprise. These were top-of-the-line Spellcasting Froglodyte Mummies, former Wizards in life, and so in the first two rnd of action, one PC had been Hypnotized, Tarkas was Charmed and made to attack the party, one Mummy managed to cast Mirror Images (2), and the third Mummy cast Darkness, which enclosed both the hypnotized Xy and Quinn (thief) in inky black. Quinn took a cue from his opponents, and downed his Potion of Mirror Images in the dark, stumbling out afterward as three Quinns, two of which promptly disappeared in puffs of smoke as the Mummy in Darkness cast a spread of Magic Missiles at all three of them.* The unfortunate Rose (cleric) took the brunt of fellow PC Tarkas' Charm-fueled attack, and was soon mowed down by the death-dealing Fighter, but not before using a precious charge from her Horn of Valkyrie Summoning. Tarkas then went after the Wizard, Sot Palad, who had used his Potion of Human Control to attempt to take over control of the Charmed fighter, to no effect ("Sure, now I make my Save!"). Borune (cleric) took a Missile from another Mummy, ruining his Spell, as did Sot, but his Shield Spell negated it, allowing his desperation-driven Web to affect... two of the Mummies, as well as Quinn, but not the Charmed Tarkas, Dark Mummy or Xy (also took out the hypnotoad). It was then pointed out that the Hypnotoad could not function w/in the Darkness, so (with some cajoling) it was ruled out, and Xy, still w/in Darkness, engaged his Sonar Mutation, and attacked the Darkened Mummy. (oddly, this one had managed to cast Invisibility on itself, intending to exit the Dark at an advantageous point and attack, but since Xy's Sonar detects only a rough outline, the Mastermind, still in Darkness, didn't even realize his opponent was Invisible!) At this point, a shimmering Amazonian /Nordic Valkyrie appeared, attempting to take out the Mummy who held Tarkas in Charm and somehow managed to fail Save (and Magic resistance!), and was caught in the Web! While various pointless acts of desperation were performed, Quinn used a special property of his magic sword to cut himself free of Webs**, and those others who were Webbed eventually broke loose, the Mirror Image Mummy withered a few limbs with his Undead touch, Sot was reduced to near death by Tarkas in the hallway, and Borune attempted valiantly but unsuccessfully to overbear Tarkas. Quinn, low on HP, but plucky, joined the Valkyrie in beating on the Charm Mummy, as did Xy, who turned his back on his opponent to fire his Gnartian quill pistol at the Charm Mummy as well! (Tarkas on your side is great... but when he switches sides, all that damage the Party so loves becomes a serious threat!) Sot had fled, as did Borune, immediately after reviving the fallen Rose, who took advantage of her foe's Darkness, and hid in it from the other Mummies! Then, the tide turned; Charm Mummy fell, freeing Tarkas, who, along with the now unengaged Valkyrie, and doughty Quinn, finally eliminated the Mirror Images, and soon dispatched the second Mummy. Darkness Mummy, just about to attack the nearby, unsuspecting Rose, also soon fell - Borune had returned and cast Light, and the exposed final Mummy was borne down by everyone with any HP, plus the Valkyrie! Everyone took a deep breath, applied First Aid, and looked around at the carnage... everyone reduced to single-digit HP (Except Tarkas!) and totally depleted of Spells. It was near-perfect. It was at this point I realized I had forgotten the Mummies' Fear aura, and had not made the Party Save vs Fear at the outset!

(best Yakov Smirnov voice) "What a combat!"

Also, Sot Palad became aware of a rattling in his backpack; the Living Dagger of Venom was hungry. In one of those moves that make me love my Group, he took it upon himself to roll a d20 "vs Stupidity" (INT check), and said, "Yeah, I'm stupid enough... I open the box and take out the (unidentified, though certainly poisonous) dagger!" Using it to dispatch an unfortunate Sleeping Froglodyte, he realized that it was a potent weapon indeed, and wisely stowed it again for further examination later. Sometimes... he not so stupid!

MVP candidate: Xy, for exposing himself to near-certain limb Withering in order to do the most profitable action for the Party.

*if ya didn't know, MM is the ideal response to Mirror Images
** the Sword of Free Passage is a short sword +2, allows bearer to cut through Webs in 1rnd, Knock 1/day, and renders him immune to Hold/Paralysis when held

Wednesday, February 16, 2011

DEMIHUMANS, THE XP "CAP", and what it means to be HUMAN

I've always hated the idea that demihumans can only reach a certain XP level, esp given their longer lives. Sure, they get nifty abilities like "determine approx depth underground", but is it worth grinding to a halt in all other areas around lvl 8?
My solution when designing "Player Species" for Gnarth was to allow unlimited advancement for all, regardless of Class. But what about the Humans? What makes them "special"? Like everything else on Gnarth, I took a cue from pulpy sci-fi romance and adventure media; The Human Protagonist is always quite adept at Adapting, picks up the necessary skills relevant to the Alien World Quickly, seems extraordinarily Lucky, and proves surprisingly Difficult to Kill! In game terms: Humans receive +10% earned XP, have +1 to all Saves, and add +1HP/lvl to rolled HP. No extraordinary, specific ABILITIES like "Infravision", but rather a few generalized, broadly useful EDGEs!

Sunday, February 13, 2011

PLAYER "SPECIES"

HUMAN/DEMI-HUMAN

TERRAN Either Earthman or Gnarth-born. Have a "general" rather than "specific" evolutionary edge; +1 to all Saves, +10% earned XP, +1 HP/lvl

GNARTIAN Humanoids originally bred from human stock by Snake Men for color-coded ritual sacrifice. Appear mostly human, except for slight webbing of digits, minor cranial ridge, lack of hair (females do have hair on their heads), and coloration. Ultravision 6", +4 Save vs Poison. PCs start with two Hit Dice at first level; one maximum value (as all PCs receive), and one rolled randomly and added to this base. Skin color (d6): yellow, orange, red, green, blue, purple. Eyes (d6 ): emerald, sapphire, ruby, topaz, diamond, onyx. Hair (d6) gold, silver, copper, bronze, black, white

APEMAN Neanderthal-like "cavemen" with simian features, originally brought to Gnarth by Snake Men for use as slaves. STR+2 (% STR available), CON+1, INT-2, CHA -2


NON-HUMANS

REPTILIAN (DEX +1, CHAR -1) Dinosaur/lizardman humanoid, scaly hide (base AC 9). AT by claw(x2)/bite routine for 1d4(x2)/1d6 or BW (as XP lvl)+ one bite/rnd. Infravision 60', Chameleon blending, Suspend Animation/Hibernate for up to 90 days on full stomach, Prehensile tail can carry light objects and possibly manipulate them (could carry a flashlight, but not wield a dagger), Climb Walls (Base 50%, +10%/lvl), Superior sense of smell

INSECTAUR (CON +1, INT -1) Mantis-man humanoid, having six limbs and an exoskeleton (base AC 8). Wide-Angle Vision, surprised only 1 in 8, Back legs allow Jump 10' vertical, 20' ahead, 10' backward, Vibration-detecting antennae, Flexible thorax allows movement on four limbs (MV 15) or only two (MV 12), and rearing up to employ all four forward limbs to manipulate objects, attack, etc. Insectaur limbs are not as large or powerful as a bipeds, requiring two hands to employ primary weapons, such as longswords, which would normally only require one hand. When employing all four frontal limbs, they may attack as follows:
1. 2x/r, with two weapons of size/dam equal to short swords or smaller, or
2. with a two-handed weapon (great sword, polearm) held in all four hands, as XP lvl, or
3. if a Fighter or Thief, standard primary/secondary combo (req. 2 hands to weild the primary) as XP lvl
Note that Insectaurs may not wield two primary weapons simultaneously, and although up to four weapons may be in hand, only two may be used to strike during a rnd. Any hands not wielding weapons may employ a small shield, each granting +1 to AC.

HERBIVOID (STR +1, DEX -1) Sentient, motile, plant-based humanoid, having fibrous exterior (base AC 7), and woody skeleton. SA: Immune to most mind-affecting spells and most poisons, Blunt weapons and constriction do only 1/2 damage, Punch 1x/rnd for 2d4, Resist Fire and Cold at -1 damage/die, Rooting ability during rest period (once/day) Heals damage for 1d6 rather than standard 1d4, and can also Root and Photosynthesize during daylight hours, regenerating 1HP/hr

Note: The body structure of non-human player species does not allow them to utilize normal clothing and armor; Reptilians can employ magic cloaks or robes, but not helms, and generally only wear tunics or loincloths, Insectaurs and Herbivoids do not wear any clothing at all, except a harness or baldric to facilitate carrying items. Each species does produce their own armor; Reptilians fashion Scale mail from armored dino hide, Insectaurs forge breastplates which add to AC, and Herbivoids carve suits of wooden Banded mail, and of course magic examples of these may be acquired while adventuring.

https://docs.google.com/View?id=df6nwzfx_5gx6vnzgb

http://savageafterworld.blogspot.com/2010/01/new-character-race-insectaur.html

Thursday, February 10, 2011

Temple o' the Toad pt 2

FEB 10, 2011

Both Gorn and Thorax remain in "room 11", lamenting their numerous Withered limbs, the result of a previous encounter with Froglodyte Mummies, sharing Quinn's "Ring of Regenerating (1HP/hr) While you Sleep", which apparently also restores atrophied limbs in lieu of its usual effect.(1limb/day). Thorax's idea!

A new Gnarticle was added to the lexicon when the tarry, coin-encrusted Froglodyte Mummy burst forth from what Tarkus Traptripper termed a "Gnarcophagus"! Rose employed her Silence Spell to great effect, rendering the Spellcasting abilities of the ancient amphibian Mummies useless.

After returning to the "locked, seemingly secure" room 11 for like the fourth time, the party finally decides to investigate the mysterious stone block with undecipherable runes! Xy the Mutant Mastermind used Psychometry to reveal a vision of the block being pivoted aside to reveal a cavity... from which Sot Palad drew forth a Dagger of Venom from a suspiciously-unlocked box, and Failed save vs Spells to avoid plunging it into his chest! Reduced to 2HP, the Wizard chose to immediately place the weapon "back in the box"... not realizing that the Save vs Suicide Stab was written as a one-time occurrence, which only happens the FIRST time a character handles the object! Otherwise, it is a semi-living um... thing, which produces up to 3 doses of Venom/day, doing 3d6 dam, save for 1/2. I had concerns that introducing this weapon would spur the combat-foolhardy mage into ill-advised melee even more often, or that the unscrupulous PCs would pull something like, "Would you trade that Potion for a Magic Dagger? Here, check it out..." However, in typically unpredictable fashion, nothing I anticipated occurred, and this potent, deadly weapon now lies "safe" in a box somewhere in Sot's backpack! Still, its gonna be fun when it gets hungry, and starts rattling around in there!

A second visit to the "Hatchery" room revealed that the strange reptilian egg remains incubating in its nest, and Tarkus once again expressed desire to take it, noting that "and least I could throw it at something", but is once again dissuaded, "at least till we leave the dungeon"

We leave off with the party entering the natural caverns where the natural pool is located, and being confronted by five table-sized Massive Toads...

("Temple of the Toad" is my version of The Fane of St Toad ... but there are so many Frog Gods and God Frogs and such... isn't it also the name of another adventure, or something?)

'WELCOME TO THE WORRRLD OF TOMORRROW!"

Rather than start a brand-new, 1st lvl campaign in my newly designed World of Gnarth, the existing party has been transported from (tradit. mythological/fantasy) Calantos to (futuristic, weird science) Gnarth via a Gate of the Serpent People. Arrive clueless to find a battle raging between a One-Eyed Psionic Giant and a party of (mostly!) Humanoids, are immediately attacked themselves by the Giant, which is dispatched with the aid of the native strangers. The abused survivors take refuge in a Barrow Tomb (?) entrance, but their leader, Gamma Ray Gary, expires from a fatal combination of old age and radiation poisoning. Before departing, the bespectacled, bearded Gary informs the party that they're not in Oz anymore, divides his loot among his alien companions, and gives his Earth Man revolver to the party (along w/20 silver bullets!), and asks that "his boys" be taken on by the Party - both sides heartily agree - and finally requests that the party at some point journey to Og to deliver a deed for some property in the Eternal City to his brother... Irradium-Ray Ernie.
And so, standing atop a set of damp, dank stairs descending to darkness, silhouetted by the light of two moons, we find our intrepid adventures poised on the brink of yet another subterranean (subgnartian?) excursion:

THE CALANTOSI
Sot Palad -wiry and ruthless Wizard, lvl 4, he may only have 1st and 2nd lvl Spells, but his Ring duplicates whichever formulae he memorizes!
Tarkus Traptripper - F5 he's the big guy who opens the doors, covers the retreats, and generally kicks ass in between. Also "checks for traps" by aggressively walking into/over/near, touching/pressing/pulling whatever is likely to do him damage
Borune of Und - confused Cleric of a Fire God, not dealing well with being cut-off from his deity but determined to survive
Rose of Uller - cautiously resigned Cleric, kept generally cheery by her Rose Colored Spectacles. The lone voice of reason
Quinn "The Medicineman/woman" - Wary thief whose skills, and ability to transform into an Owlbear courtesy of the mangy pelt he always wears, have turned the tides on many occasions

THE NEW GUYS
Gorn - a Reptillian fighter with a big axe and an appetite for flesh
Xy - a Green Gnartian whose strange abilities as a Mutant Mastermind are proving most appreciated, particularly his Regeneration, Object Reading, and "Lucky" (auto make any one Save/day)
Thorax - iridescent Insectaur fighter, leaping into melee with a flurry of short swords and shields

also featuring Skully, the Talking Skull, whose Legend Lore and Practical Knowledge had been rendered mostly useless on this unfamiliar planet, but who (which?) has found new purpose in relating the extensive stored knowledge of the recently-departed Gamma Ray Gary, which, to everyone's surprise - even mine - he was able to "download a copy of" when the well-traveled Earthman made his final (?) voyage. (seems this is how Skully arrived at his store of knowledge; he has gained a lifetime of experience from each of his former owners! I dread the day Xy decides to use Object Reading on Skully, and I have to invent a list of departed owners on another planet)

What mind-bending weirdness awaits in the Temple of the Toad?

http://planetalgol.blogspot.com/2010/03/planet-algol-artwork-preview-and-robust.

http://shirosrpg.blogspot.com/2009/04/fane-of-st-toad.html

YOUR OWN... PERSONAL... FORCE FIELD

*turn on your tranceiver, I'll make you a believer... just try to touch me!*
If you're gonna crawl across an alien landscape, ya gotta have a personal EFG. Where else are you gonna clip your Raygun, your loincloth? Gnoob!

ENERGY FIELD GENERATORS
Harness/Webgear apparatus with Power Pack (25 ch)

TYPE/CH per TRN/EFFECT
1. Mirror 1 Reflects/Dissipates Lasers
2. Electro 1 20 HP/rnd Shield vs Electric
3. Sonic 2 30' radius Silence
4. Kinetic 3 10 HP/rnd Shield vs Physical
5. Cloak 2 Invisibility
6. Holo 3 Illusory Projection
7. Force 4 30 HP/rnd Shield vs (any) Energy
8. Antigrav 1 Levitate/Feather Fall
9. Antirad 4 Negates Radiation (only)
10. Nullfield 5 Impervious Shield
11. Displacer 1 -2 AC, first AT auto misses
12. Enviro 1 Filters viruses, disease, gas

Figure each has an on/off switch, possibly an input for a larger, backpack Power Pack (50ch)
Also thought it might be cool to have "modular" EFGs; the more-or-less standard basic harness and Power Pack, but with a selector switch (on/off/output A, output B, output ALL) the type of field generated dependent on which type(s) of emitter modules are attached. This could be fun... possibly a harness and emitter module could be found at separate times/locations... a player could be seeking additional new modules to add to his gear... "I'm not messing with this one - he's got four different emitters attached to that thing!"

Monday, February 7, 2011

GNARTIAN "ARTIFACTS"

In my Carcosa/Algol-influenced world of Gnarth, the term "Artifact" is used specifically to refer to polyhedral, psychically controlled magic items. Most need further detailing.

ELDER ARTIFACTS (d24)

Exceptionally powerful magic items of the Elder Species, always in the form of a sphere,
cube, or other polyhedron, though of varying material. Some contain charges, some usable only
by Spellcasters, possible side effects, all very rare. Often hover/float as GNARN stones (many
operate while levitating), and may in fact be large GNARNS. Some Artifacts "bond" with a specific
user, some charged items are Level Variable; # charges = to user's lvl (subtract 1 ch per use,
gain one ch per XP lvl advance), plus 1d10 ch.

1. CUBE O' FORCE Hematite, Projects Energy Fields, 6ch/day, 1 trn dur, Type &
Cost/Trn: 1. Cloak, 2. Hologram/Illusion, 3. Anti-grav, 4. Kinetic (20 HP/r), 5. Force, 6. Nullfield

2. SPHERE O' ANNIHILATION Ultrablack metallic sphere, creates Antimatter copy which auto
interposes between user and any one attacker, and attacks 1/rnd as user, save vs. Disintegration.
User must save vs INT on d20 ea time used, or Orb floats 10'/rnd random direction for 10+1d10 rnds

3. PYRAMID O' RESURRECTION Smoky crystal "scans" corpse, restores life, removing all BM,
as well as 1d4 GM, no loss of XP, Save vs 1 lvl Drain when first grasped, thereafter has level-
variable ch

4. CUBIC GATE Bronze cube composed of 27 smaller cubes, Allows instantaneous access to
predeterm or previsited site, 1/wk (d6): 1. on Klaatu, 2. on Verrada, 3. on Nikto,* 4. 1000'
Teleport, 5. predeclared Recall Point, 6. Random Location (useable anytime)

5. ORB O' IMPRISONMENT Dull gray stone sphere, effect as Spell, # ch lvl variable, Save for no
effect/no loss of ch, 1/day

6. PRISMATIC PYRAMID Multicolored crystal, Prismatic Sphere 1/wk, Prismatic Spray #ch lvl
variable, Color Spray 1/day

7. SHINING TRAPEZOHEDRON Metallic, Doubles first level spells, increases Spell effects as
if +4 XP lvls, can recall Spells cast, total # Spell lvls/day recalled = to XP lvl

8. ORB O' NULLIFICATION Deep purple stone, No Magic, Mutations, or Energy Devices will
work w/in 100' rad of user, duration/day 1trn/XP lvl

9. OMNISCIENT OCTAHEDRON Pale blue dbl pyramid Answers any question fully, 1/wk, and
allows consult table 1/day/XP lvl with ANY question, will be answered as best as possible from
following possibilities, 1 in 8 uses results in completely random response (d8): 1. As I see it, Yes
2. Signs point to Yes 3. You may Rely on it 4. Ask Again Later (24 hrs) 5. Concentrate and Ask
Again 6. Don't Count on It 7. Sources say No 8. Outlook Bad

10. CELESTIAL STAR Translucent diamond-like twelve-pointed crystal, "Turns" Undead as Cleric
of XP lvl +2, sheds light causing 1d6 dam/rnd to Undead w/in 10', 1 trn/day, 1/day Undead
Disruption beam, 100', save vs Spells

11. CUBIC KEEP Rough, dull white stone, enlarges to impervious 10' cube, Phasedoor 5'x5'
only bearer can activate, 20 cubic foot interior; load it up!

12. ORB of the ALL-SEEING EYE White crystal with floating "eye", total of 3 uses/day, any
effect(s), dur 1 trn; Clairvoyance 100', Find Traps, Detect Magic, Secret/Concealed/Hidden,
Invisibility, Illusion

13. ICOSAHEDRON O' INFLUENCE Multi-colored ceramic, allows "re-roll" of any d20, #ch/day=
to lvl

14. DECAHEDRON O' HEALING White metal, Completely Heals all wounds, 1/day(?)

15. OCTAPLEX O' SUCCESS 24-sided flat yellow stone, allows substitution of d24 for d20 for
self or others w/in 60, 1 ch/day/XP level, max 12/day

16. HYPERCUBIC MAZE Dolm Tesseract, Hypnotizes, and if successful, target can be
commanded to enter extra-dimensional Maze for 1d4 trns

17. GLOBE O' INVULNERABILITY Orange crystal grants constant Minor Globe (unaffected by
spells lvls 1-3) 1/day, Anti-Magic Shell (5' rad) 1/wk

18. DODECAHEDRON O' DOOM Black stone riven with random crimson "cracks", can call down
a Meteor Strike doing 10d10 dam, roll for ea w/100' diam area, 1 use/month,ea drains 1,000 XP

19. THE GRAND RHOMBIC TRIACONTAHEDRON none living know the exact nature/powers of
this 30-sided golden Artifact... some postulate that it is a weapon of inconceivable might,
possibly a Doomsday device designed to extinguish the sun, while others believe it to be an
Omega-13 device which alters/amends the flow of time itself...

20. PYRAMID O' PLAGUES Calls forth the Creeping Doom, a swarm of 101-500 biting/stinging
creepy-crawlies (determ total by 1d4 for # of hundreds, +1d% additional), ea does 1 HP auto
damage, once ea attacks, it dies, first use summons an uncontrolled swarm, attack all w/in 10",
ch = to lvl (w/o addit 1d10ch)

21. RUNIC CUBE Mottled, rough stone, each face can project a Symbol (Discord, Fear, Insanity,
Hopelessness, Pain, Sleep), two uses/day, total

22. DEATH STAR Dark gray six-pointed star, control Undead as Cleric of same XP lvl, beam
drains 1d4 XP lvls, and when these equal 2x bearer's lvl, he transforms into an Undead himself

23. ASTRAL OCTAHEDRON "Appears as a piece of the night sky", allows out-of-body,
"Silver Cord"-style Astral travel, 1/day

24. HENAGONAL SINGULARITY The first person to view this impossible 1-sided thing must
save vs INT (minus 1d4) on a d20, or thereafter be afflicted with a drooling, gibbering form of
Feeblemind, if successful, can call upon the HS to fulfill one Wish, whereupon it collapses in upon
itself and disappears from normal space
* the three Moons of Gnarth

http://en.wikipedia.org/wiki/Polyhedron

Thursday, January 27, 2011

"GNARTH"

THE WORD "GNARTH"
So I started working on this campaign world, and needed to name it. I wanted something simple, no more than one or two syllables, which would be easy to pronounce and would somehow evoke the spirit of a pulp sci fi world, possibly based on the word "Mars". An examination of "Cthulhu mythos celestial bodies" led me to Kynarth, "A mysterious celestial body located past Yuggoth (or Pluto?) on the edge of the solar system," which sounded kinda cool, but I wanted a more original name, without a Wikipedia listing, so I toyed with K'narth, which incl the sci-fi/fantasy vocab cliche of an apostrophe instead of a vowel, which in turn suggested Knarth (with another cliche, the silent consonant!), and I thought of a dungeon I created years ago, the "Maze of Gnar", and I said, yeah... Gnarth! Sounds like a Gnarly version of Mars+Earth, cool! My natives would be called "Gnartians"! To be sure it wasn't already a bargain-bin novel or B-movie, I Wikied "Gnarth", and was asked "Are you sure you didn't mean Garth?" I had my own original name! Or so it seemed...
Halfway through designing Gnarth I was on the Urban Dictionary, and just for giggles I entered the name of my new world, and that's when I realized there really isn't anything new under the sun. Any sun.

GNARTH (buy gnarth mugs, tshirts and magnets) Can mean pretty much anything depending on the context it's used in. "oh man I totally gnarthed that test today."

and there was more... much more...

I'm planning to use all of these in the campaign! The puns will be merciless. Party on, Kane. Party on... Gnarth.

Oh, there's this thing, too. I like it. Needs OSR stats.

Thursday, January 20, 2011

RAYGUNS

There are few things more iconic to weird science/space pulp than a strange, sinister raygun! Produced only by highly advanced Alien technology. 100' range (unless noted otherwise), one shot/rnd, power source/ammo is non-standard and unlikely to be replaceable, charges/shots avail as per DM. Require Save vs R/S/W/Raygun rather than rolling an attack to hit on the combat table.
(d30)
1. SHRINK RAY 50% of height/weight per shot, effects either permanent, or reverts at 1" height/day, might just have a Growth Ray selector as well!
2. FOSSILIZER 3" beam, petrifaction, effect permanent
3. NEURAL DISRUPTOR save -2, stuns 1d4 rnds, failed save of "1" causes head to explode!
4. BUG GUN fires swarm of stinging, flying bugs, or clutch of boring worms
5. WEB GUN 30'x20' cone, as Spell
6. SONIC BLASTER 6" cone, effect selectable: 3d6 DAM, Stun 1 rnd, Deafen, or "Brown Noise"
7. MUTATOR roll on Bad Table (possible selector for Good Mutations!), only mutates target on first use, subsequent exposure = 6d6 Radiation dam
8. DEVOLVER as per the Mutation, Devolution, failed save of "1" causes Complete Body Devolution
9. NERVE FIRE causes uncontrollable movement at top speed in random direction
10. BLUE GOO viscous, hardening goo causes Slowing (no save) or complete immobility (failed save), dur 1 trn
11. GINGIFICATION RAY (TELEPORTER) no save (?), safely transported 100" in random direction
12. TRACTOR/REPULSOR BEAM "telekinese" up to, say... 1000 lbs?
13. SICKLY PURPLE DEATH RAY liquifies flesh, leaving only bones, save vs Death Magic, +2
14. FREEZE RAY 3" beam, or cone, selectable, 6d6 Cold damage
15. OXIDIZER (RUST GUN) metal items (not just iron, steel) must save vs Disintegration or rust/flake into dust
16. POLLINATOR (SPORE GUN) range 3", creates 1" radius cloud, effects a s per DM
17. THE DREAD BLACK RAY save at -2, drains one XP lvl/HD per shot
18. BLUE BOLT/BLUE BALL 8d6 Radiation damage, selectable bolt (save -1) or 30' radius ball, save for 1/2 dam
19. RUBBERAY tranforms matter into rubbery substance, save vs Disintegration, does not affect living beings
20. IDIOCY lowers INT to 3, regain 1 pt/day
21. AMNESIA FLASHWAND if save failed, roll d4 and lose: 1 day, 1 week, 1 year, all memory! (also wipes all Spells from memory)
22. METABOLIC REFRAGULATOR/DEFRAGULATOR heal or harm for 10 HP, selectable
23. ANTI-GRAV PULSE "levitates" target 30-60' (1d4+2, times 10), effect ends in 1d4 rnds
24. FUN GUN victim undergoes spastic fit of laughter for 1 trn, -1AC, TH, Dam, Saves, Initiative, cannot speak or cast Spells, no save
25. BUBBLE GUN encases target in Force Field bubble for 1d4 trns
26. CHRONOTRON PROJECTOR target is propelled through time, either backward or forward (selectable), 1d24 hrs (random)
27. BERZOOKA all creatures w/in 3" sphere are simultaneously affected by Haste, and a berserk, murderous rage, and attack closest being
28. REANIMATOR zombifies recently deceased corpses (AC 10, HD&Dam 1/2 original, Always attacks last), dur 24 hrs, Undead save vs Disruption
29. COMBO WEAPON Roll again, and also has secondary, lesser function; auxiliary laser, electric discharge, grenade launcher, motion detector, accuracy scope (-1 save)...
30. LAZY GUN mysterious ancient objects, possibly the creation of an Elder Species. The Lazy Gun is the only weapon known to display a sense of humour, and oddly, weighs three times as much when turned upside down. It is the Ultimate Ray Gun, auto destroying whatever it is fired at, although it can only be fired 1/day, and there is a 1 in 10 chance/use that the user will be drawn through a temporary Black Hole into another reality, while the Lazy Gun Teleports 100-1000 miles away.


DETAILING (d30) roll twice, adds to the fun

1. Brushed Aluminum 2. Gold filigree 3. Hepatizon!
4. Mother o Pearl Inlay 5. Xenowood stock 6. Bronzed
7. Blued 8. Rusty 9. Brightly enameled
10. Brass/Copper fittings 11. Fins 12.Shiny chrome
13. Muzzle nozzle 14. "Radar dish" 15. Indecipherable engraving
16. Scary prongs 17. Bedazzled 18. Transparent casing
19. Scuffed plastic 20. Ceramic 21. Barrel etched w/notches
22. Crystal encrusted 23. Blinking nodes 24. Sparking aperture
25. Buzzes 26. Hummmmms 27. Emits colored smoke puff
28. Ultrablack 29. No barrel 30. Wing It!

http://planetalgol.blogspot.com/2009/09/technological-artifacts-ceramic-knife.html

http://en.wikipedia.org/wiki/Lazy_gun (haven't read it, yet)

http://en.wikipedia.org/wiki/Hepatizon (leave it to Blair at planet Algol; I love his weird details - obviously)