Monday, February 14, 2011

THE GRAND LEGACY OF PROF. HUBERT J. FARNSWORTH


A little re-tooling of this excellent list of inventions makes a gnarly gonzo DungeonStocking/Room Contents/Weird Encounter table... (use link at bottom for details, links w/in table are broken)

(d50)
40 Safety Sphere
42 Doom-proof Platinum Vest
43 Assorted lengths of wire
44 Universal Robot Controller
45 Scooty-Puff Jr. (or Sr.)
46 Chicken Walker
47 Holophonor
48 Suicide Booth
49 Head Jar
50 Quantum Interphase Bomb

#44-50 are not Farnsworth creations, and were added to increase the list to an even 50 entries. Details for all entries can be found on the Infosphere (except #43)

It is possibly worth noting that the Prof also invented Fast Cars, Beautiful Women, and Trendy Nightspots, all while living in a tiny apartment.



    Sunday, February 13, 2011

    GROOVY

    Found new interest and excitement in my game (that had started to fall by the wayside), largely thanks to:

    http://planetalgol.blogspot.com/2010/04/master-index-of-freely-available-planet.html

    http://carcosa-geoffrey.blogspot.com/

    http://www.goblinoidgames.com/mutantfuture.html

    http://www.goblinoidgames.com/labyrinthlord.html

    http://www.goblinoidgames.com/spacemen.html

    Thank You.  I really needed a fresh jump-start, and soon my campaign will gain its own momentum again!

    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

    EARTHMAN ORIGINS (a la Algol)

     I love the classic sci-fi device of transporting (modern) humans from Earth to Strange New Worlds, a fun idea also found on both Athanor and Algol, to name only two.  Link below to the original tables I stole the idea from!

    EARTHMAN ORIGIN TABLE (d24) and the Things They Carry.
    01 Archaeological accident &/or curse, has safari helmet
    02 Was LARPing in steam tunnels, has aluminum foil hat and dice
    03 Is dreaming... maybe?  Has any one minor mundane item of choice
    04 Out of body experience/Astral Projection, has earplugs and eye-mask
    05 Took bad drugs, believes reality is an hallucination, has disposable lighter
    06 Bitten by mysterious wolf, has pentacle on palm
    07 Was dabbling in Super Science, has calculator watch
    08 Unwilling/Willing subject of occult experiment gone right, has faith
    09 Unwilling/Willing subject of scientific experiment gone wrong, has vendetta
    10 Remembers only a beam of light... has car keys, credit card, and cell phone
    11 Stayed up late exploring RPG Blogs on the net, passed out, has beer bottle
    12 Abducted by aliens, has repressed memories
    13 Was trying to find the lavatory at a Grateful Dead show, has ticket stub
    14 Cursed by a filthy street person, still has the 75 cents
    15 Deceased and and bodily reincarnated, has embalming scars
    16 Was at Stonehenge at the wrong solstice, has worthless quartz crystal
    17 Was in a tornado, is accompanied by small dog
    18 Was in an seeking the hollow earth, a cryptozoid, or lost city, has machete
    19 Lost in a corn maze on Halloween, has costume &/or mask
    20 Rock climbing/hiking/kayaking, met with strange cloud, has Swiss army knife
    21 Passenger, crew or pilot, sailed into the Bermuda Triangle, has flask of liquor
    22 Separated from tour group at the Great Pyramids, has visitor's map
    23 Shipwrecked, has a compass and probably a beard
    24 Struck or seriously injured and is in a coma, was clutching hospital bill

    http://planetalgol.blogspot.com/2009/11/post-100-d24-earth-man-on-planet-algol.html
    http://swordsofathanor.blogspot.com/

    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!"

    "NEGATE WOUND"

    I thought a cool idea for a variant Healing option would be an item or spell that would completely heal any ONE wound received, no dice roll involved.  For ex: our hapless PC has run afoul of two sword-thrusts, doing 10HP and 7HP damage, respectively, and also a stray arrow for 3HP.  He decides to down his Potion of Wound Negation, which completely heals his worst unhealed wound, and so negates the first sword thrust and he is healed for 10HP.  Of course, players will try to hoard this one, but that's what dinosaurs are for.

    DAMMIT DAMMIT DAMMIT


    HOUSERULE - SPELLCASTING
    Wanted an alternate to automatically losing the Spell if struck during casting.  These rules allow the possibility of completing the Spell despite being hit, if the Player chooses to take the risk, and also provides for a chance of a more severe penalty to occur...

    If caster is struck for damage prior to starting the Spell, the
    Spell cannot be cast, but is not lost.  If caster is struck after beginning, but prior
    to completing a Spell, a save vs Spells may be (Player option) made to determ if casting may be completed (-1/Spell lvl).  If failed, the spell is lost, and if the fail result is "1" or less, caster is subject to the Spellcasting Failure Table.  Damage greater than 1/2 of the Spellcaster's HP negates the option of saving, Spell is lost, no other effect.

    SPELLCASTING CRITICAL FAILURE (d6)
    1. Spell attempted affects caster, and possibly others
        in area of effect (save, if any, applies)
    2. 1d4 additional random Spells memorized also lost
    3. Auto Stunned 1d4 rnds
    4. Unable to employ Spells for 1d4 trns
    5. Unconscious for trns = to lvl of Spell attempted
    6. Feebleminded, save -4, permanent until Dispelled, a successful 
        Save requires a second roll on this table, using a d4

    Athanor has the best take on this I've seen, I just wanted something less extensive.

    Monday, February 7, 2011

    MAGIC RINGS

    Like anybody needs another Ring Table, but here's the one I'm using for Gnarth, which incl the classics, some variants, some restrictions and clarifications, and removes those I just didn't like

    RINGS (d50) * = up to 10 Charges or 1/Day, Duration (if any), 1 turn

    1. FLYING up to 6 trns/day
    2. FREE ACTION immune Webs, Holds, Sleep
    3. PROTECTION bonus to AC (1 in 10 Displacement +2)
    4. WATER WALKING/BREATHING/ACTION
    5. WIZARDRY memorize one additional spell of ea lvl
    6. SPELL TURNING % as per Dispel Magic at 12th lvl
    7. SPEAKING w/ANIMALS
    8. SHOCKING TOUCH +1d4 dam by contact, 1/trn
    9. ULTRAVISION 12"
    10. HASTE*
    11. HEALTH immune disease/sickness
    12. LONG YEARS age at 1/2 normal rate, immune to unnatural aging
    13. HYPNOTISM one sentient creature at any one time, of =/< HD/lvl
    14. INVISIBILITY*
    15. HEALING as Heal spell *
    16. ALERTNESS improved/bonus to Initiative, Surprised 1 in 8, immune to Sleep
    17. FEARLESSNESS immune Fear
    18. SUSTENANCE need not eat/breathe for # weeks/days = to lvl
    19. FREE WILL immune mental influence/control such as Charm, Hypnosis, etc
    20. FIRE (or other) RESISTANCE as Scroll
    21. TRUTH auto Detects Lies, user unable to lie
    22. MAGIC MISSILES 2d4+1 missiles/day, fire up to 3/rnd
    23. MAGIC DETECTION* glows if previously undetected magic enters w/in 10'
    24. LIGHT & DARKNESS as Light spell, unlimited, plus Darkness 10' rad, 1/day
    25. UNSEEN SERVANT 1/day
    26. KNOCKING*
    27. MIRROR IMAGES* 1d4 images
    28. ETHEREALITY 1d4+2 charges
    29. POLYMORPHING* 1d4 forms, predetermined &/or selectable
    30. NON-DETECTION immune to scrying or detection
    31. VENOM NEUTRALIZATION*
    31. JUMPING*
    32. BURNING HAND*
    33. BLESSING* (1 in 10 apllies to 1" radius)
    34. LUCK bonus to saves (1 in 10 auto Save, 1/day)
    35. BLINKING*
    36. FEATHER FALLING
    37. TONGUES*
    38. TALKING DEAD*
    39. SHIELDING as Shield Spell
    40. GAINFUL REST regenerate 1HP/hr, while sleeping only
    41. COLOR SPRAY*
    42. CHANGE SELF*
    43. ESP 30’ range
    44. WOUND NEGATION* completely heals any one specific wound/strike
    45. IDENTIFICATION 10 charges
    46. GASEOUS FORM*
    47. STRENGTH* STR of 18
    48. TRAP DETECTION*
    49. ABILITY BONUS adds to Primary Ability, lowest Ability, or specific Ability
    50. DM SPECIAL (new Ring, roll twice, etc, possibly limited ch &/or uses)