Tuesday, June 5, 2012

Fight On: Issue 12

Issue 12, spring/Summer 2011
Mutants! Androids! Robots! Pure Strain Humans!
Fight On! is back, with another 88 pages of gut-wrenching, laser-pulsing, fist-pounding action! Rules variants, tables, adventures large and small, science fiction and fantasy, races, classes, monsters, spells, magic items, NPCs, history, opinion, and lore can be found herein!
Featuring art and articles by Mark Allen, Ian Baggley, Lee Barber, Erin "Taichara" Bisson, Daniel Boggs, David Bowman, Simon Bull, David Coleman, Fat Cotton, Michael Curtis, Liz Danforth, Ndege Diamond, Ron Edwards, Kelvin Green, Tim Kask, John Larrey, John Laviolette, Lester, Gabor Lux, Heron Prior, Jeff Rients, Chris Robert, Zak S., Alex Schroeder, Jason Sholtis, Tim "Sniderman" Snider, Jennifer Weigel, and this issue's dedicatee James M. Ward, alongside many others!
Available in Softcover or PDF format via Lulu.


We have artwork on pages 18 & 42 (Credited as Netherwerks).
  • The Space-Dude Facing-Off Against Some Unseen Monster will be re-appearing in an upcoming Rogue Space post.
  • The 'Minor Demon' from page 42 is now available for Labyrinth Lord as a Grobblybonk.



Rogue Space: Index of Resources at Hereticwerks

Rogue Space RPG Resources at Hereticwerks


Rogue Space Links

You Might Also Be Interested In...

Rogue Space: An Introduction


Rogue Space is a fast-paced, rules-light Science Fiction RPG that was deliberately designed to spur further development and creativity. It is a robust  framework within and upon which anyone can build any number of different worlds, settings or scenarios. Rogue Space can handle nearly any time period, era or eon. From intricate feudal interplanetary intrigue in the mold of Dune, to hard-core military SciFi reminiscent of Heinlein's Starship Troopers, Drake's Northworld or Hammer's Slammers, Laumer's Bolo, or Haldeman's Forever War, Rogue Space can go there, do that.

Rogue Space is a great springboard for working-out scenarios and settings that mash-up various SciFi Classics including just about any of Andre Norton's interstellar adventures, or Fred Saberhagen's Berserker series, H. Beam Piper's Space Viking, Leigh Brackett's Mars or her unique Solar System or perhaps even Skaith. Rogue Space could be adapted to serve as the basis of a campaign inspired by the adventures of Eric John StarkNorthwest Smith, The LensmenDorsai or Captain Future. Or you might want to see what happens when you combine Clarke's Rama with Greg Bear's Eon and throw in a dash of Well's War of the Worlds or  Van Vogt's Weaponshops of Isher or Simak's City.

Rogue Space is like a stream-lined Basic D&D or TFT specifically geared for the creation of classic SciFi adventures. The system is flexible enough to handle ultra-modern nanotech faux-utopias, storm the outer regions of Dyson Spheres older than humanity, delve beneath post-apocalyptic planets mired in savagery, wage war against invaders from beyond known space, loot forgotten ringworlds, colonize raw new worlds or just about anything else you can imagine. This is a system meant to be hacked, revised, and made over to suit the needs and vision of the GM. Just take a look at what Porky has done with it, or check out Rshomignggu (based on the gonzo Space Fantasy stylings of Needles), the Simian Stars expansion, or the MERS project (a Rogue Space/Mass Effect hybrid game) at Mik's Minis, or the new Mecha rules being developed by M. Jared Swenson. We also have started to maintain a list of Rogue Space links.

(There are also a few other handy free resources available for Download as well.)

There's also an eBook version available as well.

A Darker Version of Rogue Space is on the way, fully illustrated by Valerie Brandon, and containing only the bare essentials--that means without any setting or adventure.


Rogue Transmissions is the official fanzine for the FREE Rogue Space RPG


Revised Teddy Bear Thingy T-shirt

Teddy Bear-Thingy T-shirt
Teddy Bear-Thingy T-shirt by hereticwerks
Browse Hpl T-Shirts

Yep.
A Lovecraftian Teddy Bear.

Humanspace Empires: Index of Resources by Hereticwerks


Humanspace Empires RPG Resources at Hereticwerks

Humanspace Empires RPG Resources by Gj/Hereticwerks,
Available at IX




Humanspace Empires & Beyond
The Ain 4 sub-blog is dedicated to exploring the weird mysteries lurking below the curdled surface of this strange, desolate world on the periphery of the Hyades.

Humanspace Empires: A Brief Intro

Humanspace Empires is a pulp science fantasy role-playing game set in the distant future. The action takes place in the space opera "pre-history" of Prof. M.A.R. Barker's classic fantasy world of Tekumel. The rules are a fresh and engaging blend of the original fantasy role playing system and Empire of the Petal Throne that presents a unique blend of Sword & Planet, Space Opera and Planetary Romance.

From the Play-Test Draft Intro:
"The year 62011 AD is the 6082nd year of the Great Humanspace Empire and the 844th year of the Dynasty of the Veritable Autocrator. Mankind and its alien allies have reached a state of unprecedented technological advancement. Starships cross vast distances in days by travelling between dimensions, trade routes thread space like capillaries in living tissue, computers, androids and robots are built with advanced positronic brains, molecular machines reshape matter and interplanar power is tapped to transform worlds and even stars."

"This setting is like a combo of Star Wars, Star Trek, & Dune on acid mixed with influences of old fashioned pulp in a blender with the setting on high mix! Got that! Its that good & this is only the playtest version!"

The Play-Test Draft version of the Humanspace Empires RPG rules are available at The Drune's blog and can be accessed by clicking HERE.

These rules are very much a Work-in-Progress and will no doubt go through a serious bit of revision as people put them through their paces and their feedback gets incorporated into the process.

There is an excellent review of the Humanspace Empires RPG at Porky's Expanse: Part 1, Part 2.

Humanspace Empires Resources:

Monday, June 4, 2012

The Other Fifth Edition...

Fifth Edition. Most people reading this blog probably think of D&D5/Next. But there's another 5th Edition RPG coming along out there--Marc Miller's classic Traveller is soon to be released in a revised and mega-expanded Fifth Edition. You can find out more via Kickstarter...



Or check out Mr. Miller's Traveller5 blog for more details.

Serpentine Priestesses of Judrang

Serpentine Priestess of Judrang
(They of the Iron Masks, Watchers of the Forest of White Roses)
No. Enc.: 1 (2d4)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 5
Hit Dice: 8
Attacks: 2 (Weapon or spell)
Damage: 1d8/by spell
Save: F6
Morale: 10
Hoard Class: XVII
XP: 1,800+
Sleek, smooth and sibillant, the Serpentine Priestesses of Judrang are the transmogrified once-human priestesses of an obscure goddess known alternately as the Iron-Faced Hag or the White-Petal Maiden. There are fewer than 1,000 priestesses, nearly all of whom dwell within the glimmering quartz-rich core of a hollow moon. They have been locked in a bitter struggle against the High Queen of the Lamias and the depraved, fanatical cultists who serve Her mad schemes of becoming a deity.

All Serpentine Priestesses can cast the following spells:
Bless/Curse, CommuneCure DiseaseCure Light WoundsDispel MagicLightProtection from Evil, and Remove Curse/Bestow Curse, as well as 1d4 random spells (but never Darkness or anything phantasm-related).


3 New Items

Ivory Scimitar of Judrang
Formed all in one piece by the gentle extraction of the ritually-liquified bones and fangs of giant, intelligent sacred serpents that cast no shadows, these scimitars are +2 weapons with the personalities and INT of their former selves still intact. The scimitar can dispel shadow or darkness instead of one attack. It also does X2 damage against anything directly tied to darkness, shadow or similar powers.

Iron Mask of Judang
A smooth and highly polished +2 helm fashioned from meteoric-iron that enables the caster to cast Anti-Magic Shell twice a day. Any non-initiate of the goddess who dons the helm must make a Save or experience a limited form of Contact Other Plane that will allow them to ask up to three questions of the goddess Herself. This can be either very good or very, very bad, depending how the PCs handle the situation. The helm is part of a perpetual group-version of the clairvoyance spell shared among the various Priestesses of Judrang, so donning it will automatically alert them of the desecration and allow them to track the defiler, and they will all hear the three questions and the goddesses' responses.

White Rose of Judrang
Translucent ivory petaled-flowers with a rich, heady scent that seems just on the verge of becoming almost musky. Each rose that is harvested by the Priestesses of Judrang can be used to remove a curse simply by touching the afflicted, or they can be reduced down to a healing elixir (Cure Critical Wounds), or converted into an incense that will dispel magic in a 20' radius. But only the priestesses know how to accomplish these things, anyone else plucking a rose and trying to use it will get very different results as a defiled rose will inflict 1d6+2 hit points of damage and have a base 5% chance to cause a Curse or Quest to befall the defiler, depending on the will of the goddess.

5 New Spells

Soft White Radiance of Judrang
Level: 3
Duration: 1 Turn per level
Range: 5' per level
Fills a 30' radius with a diffuse, pearly glow that causes 1d4 damage per turn to all undead, shadows, and similar creatures while allowing anyone within its area of effect suffering from any form of magical blindness (be it from a curse, a spell or weapon effect) to re-roll their save, and if they make it, they have their sight restored.

Protection from Shadows
Level: 2
Duration: 12 turns
Range: Touch

This spell creates a pearly boundary of softly glimmering light that wards off all shadows and shadow-connected creatures irregardless of alignment. Subject gains a +1 bonus to AC and all Saves, missile attacks from outside can still penetrate the sphere, but lose any poison/toxin effects once they cross the boundary.

Pale Shelter
Level: 2
Duration: 4 turns
Range: Touch
for the duration of this spell, the caster and those chosen them are obscured from all others by a luminous spiralling structure resembling some sort of alien sea-shell made up entirely of soft light. Those within the Pale Shelter can re-roll any Saves that they missed in the last 4 turns and regain 1d4 hit points each.

White Blades
Level: 4
Duration: 1d4 rounds /level
Range 20'
A shimmering curtain of swirling, whirling ivory scimitars blocks the way, inflicting 4d6 damage to anyone coming into contact with it, doing X2 damage to all shadow-things.

Part Shadow
Level: 4
Duration: 1 Turn per level
Range: 5' per level of caster
This spell inflicts 1d4/per level damage on all shadow-creatures while sundering all Darkness spells into two half-powered regions of shadow with half the normal duration (Continual Darkness is now treated as simply Darkness...).



Map of Judrang | Judrang Index  |   Introduction to Judrang
Polar Ruins of Judrang | Beneath Judrang | 

Thursday, May 31, 2012

Bujilli: Episode 27

Previously...
Bujilli survived. The crisis was past, the trauma was behind him, and he was healed, healthy and in charge of himself as never before. Terrible, horrible things writhed painfully, hatefully in the shadows just behind the door, but they were no longer his concern. He had saved a boy's life, such as it was or ever would be again. The child's fate was now in the hands of the hag Hedrard. He had done all that he could. More. Bujilli had salvaged the boy from a grotesque fate. But what sort of a future awaited the child now?

Right. Bujilli looked down at the voucher in his hand. And the amulet. It was still curiously warm to the touch. As though slightly alive. A fitting hag-gift.

The amulet slipped over his head smoothly as he began walking. The voucher. That he clutched like a fiery sword. Fees would be waived. He had the right to claim a private locker. Access. He could go freely about the Academy. For the most part. He had definitely made an impression on Hedrard. It would be foolish to discount that. A hag would make a terrifying enemy, but perhaps she'd be an even more terrifying ally. Perhaps.

He touched the amulet. It seemed to slowly be dissolving from direct view. Still solid, still warm, but much less obvious. It was becoming discrete. Unobtrusive.

Bujilli smiled. No one need to know about his arrangement with the hag.

The corridor widened, turned, then opened out into platform overlooking cells, pens, pits and cages--the holding-pens for the Arena. Musk permeated the air. Thickly. Bujilli's hair bristled across his back and arms. He dropped into a crouch, one hand on his tulwar, even before he realized there were other people present.

Old habits die hard. Especially the ones that tended to keep you alive.

Four or five handlers or workers ignored him as they went abut their various tasks. Feeding beasts. Washing-out stalls. Shoveling. Sweeping. Dragging-out the carcass of a dead manticore.

Bujilli watched the handlers wrestle the bulky beast out of its cell and onto a flat-bed cart. It took two handlers. One of them had four arms. Both wore heavily scratched partial lamellar armor that reminded him of the horse-tribes who dominated the vast grasslands he had crossed...years...ago.

He turned away from the railing. Memories churned through him with hot pincers.

There was no way to know how long it had been since he'd left his uncle's yurt. He didn't even know what year it was here in this place. It was Spring. Yes. He knew that much. But it was clear from the plaque beside the statue of some old warlord that he'd passed on his way to Room 101, that the calendar they used here in Wermspittle was clearly not the one he used to take for granted.

Miles and miles. Hundreds, thousands, so many he no longer bothered to keep track. How far had he come through the aperture opened by the Transveyance? Bujilli had crossed more than half a world to reach the ruins of Zormur's old palace. How far had he come from there? He had no idea.

Distance was meaningless now. So was the old calendar, the old way of marking time. He was here. Now. It was a good place to learn many new things, new ways, new tricks, new spells. Knowledge. Resources. Options. Tools. Techniques.

He recalled his moment of terror as his body transformed into a hideous, bestial caricature of his already homely features. Horns, claws, fangs--none of that disturbed him very much. It was becoming like unto his image of his father. Grasping. Power-mad. Obsessed with sorcerous secrets and hairy women. A monster. Not in the sense of what he would do, not in terms of his actions or violence or fearsome displays. No. It was his appetite, his ambition, the things that he held-back and denied to others that made his father monstrous. Raised among the Almas, Bujilli knew keenly that selfishness killed the weak and vulnerable. Sharing was not a virtue to his mother's people, it was a matter of survival. Cooperation was a necessary evil--it was needed all too often to be appreciated, and left those involved exposed to one another. It opened the door to betrayal. And worse.

Bujilli spat. Enough. He looked around the platform. The cart with the dead manticore was long gone. someone with coarsely-chopped white hair poking out form under a muchly-patched green toque was clearing out the pen. He decided to do something that he never did before. The railing felt rough, but steady. A quick jump. Balance. Shift the weight. Extend. Drop. Land softly, rolling then rising onto the balls of his feet. Ready.

Ignored.

Bujilli took three steps towards the white-haired handler. This one wore shoddy iron-studded leather armor, a sort of breast-plate with shoulder guards and a loin-flap, over filthy denims and thigh-high but shabby boots. The left shoulder pauldron was chewed into a misshapen lump that barely seemed serviceable. They continued to swamp-out the pen.

"Hello." Bujilli stood just on the edge of the muck.

Nothing.

"Ahem. I said; 'hello.'"

No response.

Hmmmm. "Well. I guess you're busy. I just wanted to ask a few questions..."

"You! Get out of the pen. Now!" Barked a very large, very angry looking man standing just outside the door to the former manticore's pen.

"I meant no--"

"Out! Now!" the large man snapped the words off like salt-jerky. He wore chain-mail sleeves over a padded torso, but no shoulder-guards, and some sort of heavy apron hung down past his well-rounded belly. There was a wicked-looking barbed whip coiled and dangling from his belt.

Bujilli looked once more at the white-haired handler. They did not look up. But they had stopped working. They were paying attention. Curious. Bujilli moved to the door. His hands flexed. It took an effort not to draw his tulwar.

"I'm new here. I meant no trouble. Just looking around--"

"Shut it. You're in my world now. These are my pens." He growled as he gestured expansively at the fetid domain he laid claim to, a look of pride shining from his scarred and pitted face.

"I--"

"You're--"

"Have--"

"My--"

"--a Voucher. I was told it gave me free access to all non-restricted areas."

The big man's jaw clicked. He considered the matter for a brief moment then bellowed;

"I don't care about any stinking scrap of paper--"

"It's signed by Hedrard."

Quiet.

Everything went preternaturally still.

The big man took a deep breath. He gripped the side of the pen's entrance with his filthy, gauntleted hands. A look of fear fluttered across his face like a flock of starlings that have only just now noticed the fox sneaking up on them.

"Why didn't you say so in the first place?! Welcome to the pens. Feel free to look around. Leeja can show you around--I'll be in my office if you need anything." He swung around and stalked off, trying vainly not to show how unsettled he was by Bujilli's revelation.


The air, though no less burdened with musk, blood, and all the other mingled animal scents somehow felt clearer now.


Less oppressive.


"You shouldn't lie about such things. It's funny now, I admit, but when Unfred finds out--"


"I really do have the voucher." Bujilli showed it to the white-haired handler.


"Good thing you spoke up when you did then." Leeja set their rake against the bars of the pen, then walked out, not once looking up.


Bujilli followed.


Leeja went over to a large trough and hosed-off their hands. Delicate hands. Pale. A girl's hands.


"So what do you want? A tour of the pens? The menagerie? Have you had your orientation yet?"


"No. I only just arrived and passed my Entrance Exam. I haven't--"


"Good. Skip the formal tour. It's worthless. I can show you around instead. Unfred did say that I was granted permission to show you around, and since you hold a voucher from Hedrard, he won't make any trouble for either of us. So what do you say? Want me to show you around the pens, or do you want to get out of this stinky place and get a real look around?"


Should Bujilli inspect the pens...or let Leeja give him a tour outside this area?

She probably knows the way to the Library,

Or to Sprague's offices,

Or to some other places worth finding out about...

Does Bujilli trust Leeja?

Do you?

What should he do now?

You Decide!


Previous                                                      Next

Series Indexes
One | Two | Three | Four | Five | Six


About Bujilli (What is This?) | Who is Bujilli? | How to Play

Bujilli's Spells | Little Brown Journals | Loot Tally | House Rules

Episode Guides
Series One (Episodes 1-19)
Series Two (Episode 20-36)
Series Three (Episodes 37-49)
Series Four (Episodes 50-68)
Series Five (Episodes 69-99)
Series Six(Episodes 100-ongoing)

Labyrinth Lord   |   Advanced Edition Companion