Showing posts with label Space Age Sorcery. Show all posts
Showing posts with label Space Age Sorcery. Show all posts

Friday, August 25, 2017

M is for Mucoids: Work-in-Progress (August, 2017)

More Work-in-Progress, this time a sample from a Wermspittle project that has been coming together nicely. The Palegator wasn't a fluke, there's a whole series of ABCs coming along. The old entry on the Mucoid (Fighter) is getting revised along with everything else going into this project since there are some peculiarities and special qualities worth mentioning and detailing for their use in Wermspittle such as their spells, lift-crystals, vicious gold-straws, and so on and so forth. The three main degenerate tribes and the remaining few Keepers of the Old Ways who hold vigil atop their yellow thrones within the ruins of the Cylinder-Keeps will be revealed in their dubious glory...

There will also be versions of the Mucoids in the new and improved, revised Space Age Sorcery (v.2). But those Mucoids will be of the starfaring, planet-invading and civilization-toppling tyrant variety noted for their cool, inhuman intellects and penchant for colonizing and changing entire worlds to suit them whims.

Thursday, August 24, 2017

Raaaarrrr


Another sample for Volume 2. Again, the color-scheme may shift a bit as things get finalized...

Tuesday, August 8, 2017

Squirmers




"It is absolutely necessary, for the peace and safety of mankind, that some of earth's dark, dead corners and unplumbed depths be left alone; lest sleeping abnormalities wake to resurgent life, and blasphemously surviving nightmares squirm and splash out of their black lairs to newer and wider conquests."

H. P. Lovecraft

Squirmers [Original name unpronounceable by humans]
No. Enc.: 1
Alignment: Neutral
Movement: 120' (limited flight/levitation)
Armor Class: -4 [4] (as Chain)
Hit Dice: 6+1
Attacks: 2 (Slash, Ray)
Damage: 1d4x2, Petrify*
Save: F8
Morale: 10

Special: Squirmers perceive invisible, ethereal, astral, and other immaterial things within a 60' radius as though using True Seeing. They are immune to Charm or Sleep and unaffected by illusions. The Slashing Tail attack is treated as a +3 weapon to determine whether it can strike a given target, but does not add the bonus. Their Petrification Ray can be re-tuned after a delay of 1d4 rounds to either Dispel Magic (3-times per day, 120' range), or Annihilation (up to 3-times per day, does 3d12, range 60'). It is rumored that upon being destroyed a Squirmer will unleash a Lesser Sphere of Annihilation, but this has never been verified.

Ancient relics of some long-dead and forgotten empire, these things were originally astral parasites that were captured, bound, and armored so as to serve as monitors and watchers patrolling the ley-line keeps and fringe-world outposts of their masters. The version presented above is the more common variety, but there are others out there including at least one instance of a very tiny (3hp) version whose swarms infest the Dome of Urlantru and another smallish version that served as a Familiar to the wizard Damthuss.

According to various records and fragments of lore, prior to their being taken-over by the Yithians, the Pnakotians fielded a prototype-version in their doomed war with the Polypous Things.

A number of specimens have been recovered from deep within the polar ruins of what is believed to have been a Hyperborean citadel that was modified and rebuilt by a succession of colonists and settlers over the course of uncounted millennia. Some of these specimens appear to have been modified to make them better suited to hunting and killing Mi-Go.

Though they are indeed Constructs, each Squirmer houses portions of the brain and body of the original parasite from which it was created. They are neither living, nor dead, nor undead, but rather are best classified as some weird in-between category unto themselves. This may be a major contributing factor in there being no known spells for banishing, dismissing, or releasing (nor protection from) one of these things in any of the more accessible sources.



Squirmers were inspired by the notion of what a weaponized bejewelled Mi-Go brain-case might be like and sort of evolved from there to become a peculiar sort of Watcher prowling about the ruined cities of dead worlds out along the rim of known space. It might be possible for a spell-caster to reprogram one to serve as a type of hireling or retainer or to serve as a body-guard or servitor...and wherever they might be left to patrol or to protect very probably still has some measure of loot or eldritch secrets just waiting for the taking...

Monday, July 10, 2017

Vertaxian Robots


Vertaxian Robot
ARMOR CLASS
3 [16]
HIT DICE
6
TOTAL HIT BONUS
+4
ATTACKS
Pincers 1d4 each*
SAVING THROW
16
SPECIAL
Neutrinium Alloy Body, Scanners, Self-Repair
Movement
12 (Negrav floater)
HDE/XP
5/240

* Vertaxian Robots can attack three targets (-3 to hit each attack), or two targets (-2 to hit for each attack), or one target with all six pincers (-1 to hit for each attack).

Vertaxian Robots are a remnant of the ancient Vertaxian civilization that died out millennia ago in a conflict with an obscure Star Empire that has been meticulously stricken from all inscriptions or databases, and an alien menace known only as "The Annihilators." These ancient machine relics tend to be found only amidst ruins and dead worlds that were once occupied by their fore-bears where they tend to Great Machines or maintain the atmosphere factories and other mechanisms that sustain exotic alien biomes that have long since run amok.

These robots were never intended to be front-line combat models and so only engage in melee combat under duress. They know hundreds of dead alien languages and some suspect that their crystal-cores might actually preserve the disembodied minds of their progenitors, but this has yet to be verified.

Some individual Vertaxian Robots have shown signs of renewed interest in affairs beyond their age-old ruins. Perhaps they will prove to be benevolent...



Friday, January 6, 2012

Tcho-Tchoids (Mythos Future)


The Tcho-Tchoids abandoned Earth to its bitter, black fate long ago, between the time when the oceans drank Singapore and the raving hybrid offspring of unnameable things arose to crush the world of humanity beneath hoof and horn. Once they were human, now only soldiers, they wage terrible wars in the desolate places beyond the fixed stars. For a price they will serve anyone...or anything.

It was the Tcho-Tchoids who Dhole-bombed Beta Cygnus III.


Mythos Source: The Tcho-Tchoids were inspired by an off-hand mention of the Tcho-Tchos in The Horror in the Museum, a short story ghost-written for Hazel Heald by H.P.Lovecraft in 1932. The story is included in the collection The Horror in the Museum and Other Revisions originally published by Arkham house in 1970. The Tcho-Tchos went on to be mentioned and even featured in a number of other stories and remain an intriguing blend of human and inhuman qualities that make them an interesting example of genetic transgression and posthumanism within the Mythos.

Tcho-Tchoids
(Abhuman Mercenary-Servitors to Dark Things)
No. Enc.: 1-4
Alignment: Chaotic
Movement: 120' (Passwall Ability, expert swimmers and divers)
Armor Class: 4
Hit Dice: 6
Attack(s): 1 (Weapons, Psychic Powers or Spells)
Damage: 2d4 or by Weapon, Power or Spell
Save: L8
Morale: 8


Special: 4 random Psychic Abilities or 4 levels as spell-caster. All Tcho-Tchoids have fungal-augments, synthegrafts or cyber implants (treat as 2 Physical Mutations, with 1d4 additional Physical Mutations per 3HD.


Equipment: Axolotl-Masks, Personal Resonator, Voidflesh Armor.


Tcho-Tchoid Gear
  • Axolotl Masks allow the wearer to breathe in most atmospheres including the extremely toxic, caustic or polluted worlds found along the Shattered Rim. These masks allow the wearer to use Water BreathingDetect Thoughts (ESP), and Detect Magic at will.
  • Personal Resonator allows the user to synchronize and interact with dimensional shamblers, various out-of-phase creatures, and a wide array of otherwise immaterial entities. (Wearer can use Detect InvisibilityDimension Portal, and Passwall by expending 1d4 hit points.)
  • Voidflesh Armor regenerates 1d4 hit points per hour, augments the wearer's physical attributes by +4, Extends wearer's perceptions to include Darkvision out to 360', and allows wearer to use Light (Continual),  LevitateProtection from Normal Missiles, and Fly at will.
Note: ALL Tcho-Tchoid special equipment is psychically bonded to the individual Tcho-Tchoid and will not willingly serve a non-Tcho-Tchoid without them first proving themselves by undergoing a rigorous series of rites including replacing many of their internal organs with synthetic implants, bonding with a cyber-totem and essentially becoming transformed into a Tcho-Tchoid, albeit one that will very likely never quite be fully accepted into the grim society of these fierce transhuman warriors.