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Showing posts with label Races. Show all posts
Showing posts with label Races. Show all posts

Sunday, June 1, 2014

Green Martians for OSR

Art by the incomparable Michael Whelan 
Since the Sword & Planet genre is near and dear to my muscular circulatory fluid pump, I've decided to try my hand at adapting the denizens of Barsoom to Basic D&D and related retro-clones. As always, scathing criticism of my hair-brained ideas is always welcome.

Let's start with the fearsome Green Martians:

Requirements: CON 9
Prime Requisite: STR and CON
Hit Dice: 1d6
Maximum Level: 12
Five or six had already hatched and the grotesque caricatures which sat blinking in the sunlight were enough to cause me to doubt my sanity. They seemed mostly head, with little scrawny bodies, long necks and six legs, or, as I afterward learned, two legs and two arms, with an intermediary pair of limbs which could be used at will either as arms or legs. Their eyes were set at the extreme sides of their heads a trifle above the center and protruded in such a manner that they could be directed either forward or back and also independently of each other, thus permitting this queer animal to look in any direction, or in two directions at once, without the necessity of turning the head
The ears, which were slightly above the eyes and closer together, were small, cup-shaped antennae, protruding not more than an inch on these young specimens. Their noses were but longitudinal slits in the center of their faces, midway between their mouths and ears. 
There was no hair on their bodies, which were of a very light yellowish-green color. In the adults, as I was to learn quite soon, this color deepens to an olive green and is darker in the male than in the female. Further, the heads of the adults are not so out of proportion to their bodies as in the case of the young. 
The iris of the eyes is blood red, as in Albinos, while the pupil is dark. The eyeball itself is very white, as are the teeth. These latter add a most ferocious appearance to an otherwise fearsome and terrible countenance, as the lower tusks curve upward to sharp points which end about where the eyes of earthly human beings are located. The whiteness of the teeth is not that of ivory, but of the snowiest and most gleaming of china. Against the dark background of their olive skins their tusks stand out in a most striking manner, making these weapons present a singularly formidable appearance. ... 
But how puny and harmless they now looked beside this huge and terrific incarnation of hate, of vengeance and of death. The man himself, for such I may call him, was fully fifteen feet in height and, on Earth, would have weighed some four hundred pounds. 
--Edgar Rice Borroughs
A Princess Of Mars 
Barbaric even by Barsoom's brutal standards, the Green Martian hordes are feared by the all the civilized peoples of Mars. With few exceptions, Green Martians revel in violence and cruelty, killing to advance their status in their horde, or just for the pleasure of seeing their victim suffer.Like most lifeforms on water-starved Barsoon, Green Martians hatch from eggs and are raised collectively by the females on a horde. Love and familial bonds are not a factor in the vast majority of Green Martian lives (although there are few exceptions); however, the few exceptions to the rule can be intensely loyal to those who can prove their strength and cunning.

Green Martians can use all four of their limbs in combat, bearing any combination of 1-or-2-handed weapons as they have hands available. (e.g. 4 one -handed weapons, 2 two-handed weapons, 2 one handed weapons and 1 two-handed weapon, etc.) They can spread these attacks between 1 and 4 eligible opponents.

Because of their great height, Green Martians have difficulty moving in confined spaces. Unless they are in an area with at least a 15' ceiling, their movement is reduced by half and they suffer a -2 penalty to their attacks and +2 penalty to their AC (or -2 defense penalty if using Ascending AC). They also suffer a -2 penalty to all dexterity or movement-based saving throws.

Upon Reaching 9th Level: When a Green Martian reaches level 9, it has the option of becoming a Jeddak of a horde of its own. A Green Martian Jeddak will attract Green Warriors who roam the dead sea bottoms from ruined city to ruined city. They have no use for retainers or specialists.

Green Martian Level Progression
Experience
 Level
Hit Dice (1d6)
0
1
1
3000
2
2
6000
3
3
12,000
4
4
24,000
5
5
48,000
6
6
96,000
7
7
150,000
8
8
200,000
9
9
350,000
10
+3 hp only*
430,000
11
+6 hp only*
550,000
12
+9 hp only*
*Hit point modifiers from constitution are ignored.

Saving Throws: As Dwarf/Halfling

Swords & Wizardry: Green Martians can only be Fighters.

Monday, November 19, 2012

Children of the Night: Dhampirs

Vlad III. aka Vlad Tepes ("the Impaler"),
aka Vlad Dracula, aka Mr. Sunnyboy McMagicpants
Lately my thoughts have bent toward campaign settings and along with a Lovecraftian fantasy setting I've had in the works for a while, I've also been mulling over a historical horror setting. My working title is "Carpathian Empires" and it's set in the late-1500s early-1600s where Eastern Europe is under the vampiric thumb of a certain undead Wallachian prince we've all heard of and his blood-sucking nobles, while a prostrate Western Europe waits in terror for Vlad the Immortal's undying armies to march across and Danube.

That's right kiddies. I'm bringing back old school,  blood-sucking-fiends-from-beyond-the-grave for this setting. I'm taking a stand with every other horror fan who despises what vampires have become; no more undead goths or glittery, immortal, crypto-Mormons who spread abstinance-only sex-ed and anti-abortion propaganda. (Kiss my atheist ass, Ms. Meyers.)

Besides the standard-issue Homo sapiens, I'm considering other races to replace the usual, but inappropriate for this setting, metahumans. One of the races that's top on my list candidates are the Dhampir: the offspring of humans and vampires. Now, Pathfinder already have Dhampirs as one of their "Advanced" racial option and I used it as a good place to draw some inspiration.

My end result is the following, which is suitable for any of the more "Advanced" OSR games that have races and classes seperate:

Dhampir:

STR +2, DEX +2 CON -2, CHA +2
  • Darkvision up to 60 feet.
  • Attacks by Dhampir on any undead creature counts as "magical" even when using mundane weapons.        
  • Dhampir have a 4-6 chance of sensing the presence of an undead creature within 100 ft.
  • Dhampir are truly children of the night. While they are not injured by sunlight like their vampire parent, they are weaker when exposed to it. Dhampir suffer a -2 modifier to all rolls when exposed to daylight.
  • Dhampir have the characteristic fangs of their vampire ancestry and can inflict1d4 damage per bite. They may drain blood (see below) on the their next turn, but if it's taken as their only action.
  • Dhampir do not heal damage naturally, nor can they be healed through potions, spells, or spell-like devices. They can only be healed by ingesting human blood from a living host at a rate of 1d4 HP per round of drinking. However, with each turn they spend drinking, they must make a Saving Throw vs. Death or fall under the spell of the Blood Frenzy (see below). Those slain in this manner DO NOT return as vampires.
  • The Blood Frenzy: While not necessarily needing it to live, Dhampir often feel their ancestral craving for blood as well as the orgasmic thrill of consuming it. If the Dhampir is not careful while drinking blood, they will loose control of themselves and seek out more--even from the throat of a friend. When in the Blood Frenzy, a Dhampir PC will attack the nearest living human character, friend or foe, and attempt to to bite and feed on them for 1d6 rounds, until killed, or otherwise subdued. Afterward, the Dhampir must rest for 1d4 hours to recover from experience, or suffer a -2 modifer to all rolls until they do so. 

Allowed classes include Fighter, Magic-User, Assassin, and Thief. Paladins and Clerics are right out. They can be good or evil, but tend toward neutral or chaotic alignments.

I'm sort of wondering if this is properly balanced. I choose to add the STR bonus because, unlike Pathfinder, Strength is the modifier for melee combat in most OSR games and I see vampires as more toe-to-toe fighters than marksmen for obvious reasons. I can go either way on the DEX bonus; however, whoever heard of a sluggish vampire? The CON reduction is due to their undead parentage making them somewhat sicklier than normal humans. Of course, in the modern media, Vampires are usually portrayed as attractive (better to lure unsuspecting victims to their deaths, dearie) so I'll give their children that bonus as well.

So there you have it! Leave comments and ideas in the comments below. I'm post more as it comes into my fevered brain. I don't know how I'm going to handle the rules for creepy, pedophile, werewolves, though.