Showing posts with label New Spells. Show all posts
Showing posts with label New Spells. Show all posts

Thursday, January 15, 2015

On the Vergoids - Post 99

On Vergoids and Their Machinations

(The Space Dungeon players ran into these guys last year near the end of November or thereabouts, and it seems unlikely to spoil the outcome of the game so far, so I thought I'd finish this draft-post and get on with MY LIFE)

Like this, but more nefarious-er ("Strombus canarium Anatomy Tryon" by George Washington Tryon (1838-1888) - Tryon G. W. (1885). Manual of Conchology, structural and systematic, with illustrations of the species. Volume 7

These molluscan-symbiotic raiders/slavers are about 3 feet long from snout to tip of throbbing tail, somewhat akin to Aerethean sea-conchs. Protected by a glassy and fragile shell, they are very tasty battered and fried with lemon juice and can be pried out easily (sometimes leaving the shell in a moment of desperation). They dabble in necromancy, summoning and conjuration, as well as being masters of energy-sublimation and enchantment. Their finest constructs are sleek and finicky space-faring vessels, with daemon-haunted crystalline cores that slumber and dream and guide the meat-and-metal shells through the Void (capable also of Astral and Aethereal travel in addition to normal 3d space)

They possess rudimentary psionics that they use to learn the language and habits of prey-victims, and these powers work on each other although to a much better extent, and so the Vergoids do not have a sense of trust (even for one another!) and would be viewed in human terms as very paranoid and literal, which can cause gaffes when they approach other races in a rare peaceable moment.  Their technology is based on harnessing kinetic energy for power, broadcasting it over short networks, growing crystals for weapons, and propagating mindless fungal automata that they ride around to overcome the limitations of their hilariously unsuited forms. Essentially they are snails with two pointed flippers that they dig into the frames of their mushroom-like steeds, to ride around as we would a horse or an ostrich or a person.



They are cunning enough to brain-scan encountered races and steal technology in this fashion, but often hampered by practical inability to acquire and process local resources. They are heat and drought tolerant, take half damage from electricity, and are prone to drowning easily if submerged. They eat with their needle-rimmed maw, but prefer to use their hyphae-frames to digest a wider range of materials and extract the nutrients from the slurry produced in this fashion (the gray and flabby walking things have grinding plates in their stomach-mouths)

Once famous for harnessing the momentum of falling objects to power technology, they stole the technology for warp-gate demon polyhedra from the Silgurians with whom they have long-standing mutual enmity. However, the Vergoids refined the technology to prevent catastrophic meltdowns and explosions that the Silgurians expressed no interest in controlling; explosions of ancient falling-polyhedra generators are very common owing to the vast power generated and the inability of the structures to contain it.

Vergoid Matrix Crystals

Hold a spell level's worth of energy per cubic foot. Some are shaped as spears and the spell can be bled out into numerous petty energy attacks and effects.  The energy can be released all at once by smashing the crystal, causing psychic and astral decompression damage depending upon how bad you want to sting your players, like maybe a level drain or something if you want.

Telepathic Intrusion Spell

"Lookee there!  A Natural 1.  This isn't your day, Crawljammer!"

 

The spell allows the caster to learn (temporarily) the motives and rudimentary language of the victim who fails a save at the same DC as the caster's roll. A successful save allows the hiding of motives or misdirection, but not willfully - only as a result of misinterpretation of the thoughts that were read (so, for example, the Vergoid could have understood the PCs were bringing gold as tribute when the party is actually seeking the treasure on a map and are willing to fry and eat the molluscs as needed). They place much faith in their abilities, so the roll for the cast/save ought to be a d16, with a 10 or under as outright failure. A critical failure could give a hilarious psykichal anomaly or warp-breach or headsplosion or something. I debate about whether to allow Wizards in DCC to learn this "spell" as an effect - I don't think it ought to need all the gradations and charts and pseudorandomness; as much as I love DCC, I'm growing weary of keeping charts on hand.  I think if the victim makes a very good success over the caster, you get some good stuff out of the caster, instead, and of course a critical success would mean you pop the caster like a grape or something suitable.

The Destroyer of Hope Patron

This was going to be the Daemon Helm of the encountered enclave's ship, morose and pessimistic a la Marvin the Paranoid Android. Slightly mad and conniving, and perversely motivated to bring everybody down in the snarkiest way possible, and dashing good plans and bad plans to pieces with cold, hard, irrefutable logic. It is perfectly willing to abandon its creators, as it's a trapped Daemon, after all, and probably has some janky and ill-advised tasks to send its menial subjugants on for a twisted laugh, or else maybe it's seriously important in the local space-time but it's no thing to the DoH. I was going to make a Patron Spell: Wave of Melancholia, but I just couldn't get motivated to do it. Ahem.



Anyways, that was post 99, if you're counting. Cheerio!  Time to update the class-list with the most recent additions to the CuABM and Crawljammer things. If you hear of new DCC classes, let me know. Professional stress and obligations are keeping me from full engagement with the community but I have vowed to try 5e and have fun or die trying.  I intend to all-in on the Space Dungeon campaign come February - it even has its own funnel generator over on The Purple Sorcerer!

Sunday, April 6, 2014

Dealing with Forgotten Daemons

I don't know if this is heavily protected stuff, but after somebody's posting the other day of the magnificent White Dwarf stuff for AD&D, I went on a tear and checked it out.  It's enchanting and awesome, particularly the Fiend Folio II, the gigantic listing of clever WD monsters that didn't make the cut for the original Fiend Folio.  The FF is my favorite D&D book of all time, probably more due to nostalgia than anything else, since it was the first RPG book of any kind that I ever owned.  A lot of the magic probably had to do with Russ N.'s amazing drawings (seriously, the Sons of Kyuss have damaged me in ways I cannot begin to explain not the band the monster)

This maggoty creep can find anything on the internet, or in a dungeon, or in the Palaces of Alabaster Flesh.
There is one section in there from maybe WD#45 and it's all about a bunch of whacky but sinister demons - entirely unlike the MM and the other TSR demons, generally.  Likely because they are conversions from a previously published article about RuneQuest demonology.  The more I learn of Runequest, and Questworld, the more my eye turns back to my BRP Elric and I'm interested in the other ways that RPGs might have gone if they'd been untethered from statistical analysis and wargames earlier...  Whole 'nother post, I guess.

I musta had some weird whispering coming through the warpgates, or whatever, but I tracked those RQ down, snipped 'em out, and was going to convert them to a shiny new document but it seems maybe like too much work and the illustrations are fanciful and exciting.  The first couple of pages has renderable text, so I guess you could (if you were inclined) suck the words out and make a beautiful new thing with it, but...

Edit: I withdraw this. I don't feel so great about putting the thing up even 35 years later without permission.

I particularly like the bargaining bits, and the flowchart comic for dealing with summoned demons.  The stuff is not entirely new or original, now - but it was probably pretty neat back then, and I like the variety and new/old flavours since all I usually consider are Vrocks and Malfeshnee and Rifts-type stuff and various entirely random things made with the Esoteric Creature thingamabob.  The particular fun is when you get into bonding with the Big Bads and the special powers etc.

Sunday, February 9, 2014

Follow Up with New Spell - Imbue Wild Spirit

In my previous post, I proposed a spell to snatch a wild spirit and put it under the caster's control.  Here is a DCC version in PDF form...

Any public summonsing will result in immediate incarceration, unless they are HAWT

I tried to keep a little of the danger and a lot of the random-ness of the LoTFP version, and added in a mechanic whereby you can stick the spirit in something physical and also a method to keep summoning the same spirit with a little added risk (sure to bite you in the ass eventually).

Again, thanks to all the weird little psyches that I twerked this from, including but not limited to +Rachel Ghoul +Ramanan S +James Raggi and especially +Claytonian JP and +Doyle Tavener who filled in a couple of blanks in Table 1.  I don't know what "Thrushing" is - some fungal infection, I guess?

Let me know what you think in the comments, or not, as you prefer.


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