zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 6, 2012 11:24:45 GMT -5
Another idea for a semi SF RPG T&T setting - obvious influences Gamma World, every post apocalyptic rpg ever created, Shadowrun, and probably stuff I'm not aware of! (oh, and chaos features from Runequest , and warhammer)
'The air changed colour and shimmered. Not all of it, just patches here and there. They started out the size of a dinner plate and very slowly started to grow. They were pretty, radiating different colours, changing through all the colours of the spectrum. Noises, from music to high pitched howls, could be heard from them. Some foolhardy souls reached into the patches - their limbs disappeared from view. Most times they just reported that it felt different - warmer perhaps, but sometimes their limbs were removed, and even more rarely , replaced by the limb of another creature. The Wizards and Sages were baffled, though some believed that this was the prophesied constellation of the 9001 spheres , when all the planes would merge as one, with this one small world the nexus point. And lo it came to pass that these areas grew, changing in shape and colour until all the world was covered with them. There was no escape, nowhere to hide, save within the strongest Protective Pentagrams. Where the portals touched they brought death ,change, mutation.Most were killed by the touch of other worlds,some people became creatures of ethereal beauty, others were transformed to demons most foul - the end result depending more on the portal touching them than on the nature of the person they were. In the space of one week, all was thrown in flux. Civilisation fell under the impact of mass annihilation and transformation.
And then the demons came...'
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zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 6, 2012 11:25:39 GMT -5
Player characters will be either a rare few unaffected, protected by Wizards who have cast extended Protective Pentagrams. Powerful enough Wizards may have shielded small communities who will then try to rebuild civilisation.
Or they will be those transformed by the experience but who survived it. The transformation process is a phenomenally painful one and mentally disorientating. All those affected will lose a d6 Charisma and Intelligence from their starting attributes. Roleplay should take care of the fact that they are no longer who they once were, but their psyche is otherwise un-affected by the transformation - an angelic being is not inevitably good, a demonic one not inevitably evil.
Mutation may be partial, or total. The GM and player should agree if this will be a random process or chosen between them.
Mutation Extent (roll 2d6)
2 = Total - Angelic - Takes on the appearance of a seraph - 7' tall, working feathered wings, beatific appearance - double their charisma, bonus d6 to all other stats. 3 = Total - Humanoid - Choose another humanoid race - apply their racial modifiers to all attributes instead of your own. You take the form of that race. 4 = Partial - Roll 4 times on the d66 mutation table below 5 = Partial - Roll 3 times on the d66 mutation table below 6 = Partial - Roll 2 times on the d66 mutation table below 7 = Partial - Roll 1 times on the d66 mutation table below 8 = Partial - Roll 2 times on the d66 mutation table below 9 = Partial - Roll 3 times on the d66 mutation table below 10 = Partial - Roll 4 times on the d66 mutation table below 11 = Total, Monstrous - Choose a Monstrous race - Ogre, Troll, Dragon - apply their racial modifiers to all attributes instead of your own. You take the form of that race. Agree a race with your GM. 12 = Total , Demonic - The character has taken the form of a demon, roll on the Demon table to determine which type and the mutations that are entailed.
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zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 6, 2012 11:26:00 GMT -5
D66 Mutation Table (choose two different coloured dice, the first one is the 'tens' the second the units).
Players should consider how mutations will visibly affect their appearance, with the expectation that it will. Different types of blood may transform the characters skin colour, a Bulb brain will result in a mekon like head, extra limbs will.. I think you can work that out!
11 = Grotesque Muscles - Roll 2d6 and apply DARO. Add this to your strength score. 12 = Regenerative Blood - Roll 2d6 and apply DARO. Add this to your CON score 13 = Caffienated Blood - Roll 2d6 and apply DARO. Add this to your DEX score 14 = Rapid Synapses - Roll 2d6 and apply DARO. Add this to your SPD score 15 = Bulb Brained - Roll 2d6 and apply DARO. Add this to your INT score 16 = Luck Gened - Roll 2d6 and apply DARO. Add this to your LK score 21 = Honey Voiced - Roll 2d6 and apply DARO. Add this to your CHA score 22 = Mana Battery - Roll 2d6 and apply DARO. Add this to your WIZ score 23 = Extra Arm - growing from another part of the body. Fully functional, may hold an extra weapon or shield. 24 = Tentacles - A d6 tentacles growing over the body. These may grasp and grapple but do not have the digits for fine manipulation. Each tentacle is worth a bonus melee combat dice 25 = Centaur - The lower body of a quadruped. Double Speed. 26 = Claws Extendable claws make each hand worth 2 dice in combat. 31 = Extra Eyes A d6 extra eyes mean that it is very difficult to surprise this person. Double the relevant stat for any perception SRs made. 32 = Fangs and blood drinking The mutant has fangs that can drain the targets blood. Bonus D6 combat dice and may cure 1d6 Con damage or restore 1d6 Wiz to themselves when the blood of an enemy is drained dry once per day 33 = Protective Hide This may be scales, bone, rocky accretions. The mutant has 2d6 (Daro Applies) bonus Armour Points. 34 = Wings Feathered or leathery , these allow the Mutant to fly. 35 = Firebreathing The mutant can breath fire as though casting a Blasting Power. It is a natural ability that they may use d6 times a day (roll for number when mutation acquired) 36 = Poison Fangs The mutant has fangs which inject a virulent venom into the target. They are worth a bonus 2D6 in combat. If the mutant manages to inject the target with the poison (a Dex SR stunt), the target is paralysed for three rounds if vulnerable to toxins. 41 = Gecko Hands The mutant can issue a glue to their hands and feet , enabling them to climb with extraordinary agility. Double the relevant stat for any climbing rolls 42 = Super Adrenaline The mutant can send their body into overdrive, doubling their strength and dexterity at the cost of 1 Con damage per round this is maintained. The effect of doing this is very obvious - think Slaine style warp spasm 43 = Hypnotic eye The mutant has a third eye in the centre of their forehead. They may cast Hold that Pose freely a d6 times/day (roll number when mutation acquired) 44 = Huge The mutant is double the normal size for their race but Clumsy - double their STR, halve their DEX 45 = Horns Goat like or bull like, these horns extend from the mutants head, giving them 3 Armour Points and 2d6 bonus combat dice 46 = Quills Quills protrude from the mutants body. Anyone grappling with the mutant takes 2d6 damage every round. They provide 6 armour points but make normal armour unwearable. They may be projected like arrows out to 30' , doing 3 dice damage (the ammo supply is unlimited) 51 = Telepathy The mutant can project their thoughts without verbalising them out to 100' to one person. If they concentrate they can try to read minds - treat it as a IQ contest , the more it is won by the deeper the mutant can probe. If they lose, the target is aware something is being tried on them. 52 = Acid Blood When the mutants blood is spilled it is acidic, doing a d6 damage to those neaby. It can also be used as a solvent. The mutant is immune to harm from their acid - but their armour is not. 53 = Regenerative flesh The mutants flesh reseals from wounds amazingly quickly, recovering 1 point of Con damage each round. 54 = Furry The mutant has a thick furry hide, providing them with 6 armour points and they resist half against cold damage 55 = Iron digestion The mutant has a super resilient stomach - they ignore any poisons ingested(not injected), and can derive nutrition from any organic matter. 56 = Luminous The mutant glows as if they have a Will o Wisp spell upon them, also making them strangely attractive - d6 bonus Charisma. This affect cannot be turned off. 61 = Chameleon Skin The mutant may merge with their surroundings (this does not affect any clothes they may be wearing) doubling their attributes for any tests of hiding or camouflage 62 = Barbed Tail The mutant has a barbed tail that may be used as a weapon as well as any they are using, 3 bonus combat dice. 63 = Fireproof The mutant has skin that can resist the fires of hell. They take no damage from fire. 64 = Next generation +1 to all attributes, mutant appears normal for their race, despite any other mutations (permanent illusion). 65 = Long Limbed The mutant has very long arms and legs; bonus d6 Speed, bonus d6 Dex. 66 = Super Mutant , +1 to all attributes, roll again.
If the same number is rolled, double any effect if that is at all possible, otherwise go to the next mutation on the list.
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zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 6, 2012 11:26:17 GMT -5
Demon Table
The person has been transformed into the guise of a demon, and can pass as one, possibly useful now that the demonic hordes are invading from other planes.
1 = The Condemned - Apparently human, these are used as expendable shock troops by the demon princes. Very resilient, they have Regenerative Blood (12), Regenerative Flesh(53) and are Fireproof(63). 2 = Minos Demons Lumbering vicious brutes, these are Huge (44), Furry(54) with massive Horns (45) and Grotesque Muscles(11). 3 = Winged Death These vulture like demons are the sentinels of the demon armies, with Wings(34), Extra Eyes (31) and Blood Drinking Fangs (32) 4 = Seducers The demon forces infiltrators are Next Generation(64) , Honey Voiced (21) with Poison Fangs (36). They appear as one of the humanoid races. 5 = Monstrosities These shambling demon horrors are each different, save that they always have misshapen and twisted limbs and faces. Roll 5 times on the mutation table. Halve the charisma value of the Monstrosity. 6 = Princes The officers of the demon forces, they have Telepathy (51), with a long Barbed Tail (62) and a leathery Protective Hide (33). They often have decorative horns, but these are for show only.
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Post by mahrundl on Feb 6, 2012 14:00:29 GMT -5
Looking interesting so far...
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zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 6, 2012 19:20:37 GMT -5
Thank you Mahrundl  The demons are evil and invading - they want to enslave you or kill you. However, they war amongst themselves as much as with the inhabitants. They have also been disorientated by the collision of the planes - but have been more resilient to the transformation process. The timeline is proposed to be immediately post apocalypse. Any mutant characters will be coming to terms with their own transformation and the loss or transformation of their friends or family. The remaining few beacons of civilisation, centred round powerful Wizards and Wizards guilds, will then be facing the shock of invasion, and the question of these strange creatures claiming to be former citizens. Some Angelic beings have also come into the world, but creatures of law and purity are much rarer than those of chaos. They may act to help any transformed seraphs and to oppose the invaders. Some Brief Plot Outlines Finding a family member who has been transformed Convincing the authorities that mutants are who they say they are Seeking unusual allies against the demons (Goblins and Trolls may need some persuasion that those who fought them are now their friends) Battling demon hordes Infiltrating the demon army Fnding weapons against the demons Finding a way of reversing the constellation of the spheres.
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zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 6, 2012 19:26:30 GMT -5
Ok, thats the starting point. The mutation table could also be used for random mutations in regular T&T due to potion drinking/strange radiation/a piece of warpstone etc. Have not thought up a name for the World this might be based in. Suggestions and comments welcomed on the ideas so far and for a name. Other demon types would also be good
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Post by stevemitchell on Feb 6, 2012 20:47:31 GMT -5
This would also make a pretty good approach for a world where the stars are right, the tomb-city of R'lyeh has risen from the sea, and Cthulhu and the other Old Ones have returned. You might just as well find yourself transformed into a Deep One, a Mi-Go, or even a Shoggoth!
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zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 7, 2012 2:38:35 GMT -5
A Cthuloid approach could definitely work! Want to stat any of the above stevemitchell?
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zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 7, 2012 6:19:21 GMT -5
Demons as Monsters
The Condemned
Tortured souls that have survived their time in the demon planes, and have agreed to serve the demons. Their skin has the look of a mass of scar tissue due to the repeated burning and flaying they have been subject to. Their memory of their passed life (recent transformed excepted) is hazy at best. Filled with rage , they fight without fear, as death would be a release.
MR Range 25- 75 . Regenerate 1 damage/round. Decapitation ends their existence. They fight with normal weapons. Immune to fire damage.
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zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 7, 2012 6:27:21 GMT -5
Minos Demons
The loyal shock troops of the Demon armies. Revelling in violence and subservient to the Princes , they are the most easily bamboozled of the Demons, if you can stop them hacking your head off long enough to talk. Their pecking order is determined by violence. They look like giant bears with long horns emerging from their head , but with hands to grip their powerful weapons. They favour axes and mauls.
MR range 75 - 200. 6 Armour Points, take half damage from cold attacks. Special Damage 3/Gored and thrown - a delver is picked up on one of the horns and hurled through the air. Take 2d6 damage, and half damage ooutput next round.
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zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 7, 2012 6:34:58 GMT -5
Winged Death
Looking like a long necked humanoid with moulting feathered wings, fangs, and a row of eyes around their head these are the shape taken by fallen seraphs. They are cowardly and dislike a fair fight. They are the most treacherous of the Demon armies, condemned to never stay true to any loyalty, constantly shifting their allegiance between princes. Despised by all, they are nevertheless useful.
MR Range 40-120. Flying. Special Attacks Drop Rocks from height - Lk or Dex SR 2 to avoid - 3d6 damage if failed , only helm armour protects. 3/Blood Drain -Delver Loses d6 STR (recovers with rest), Demon recovers d6 damage
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zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 7, 2012 6:44:25 GMT -5
Seducers
Appearing as an exceptionally attractive member of their race, these are the favoured of the Princes, elevated due to their special qualities. They specialise in infiltrating enemy forces or occasionally a position of command. They also make good assassins. Their fangs are only evident when they go to bite.
MR Range 30-90 Special Attacks Bemuse - the target must make a L2 save vs IQ to see that the Seducer is a threat. In a non combat environment they are very likely to be seduced if the Seducer is of a gender that they would be interested in. In a combat environment, they will not attack the seducer unless attacked by them 3/Posion Fangs - the Seducer has injected their venom. L2 Con SR or paralysed for 3 rounds.
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zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 7, 2012 6:51:34 GMT -5
Monstrosities
The playthings of the Princes, these are souls that have been condemned to experimentation to create the perfect weapon. The outcome is far from such. These have a very misshapen appearance apart from any specific mutations - skull heads or transparent skin, out of proportion limbs, additional limbs, a putrescent stench are all possible features of a monstrosity. Consumed by hatred of all, these are unleashed upon the enemy and kept on shock chains to control them the rest of the time.
MR Range 75 - 300. Special attacks and powers - Varies greatly - choose or roll on the mutation table to get ideas.
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zanshin
14th Level Troll
 
Posts: 2,871
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Post by zanshin on Feb 7, 2012 7:00:58 GMT -5
Princes
The aristocracy of the Demon world, their telepathy and knowledge of the true names of their subjects keeps them on top of the pile. They look like classic demons from the inferno - usually 7' tall, but they can be taller or shorter than that. One demon in a 100 may be a prince, and they band together in clans that they call kingdoms. Red of skin, they are muscular with cloven feet and long barbed tails, with short decorative horns.
MR Range 50 - 1000. 6 Points of Armour = 1/100 MR Special Attack - 'I command you' - only effective if the Prince knows the persons true name. The target must make a L3 IQ SR or do exactly what the Prince has said to do, even if that be attack a loved one or commit suicide. 3/Tail Lash - The barbed tail of the Prince impales the target, doing 2d6 damage , and leaving them bleeding at 1 point/round until the wound is staunched..
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