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.

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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.