And lo! From the ancient depths of misty primeval jungles and the murky, antediluvian, ruined worlds beneath our own, there emerged the Ape! Hirsute, thick-thewed and sullen-eyed, to humble mankind as it did in ancient days and shall again - now, to tread the jeweled thrones of the earth under its grasping, prehensile paws.
Sunday, 25 August 2024
Saturday, 16 May 2020
Aliens.
Aliens. Here are three race-as-classes based on different varieties of supposed alien species. The classic ‘Nordic’ or Pleiadean type, the Men in Black and the infamous Reptilians. These classes are not just suitable for Science-Fiction and Science-Fantasy games and could easily be used in more typical fantasy, weird tales or pulp games. The Pleiadeans become Atlanteans or inner-earth Agarthans, The Men in Black become Bogeymen and the Reptilians become Robert E. Howard's Serpent Men.
Pleiadean, Nordic,
Agarthan or Atlantean
Tall, blonde and benevolent. Pleiadeans are physically and mentally superior, a perfect race. Vain and unintentionally sinister, the Pleiadeans appear devoted to peace, progress and enlightenment for all sentient life.
HD: d8
Attacks: as
Magic-User
Saves: as Elf
Level: as Fighter
Alignment: Lawful
Special: All stats must be 11 or above
Perfected Beings: Pleiadeans are biologically capable of physical and mental perfection. Every level increase a modifier of your choice by 1 to a maximum total of +5. Your actual stat does not increase in size or number.
Telepathy: Pleiadeans are capable of two-way telepathy with beings they can see. They can communicate via known languages or share emotions.
Controlled Biology: Pleiadeans have conquered the mortal condition
and suffer no penalties from ageing and receive +2 on saving throws vs disease.
Indrid Cold by 6nillion |
Man In Black or Bogeyman
Men in Black or MIB are peculiar beings with uncanny faces. Beings in dated black formalwear. No one knows what they are doing, who they are or what they want, but they have something to do with the lights in sky. They are creatures of unreality and chaos. They may not even exist outside of our minds.
HD: d6
Attacks: as Magic-User
Saves: as Thief
Level: as Thief
Alignment: Chaotic
High Strangeness: A number of times per day equal to your level unleash High Strangeness. Each time, roll 2d100 on the High Strangeness table, present the two words to the DM. You and the DM then combine these words to affect the current scene or your character in some wild, strange, dreamlike fashion. These effects last an amount of time depending on their potency. Potent effects last a round per level and less potent changes as long as the MIB is present. The words can be interpreted in any order and some need to be specified by the player, such as colour or emotion. Some results may be cerebral or silly. Always go with your first instincts to ensure pace. Not every effect is useful.
Effects could be strange objects pulled from pockets, things or
people summoned from the sky or the shadows. Effects could be mental or
physical - real and imaginary. High Strangeness can target the MIB, someone
else or sometimes everyone (if in doubt select randomly) or they can change the
environment or things within the environment. Theoretically anything is
possible.
This High Strangeness ability is also triggered whenever a MIB is critically hit, reduced to 0 HP and on character death.
Grey: At 9th level your poor human pretences fade away. You are no longer a Man in Black but a Grey. You shed you black clothing revealing a grey spindly body, beneath your hat is a grey bulbous head in which are embedded two wide and cold black eyes. You can change height at will being either lanky and tall or as short as a halfling.
Telepathy: From 9th level a Grey is able to speak telepathically with any sentient creature within its line of sight but is no longer able to speak verbally.
Pretend Person: Nothing about an MIB is real, their human disguises are poor and knowledge limited. MIB’s do not need to eat, drink or sleep but can attempt to do so if they wish. The result is stilted and unnatural – a bad act.
Unnatural: Men in Black spook animals and
suffer -2 to reaction rolls with them.
Find the High Strangeness table in the PDF linked to above or HERE.
Reptilian or Serpent
Man
Hailing from beyond the stars or deep within the Earth, the Reptilians are a primordial race. Ancient, even when men first began to emerge from apedom. A powerful and distant species with a cold and sharp intelligence, the Reptilians are masters of the material and immaterial and using their shape-changing abilities they have infiltrated the highest rungs of human society. Their only weakness; their insatiable dependence on blood.
HD: d4
Attacks: as Magic-User
Saves: as Elf
Level: as Elf
Alignment: Chaotic
Alien Biology: Reptilians start with a +1 modifier bonus to Strength and Intelligence stats.
Shapeshifter: Reptilians start with one alternate human form; this form is unique. On every third level (3rd, 6th, 9th) the Reptilian receives an additional human form. These additional forms must be copies of existing people the reptilian has seen. The Reptilian can shift between these forms at will.
Claw attack: Whilst in its reptile form, the reptilian can slash with its claws for 2d4 damage.
Hated: When in reptile form, Reptilians suffer -2 to reaction rolls.
Blood Magic: Reptilians start with 1 spell and gain
1 spell per level as a magic-user of the same level and an equal amount of spell
slots. These spell slots can be used in two ways. Whenever spell slots become
available the Reptilian can bind a known spell (they bind a known spell any
number of times). For each spell slot currently bound a Reptilian gains +2 HP
and +1 to their attack bonus. When the spell is cast this bonus is lost.
Reptilians do not regain spells like other spellcasters. To regain lost spell slots a Reptilian must drink the blood of sentient creatures. One spell-slot is regained per HD of the creature being drained. You cannot regain more spell slots per day than your current level.
Haemovore: Reptilians can consume blood instead
of rations.
Monday, 24 December 2018
The Dreamlander
1
|
Halfling
(3 foot)
|
2
|
Tall
man (6 foot)
|
3
|
Man
and a half (9 foot)
|
4
|
Two
men (12 foot)
|
1
|
Legs
of a wild animal
|
2
|
Thousands
of spindly legs
|
3
|
Legs
of a strongman (+1 to leaping)
|
4
|
Writhing
serpentine tail
|
5
|
Formless
stumps
|
6
|
Lithe
women’s legs
|
1
|
Arms
of a strongman (+1 to lifting rolls)
|
2
|
Shrivelled
and saurian
|
3
|
Roiling
and rippling clods of whatever the body is made out of (1d6 unarmed damage)
|
4
|
Smooth,
dense tendrils
|
5
|
Scrawny
with long, grasping fingers
|
6
|
Svelte
feminine arms
|
7
|
Simpering
chimp arms
|
8
|
Pinstripe
tubes that coil and unfurl
|
1
|
Mass
of damp shaggy fur
|
2
|
Alluring
feminine litheness
|
3
|
Bubbling
stew of blood and organs
|
4
|
Long
tangle of flesh, like bundled rope
|
5
|
Pillowy,
pliable flesh
|
6
|
Rippling
muscles (+1 to strength)
|
7
|
Shivering,
sharp, rigid quills ( does d4 damage)
|
8
|
Body
of a wild animal
|
9
|
Feathered,
vibrant fluffy plumage
|
10
|
Patterned
shell, natural, metal or stone (AC bonus)
|
10
|
Wreathed
in fire
|
20
|
Body
part can fold inside of itself.
|
30
|
This
part produces slime
|
40
|
This
part retains its shape but is functionally liquid and occasionally bubbles
|
50
|
Body
part is full of tiny animals rather than blood
|
60
|
There
are deep, black holes in this body part that spew black smoke.
|
70
|
Sprouts
vivid flowers as a survival mechanism
|
80
|
This
part can be removed and disassembled.
|
90
|
Doubles
the body part it touches (doesn't apply to height)
|
00
|
Reroll
and apply the effect to two die rather than one. If rolled again, apply to a third die
and so on.
|
1
|
Rotating solar vortex (produces
light)
|
2
|
Big baby face
|
3
|
Brilliant red rose
|
4
|
Head of a wild animal or
insect
|
5
|
Bleached grinning skull
|
6
|
Maw of massed teeth (can
chew through wood or anything softer)
|
7
|
Bulbous grey amphibian
with eyes like black saucers
|
8
|
2 glowing eyes in a mane
of wild fur (grants infravision)
|
9
|
Purse-lipped beauty
|
10
|
Hirsute, rugged man
|
11
|
Face of the observer’s
mother or father (you must pick if the Dreamlander has a mother’s face or a
father’s face. (effects reaction rolls)
|
12
|
Reroll and add a long neck
|
1
|
Rubbery
black wings (enable gliding)
|
2
|
Flitting
insect wings (enables short bursts of hovering)
|
3
|
Large
grinning mouth
|
4
|
Throbbing,
spitting thing (spits a foul/acidic liquid, 10ft range - 1d4 damage)
|
5
|
Wild-eyed
infant clings to the Dreamlander, it cannot be removed
|
6
|
Prehensile
furred monkey tail
|
7
|
Large
colour changing sail or fin.
|
8
|
Dangling
human arm
|
9
|
Dangling
human leg
|
10
|
A
fused cage or a door into the Dreamlander
|
11
|
Big
mouthing gills (breathe underwater)
|
12
|
Many blubbery, aerodynamic fins and flippers (bonus to swim rolls)
|
13
|
D4
floating eyes
|
14
|
Common
inanimate object fused to the body
|
15
|
Dark
billowing membrane (+1 to hiding at night)
|
16
|
Gigantic
nose or nostril (eliminates smell in the immediate area)
|
17
|
Great
sleepy eye
|
18
|
A
clump of short sensitive feelers
|
19
|
Many
jointed limb with a blood-sucking proboscis on the end.
|
20
|
A featureless patch or flap on which ominous symbols, images, strange planets or writing sometimes appears. It is normally illegible but can display messages or prophecies from some other place.
|
1
|
At
0 HP the Dreamlander becomes a mindless indestructible, raging storm of
two-dimensional fractal ribbons. It will attempt to destroy everything in it’s
proximity, animal,
|
2
|
Fear
of death (roll against the systems appropriate save or become intensely afraid
until whatever is causing the fear is removed)
|
3
|
Fear
of sadness
|
4
|
Fear
of waking
|
5
|
Infatuation
of confusion (as fear)
|
6
|
Infatuation
of disgust
|
7
|
Infatuation
of anger
|
8
|
Allergic
to cold-iron, all damage from cold-iron weapons is doubled.
|
9
|
Reduce
Charisma by 6. The logic of the Dreamlander is so remote and alien, it’s
wending inanities verge on repulsiveness.
|
10
|
When
in the proximity of sleepers having nightmares the Dreamlander is sickened.
|
11
|
Take
1 HP of damage per death directly witnessed
|
12
|
Haunted
by a shadowy figure who attempts to destroy and hinder the Dreamlander
|