Saturday, September 14, 2019

Merseian

Continuing from the last post in TFT races...

After I'm able to work out some rules for futuristic weaponry I'll likely add some sort of energy ranged weapon to the warrior.

Merseian warrior

ST 12   DX 14 (11)  IQ 11  MA 12 (36points)

Weapon:  Saber 2d-2 (2d-1)  &  Main-Gauche 1d-1 (1d) at -4 DX and armor drops to 4 hits
Or light crossbow 2d

Armor: 6 or 4 hits attackers at -1 DX to hit Merseian warrior in melee (leather 2, hide 1, toughness 1, main-gauche 2 (front hexes) )

Talents:  Toughness, Fencer, Swords, Crossbow, Running, Literacy, Tactics


Merseian Player Characters

Base:  ST 12  DX  8  IQ  8   6 points to spend  MA 12

 Merseians must be Heroes and may not learn spells above IQ 10

Attacks against side hexes of a Merseian are at +3 DX as opposed to +2 due to the stiff nature of Merseian physiology.

Merseian hide stops 1 hit

Clothing and armor must be designed with a Merseian in mind.  Armorers, tailors, etc, who do not normally make such items will charge 150-200% (140% +1d*10%) of regular cost to create or alter such things.

Because of their size and body shape most mounts are not suitable for Merseians. They tend to utilize carts and chariots or other advanced technology.

Merseians wearing armor have a MA of 10 in leather, and 8 in chain or heavier.

Interactions where Merseians must compromise or otherwise negotiate terms that are not expressly in his favor, and/or deal with bureaucracy are at a -1 to the reaction roll.  In part this is why the custom armor and clothing costs so much.

2 hex creature

(Optional) If a Merseian begins his movement by entering a hex that was not a front hex at the beginning of the round then it will cost 1 extra point of movement. 

Thursday, September 12, 2019

Elephant Centaurs

Rippped from The Fantasy Trip Facebook group is Henry Cobb's Man-Elephant

Man-Elephant (3-hex)
ST 30 DX 11 IQ 7 MA 10 Trunk(as whip), tusks(as halberd), two hands(various), Hide(stops 2 hits) -4 DX on all if multiple attack forms used in the same turn.
I believe it was intended to model Robert E. Howard's creation from "The Tower of the Elephant".  

I thought it was was an excellent model for the Pachyaur (Elephant centaurs) from Dragon Kings, the spiritual successer to Dark Sun.  



That said I have always wanted stats for Wayne Douglas Barlowe's Thype from the back of his Guide to Extraterrestrials.

There is very little information about the Thype in Barlowe's book unfortunately and only two other illustrations depict them.  One is in a market with a Thype walking away and another the Thype is traveling along side a lake leading a headless creature that I originally took for Larry Niven's Puppeteer based on other illustrations but seems to have an incorrect number of limbs to be a match.

Well we don't have much to go on but here's what I've got.

Fantasy Trip 

Thype Mercenary (36 points)

ST 10 DX 14 (11) IQ 11  MA 12 (8)

Weapon:  Saber 2d-2 (2d-1)

Armor: Scale (chainmail) 3 hits (melee attacks at -1 DX to hit Thype Mercenary)

Talents: Fencer (Saber), Swords & Knives, Crossbow, Literacy, Quickdraw, Alertness, Recognize Value, Business Sense


Thype Trader (32 points)

ST 9 DX 10 IQ 13 MA 14

Weapon:  Quarterstaff 1d+2

Armor: none

Talents:  Crossbow, Quarterstaff, Running, Charisma, Driver, Recognize value, Business Sense, Literacy, Assess Value, Area knowledge (trade routes)

Thype Player Characters 

ST 8  DX 8  IQ 9  with 8 points to spend.  MA 12

Thype must purchase Architect/Builder, Armorer, Business Sense or 2 IQ points worth of Mundane Talents at character creation as they are a practical people first.  If a 1 IQ talent is picked then another talent from the above list must be selected so that 2 IQ worth of talents is purchased.

Though Thype make good sailors they are rarely good swimmers so saves vs drowning are always 1 die more difficult for them (this penalty is eliminated by the diving talent).  Furthermore the Swimming talent costs 2 points for a Thype to purchase (the diving talent cost is unaffected).

Thype attention to detail means that they can build faster, cheaper, or better.  They have a unique IQ 10 talent that they may purchase for 1 point.  Thype craftsman.  It allows any physical thing the Thype builds by himself to take either only 75% of the time, cost only 75% to make, be worth 125% of normal value.  For group projects 50% of the workforce must have this Talent for it to be effective. The GM may rule that only one of these options is possible.  Potions and magic items are not the purview of this Talent  

Lastly Thype hands are three fingered and Thype find it difficult to use bows therefore they prefer crossbows.  However the crossbow often needs to be modified from the design used by humans.  In places where Thype tend to live this is no problem.  Otherwise increase the cost of a crossbow by 50% to preform a modification.  Thype shoot bows with a -2 DX and unmodified crossbows with a -1 DX.  In both cases they will complain endlessly about the inferior human design.

Monday, August 26, 2019

Sunday, August 25, 2019

I've been playing Rappen Athuk with the kids and an old friend using D&D 5e.  When we got to the 3rd level of the mouth of doom they ran into a demon that really didn't have a description for.  So I whipped up this mini using some files from thingiverse and meshmixer.  Turned out pretty good and far easier than I thought it would be.


Restarting

Guess starting a new job and a new blog at the same time is a bad idea.
So from here on it'll be a bit less structured and more just whatever hobby thing I happen to be doing or thinking about.
Ready?
Go.

Thursday, February 22, 2018

Miniatures.  I'm obsessed with them.  It was miniatures that got me back into gaming after being away for years.  Specifically Confrontation miniatures.  Sometimes they're a bit cartoony but that's sort of the appeal.  
It doesn't hurt that they're painted gorgeously either.
I was surprised to find I enjoy painting miniatures as an adult.  And there is a long list of truly wonderful miniature manufacturers out there, many of them small companies of only a few people. 

Of course my work has been stymied by rearranging the house but, with a new airbrush (that I'm learning to use), and an indoor place to airbrush, production should be up again soon.

Monday, February 5, 2018

Unusual Bugbears




Bugbears…

1.       Billbog:  Gray-brown long sparse hair, big scar across face.  Wields a switch -2 dam (min 1) +1 initiative.  Is perpetually grumpy about stuck doors and instructs in repair.  “Learn by doing.” Swack!

2.        Gipgak: Gangly with yellowing gray hair.  Wields pitchfork.  Perpetually hungry and easily distracted/diffused with a free meal.

3.       Frofil: Bushy brown hair, needs to cut fingernails.  Wields mace missing studs on one side.  Likes gambling and speaks in a toothy grin.

4.       Drod: Black hair, wry expression.  2-h sword.  Believes nothing she’s told.

5.       Silwig: Rust colored hair, big nose. Wield club covered in glue and glass.  Always drinking from magical wooden cup that perpetually fills with barely palatable swill.  Wants to know, “What’s going on here,” but doesn’t listen to answer.

6.       Drigldrak: Dark gray hair, Squints.  Wields massive thigh bone of unknown origin.  Utters “Not me I’m with child,” in falsetto during combat and chuckles.

7.       Bluod:  Tan hair, tall.  Wields giant oak soup spoon shouting “Have a taste”.

8.       Jif:  Pale gray hair, hangs in front of eyes.  Wields 2-h cleaver.  Delays fighting with arguing.