Elves & Espers: CybOrcs

Posted by Joshua on Dec 15, 2008

CybOrcs are a cybernetically enhanced Orcs, linked together into a hive-mind.  They are the enemies of all other races, but most particularly the Elves; other races will be enslaved or eaten to sustain the organic parts of CybOrcs…Elves are converted into CybOrcs.  CybOrcs can no longer reproduce sexually, so capture and conversion of Elves is their highest priority.  CybOrcs are nomadic, living and traveling on gigantic self-propelled towns/gun-platforms (sometimes called Ogres).  The towns move slowly, barely at a walking pace, but where they pass nothing living remains.  The towns can never stop moving…once they do it is impossible for them to start again and the CybOrc organism will quickly exhaust its local supply of food and minerals and die… so it is sometimes possible to flee while the CybOrcs pass and return to try and rebuild from the wreckage.  The CybOrcs and Ogre form a single entity: what one knows, they all know.  CybOrcs scout and raiding parties range well in advance of the Ogre, finding prey and making sure the terrain is passable for the Ogre’s huge body and gigantic treads.   CybOrcs seldom speak, having little to say to other races, and when they do it is mostly to croak in a deadly monotone “Resistance is futile if it is less than 1 Ohm”, “Prepare to be incorporated”, or “Your biological and technical diversity will be ground to make our bread.”  Despite this, it is sometimes possible to bargain or negotiate with the CybOrcs if you can do so from a position of strength.  Unfortunately, since a direct hit by a nuke will only inconvenience a CybOrc/Ogre village, gaining an undeniable position of strength can be hard to achieve.  CybOrcs are ruthlessly utilitarian, however, and will never pursue prey out of vindictiveness, so they can often be turned aside or eluded if some richer prize presents itself.  When calculating benefit, capturing Elves is almost always top priority.

CybOrc

Attributes: Agility d6, Smarts d4, Strength d8, Spirit d6, Vigor d8

Skills: Shooting d6, Fighting d6, Throwing d4, Notice d6, Intimidation d8, Stealth d4

Pace:Parry: 5 Toughness: 11

Gear: Infantry Battlesuit (+4), Blaster 2d8+1, ROF3, 24/48/96, -2 Acc, Chainsaw Arm 2d6+4 (no botch on a 1)

Special Abilities: Size (+1), Hive-Mind (what one is aware of all are aware of), Fearless (immune to magical effects and intimidation)

The above is a typical CybOrc drone, though the weaponry carried often varies.  Other varieties are less often encountered, but include Heavy Weapons units (with full powered armor), Esper units (with AB: Psionics), etc.

Note that the Hive-Mind aspect can work as a disadvantage, in that if an Esper manages to influence one CybOrc, they are all influenced.  Physical damage from Esper powers is divided across all the CybOrcs bodies, which makes it pretty much impossible to actually harm them that way, but subtler Esper powers such as Puppet will work on them all at once.  There is a danger, however, for every turn the Esper remains in contact with the CybOrc hive-mind there is a chance that the Esper’s mind will be overwhelmed and incorporated into the CybOrc collection: roll a straight Spirit vs. Spirit contest.  The CybOrc hive-mind is treated as a Wild Card when Esper powers are involved even if all of its drones are Extras, so it gets a Wild Die.  If the CybOrcs ever win the contest, the Esper becomes one of them and her mind is lost forever.  CybOrcs cannot directly be forced to commit suicide via Puppetry, but can be tricked into actions that will spell their destruction, such as walking into lava.


Elves & Espers: Klangons

Posted by Joshua on Dec 12, 2008

Klangons are a race of bumpy-headed cyborg warriors, fierce and proud.  Klangons are the name given to them by other races, for the way they borg themselves until they clang when they walk.  Their own name for themselves translates to “The People” (or literally, The Non-Wusses).

Klangon

Tough – +1 Toughness
Armor
– +2 Armor (negated by AP weapons)
Warrior – Klangons start with a d6 in Fighting
Death Wish – For Klangons, today is always a good day to die.  Klangons seek to die in glorious battle, and while they won’t start unwinnable fights for no reason at all, if given a reason to fight overwhelming odds are considered yet another reason in favor of engaging in combat.
Arrogant – Klangons know they’re better than everybody else, and see no reason to keep it secret.


Situational Ethics

Posted by Brian on Dec 12, 2008

Session Summary for 12/7/08: Elves & Espers

When a typical Rambling Bumblers session starts up, there’s often quite a bit of dithering, and we try to find our feet in the scenario, and try to recapture exactly what it was that we were going to do next, which, after a break, doesn’t seem like such a good idea anymore. I used to think that was only natural, since often months or even years can pass between sessions of a particular campaign. As it turns out, even if we only have a week in between sessions, there’s still dithering.

Read the rest of this entry »


Posted in Campaigns, recaps || Comments Off

Elves & Espers: Drowleks

Posted by Joshua on Dec 12, 2008

Drowleks are one of the most feared and hated races in the universe, committed to wiping out all non-Drowlek life everywhere.  Long ago they were a sub-species of Elf that lived underground, until the byproducts of their incessant warfare with the surface-dwellers poisoned their land and nearly killed off their species.  A mad genius constructed cyborg bodies for the remaining members of their species and they set out to cleanse the universe of non-Drowleks, uttering their piercing battle-cry of “Annihilate! Annihilate!”  Physically Drowleks resemble black and silver chess pawns, with eight spider-like legs sprouting from their underside, and a pair of pointed flanges that somewhat resemble Elven ears and have a Jacob’s-ladder electrical effect making a chilling drizzt-drizzt sound when active; these  are the primary ranged weapon of the Drowleks, and can fire tremendous bolts of lightning at enemies.  Their front two legs can extend scimitar-like blades for fighting in melee. Drowleks are nearly impervious to physical harm, but the magical Impermium metal of their outer casings is weakened by sunlight.

Drowlek

Attributes: Agil d4, Smarts d8, Spirit d6, Str d12, Vigor d10
Skills: Fighting d8, Shooting d10, Intimidation d10, Notice d6
Pace: 6 on any solid surface Parry: Toughness: 11
Gear: 2 Scimitars: Str+d8, Lightning Generator: 2d10 Cone attack, ignores metal armor (except self-powered armor, which is presumed to be shielded)

Special Abilities:
Ambidextrous – ignore off-hand penalty.
Armor - +4
Construct - +2 recover from Shaken; immune to disease, poison, aging; called shots do no extra damage; no wound modifiers.  Does not heal, must be repaired.
Fearless - Drowleks cannot be scared or Intimidated, even by magic, though they may proceed with caution if the situation warrants it.
Force Field - Drowleks cannot be harmed by non-Heavy weapons, and count as having Superior Magic Resistance
Sensors – Drowleks suffer no penalty for complete darkness, but are -1 in sunlight, and -2 in bright sunlight (but no penalties for equivalent artificial illumination).
Sphere of Annihilation – The orb on top of the “pawn” contains a Sphere of Annihilation, held in place magically. If it does nothing else during a turn, not even move, the Drowlek can unsheathe the sphere.  Anything that touches the sphere, other than Drowleks, is instantly completely annihilated.  A Drowlek with its sphere exposed is incapable of movement.  It requires another full turn to sheathe it once again.  The Drowlek can also cause the Sphere to expand: on the first turn, the Sphere encompasses the 1″ square the Drowlek occupies, on the second turn it occupies a Medium Burst Template; on the third turn is occupies a Large Burst Template, which is as large as it can get.  This does not harm the Drowlek, but it can not perform any other actions once the sphere has expanded, nor perceive what is going on outside the sphere or communicate with other Drowleks; it will remain blind and immobile until it shrinks the sphere back to its normal size.  While it is in the Sphere is cannot be perceived or targetted in any way, not even by magic or psionics.  Shrinking the Sphere takes the same amount of time as growing it.
Two-Fisted - no multi-action penalty for using both Scimitars at once.
Hated - by ancient tradition and pure self-interest all cultures and races will put aside their differences temporarily in order to fight Drowleks.
Weakness – Sunlight degrades Drowlek armor;  sunlight-based attacks are +2 AP (they must be defined as being sunlight-based, and not ordinary light…generally speaking this requires magical attacks, not lasers), and each turn of exposure to sunlight reduces the protection offered by the armor by 1.  Shade will stop the degredation, and darkness reverse it at the same rate.
Xenophobe – will never agree, even temporarily, to cooperate with a member of another race.


Elves & Espers: The Broken Spire

Posted by Joshua on Dec 11, 2008

The Broken Spire is the Westernmost of the spires that comprise the New (upper) part of New Ark City.  It is called Broken not because the physical structure has been compromised, but because all the systems have failed and cannot be repaired.  When queried, Gax–the Giant Thaumaturgic Brain in charge of the city–always replies that repairs are underway as he has done for at least the past millennium.  No broadcast power reaches the Broken Spire, and all equipment that hasn’t been modified to be self-sustaining, including but not limited to all standard models of air-car and beam weaponry, cease to function well before they get to the edge of any of the Broken Spire’s discs.

Visual inspection with image amplification shows that the discs and tower itself are mostly intact, with some signs of wear, but the Web connecting them is in tatters, and all the cables that ordinarily connect the spires to each other have fallen.  Most of the visible buildings are at least partially ruined, and appear to have been damaged by some combination of fire, weather, weaponry, and neglect.  High levels of thaumaturgic radiation prevents a closer inspection with any scrying gear, though at night the naked eye can see the glimmer of campfires.  The spire is dark and brooding, and most inhabitants of the other spires prefer not to regard it too closely, to the extent that the regions of the discs closest to it (save for the Eastern disc on the far side of the Spire of Ark, and the Spire of Ark itself, which lacks all discs) are the “low-rent” areas of the city.

Adventurers occasionally mount expeditions to the Broken Spire, and those that return tell tales of primitive tribes, cut off for so long from the rest of the city that even the descendants of the Elves have forgotten their common heritage and speak a language unknown to modern ears.  The pervasive thaumaturgic radiation has given rise to horrible mutations, and the primitives of the Spire are barely recognizable as the descendants of the species that inhabit the rest of the city if indeed that they are, and not some other races that once lived in New Ark and have now been forgotten, or invaders from outside the Arcology altogether.  Monsters and abominations abound, again whether the mutant offspring of domesticated creatures such as the beasts of burden that pull the bulette-trains or the various helpful oozes that keep the city clean, or invasive species from elsewhere that have colonized in the absence of the city’s normal security systems, none can say.

Wondrous treasures are said to be found there, relics of an almost forgotten era when New Ark City was in full flower, and all the city’s functions were efficiently carried out by Gax, while the college of the Tower of Ark turned out marvels and miracles of modern thaumatology, the design, construction and operation of which have since been lost, or the parts having been cannibalized to patch the increasingly creaking and overburdened systems of the aging arcology and the vast spires, once teeming with more millions of inhabitants than now seems conceivable, now a shadow of their former glory.

Notes

The Broken Spire is intended to be the “Gamma World” part of the city, and a suitable place for wild-and-woolly mutant-filled adventures without leaving the arcology entirely for adventures in the Badlands.  Stuff powered by the characters Power Points will still function, but ordinary gear (such as laser pistols, communicators, blasters and the like) won’t work unless the characters spend extra money to equip themselves with (bulkier) self-powered gear.