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.
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: 6 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.
Elves & Espers: COBOLds
Posted by Joshua on Dec 11, 2008
COBOLds are biological constructs left over from a previous era, designed as workers to do all the dirty and dangerous infrastructure jobs. Although looked down on and widely regarded as obsolete compared to the shiny new droids, they still do most of the grunt-work that keeps the arcology running because they still work and it would be too expensive to replace them. They are short, stocky humanoids, completely bald, with blue skins and big noses. They are persistent, but not very creative, and have little sense of self-preservation. When they do appear in the upper city, they are looked upon with a mixture of disdain and pity.
COBOLd
Construct – +2 to recover from being shaken, immune to poison, disease, radiation, and aging
Hardy – A second Shaken result doesn’t amount to a wound.
Small – -1 Vigor
Outsider – -2 Cha
Because of their backgrounds, in New Ark City COBOLds are forbidden to take AB:Esper, AB:Trooper, or AB: Roguechemist.