Showing posts sorted by relevance for query extractor. Sort by date Show all posts
Showing posts sorted by relevance for query extractor. Sort by date Show all posts

Monday, 27 November 2017

Monster Extractor III: Giants & Giant Creatures, for DCC

Monster Extractor III: Giants & Giant Creatures for the Dungeon Crawl Classics Role Playing Game was created and illustrated by bygrinstow. The publisher is Inner Ham.

As with the Monster Extractor I and Monster Extractor II, this product is, literally, two pages long. The first page is the extractor proper, and the second page is a worksheet to record your creations. This Extractor is focused on creatures considerably larger than your average orc. The following creature was made using the Extractor to face a 6th level party with 4 PCs:

Init -2; Atk tail smash +9 melee (1d20) or tar spit +9 (1d24 plus adhesion); AC 36; HD 4d24+8; hp 53; MV 70'; Act 5d20; SP tail smash, tar spit, leap; SV Fort +17, Ref +1, Will +5; AL L.

It was randomly determined that this is creature is 75' tall or long, apearing as a big cat with an exoskeleton, that walks or runs on 3 limbs and can make mighty leaps up to 8 miles. It has the attack forms of Tail Smash (3 damage dice in a big line or 1 damage die to everything in an arc) and Breath Weapon [Sap/Tar -like Goo (1die + adhesive qualities)] with a 60' range.

Behold!

The Lion of the Necropolis: Init -2; Atk tail smash +9 melee (3d20) or tail sweep +9 melee (1d20) or icy spit +9 (1d24 plus frozen in place); AC 36; HD 4d24+8; hp 53; MV 70'; Act 5d20; SP tail smash, tail sweep, freezing spit, leap; SV Fort +17, Ref +1, Will +5; AL L.

On the world of Hubris, in the Frozen Wastes "the gargantuan city palace and grand necropolis of the Dread Lord Glish Mal lies covered in massive snow drifts and forgotten with time." The Lion of the Necropolis is a hidden guardian, mounded beneath the snow and ice, and waiting patiently for thousands of years to prevent the "horrific undead army and unimaginably powerful sorcery" of Lord Glish Mal from returning.

The Lion of the Necropolis appears to be an enormous lion, fully 75' long, not including its tail. Its exterior is covered in a stone exoskeleton that makes it appear like a statue when not moving. although its hind legs are fused into a single member, it can make prodigious leaps of up to 8 miles and can move at extraordinary speed.

The enormous cat's tail reaches a full 60' behind it. It can strike at three targets within a this range in a line, doing 3d20 damage to each target, or sweep all targets in a 40' arc for 1d20 damage. Further, it can spit icy water up to 60' away, doing 1d24 damage and instantly freezing targets in place (DC 20 Reflex prevents freezing). If the target misses the save by 5 or more, it cannot get itself free. Otherwise, a DC 15 Strength check may be attempted each round to do so. A creature frozen in this manner takes 1d5 damage each round it fails a DC 15 Fort save.

In ancient times, the Lion of the Necropolis was immune to the powers of all un-dead, and could transform magical energies used against it to its own benefit. These powers are no more, and their failure may one day release again the might of Lord Glish Mal upon a cowering world.

Monster Extractor III is designed to help jump-start your brain when you need something that reaches the sky and stomps on buildings, but can’t dredge up anything from the Monstrous Island of your creative centers.

A single page of charts to aid in finding that new monster, and a page of 4-up monster "character sheets" for recording your creations.

This product also acts as the "tip jar" for the Appendix M blog.

NOTE: This product has no actual relationship to Hubris. I just used that as a demonstration.

Get It Here!


Monster Extractor II, The Un-Dead, for DCC

Monster Extractor II: The Un-Dead for the Dungeon Crawl Classics Role Playing Game was created and illustrated by bygrinstow. The publisher is Inner Ham.

As with the Monster Extractor I, this product is, literally, two pages long. The first page is the extractor proper, and the second page is a worksheet to record your creations. This Extractor is focused on un-dead creatures, which are a staple not only of Appendix N fiction, but also of role-playing games. The following creature was made using the Extractor to face a 3rd level party with 4 PCs:

Init +8; Atk +4 ; AC 14; HD 8d8; MV 30'; Act 2d20; SP possession, bend attacker's will (must succeed in a DC 15 Will save to attack it), immune to effects requiring a Fort save; SV Fort n/a, Ref +10, Will +10; AL C.

It was randomly determined that this is creature died 352 years ago, and which has above average intelligence. It was a normal peasant (gong farmer, etc.) that is obsessivelly seeking to see its familiar remains consecrated. It appears as it did in life.

Behold!

Tarquin Fossor: Init +8; Atk shovel +4 melee (1d4 plus possssion); AC 14; HD 8d8; hp 38; MV 30'; Act 2d20; SP possession (Will DC 14 avoids), bend attacker's will (must succeed in a DC 15 Will save to attack it), immune to effects requiring a Fort save, ; SV Fort n/a, Ref +10, Will +10; AL C.

Tarquin Fossor is the revenenant of a gravedigger who dies three and a half centuries ago in Ur-Hadad. He appears just as he did in life - a gaunt but muscular man dressed in soiled antique clothes and carrying an old shovel.

The misfortunate gravedigger fell an early victim to the Yellow Death, and when his wife and three children followed him, their bodies were tossed into a mass grave beyond Ur-Hadad's walls. The gravedigger's rage at this injustice consumed him in death, animating his body and defining his very existence. Now, each night, he seeks the remains of his family - not only their physical remains, but also the jewelry his wife once wore - to see that they are buried properly. Until this is done, or his un-dead form is destroyed, he cannot rest.

So powerful is the un-dead gravedigger's that anyone struck by his shovel must succeed in a Will save (DC 14) or join him in his quest for the next 1d12 hours. Worse, if Tarquin Fossor's body is destroyed during this time, a second Will save (DC 14) must be made by each affected creature (determine order randomly), or the gravedigger's spirit inhabits the body, driving it to seek its family's remains each night....potentially preventing the benefits of rest. A successful exorcise spell may drive the spirit out, or divine intervention, but little else short of finding the spirit's wife and children, and seeing that they are properly buried.

Monster Extractor II is designed to help jump-start your brain when you become weary of the garden-variety un-dead out there already staggering through the world, but can’t dig up anything from the mist-covered loam of your creative centers.

A single page of charts to aid in finding that new un-dead monster, and a page of monster "character sheets" for recording your creations.

This product also acts as the "tip jar" for the Appendix M blog.

NOTE: This product has no actual relationship to Ur-Hadad. I just used that as a demonstration.

Get It Here!

Monster Extractor I, for DCC

Monster Extractor I for the Dungeon Crawl Classics Role Playing Game was created and illustrated by bygrinstow. The publisher is Inner Ham.

This product is, literally, two pages long. The first page is the extractor proper, and the second page is a worksheet to record your creations. Unlike The Monster Alphabet, the Monster Extractor is designed to help you create a usable, fully statted-out creature with minimum fuss. Roll a few dice, and you have a completely new monster.

The following creature was made using the Extractor to face a 1st level party:

Init +1; Atk standard ranged weapon +3 (1d4); AC 14; HD 1d5; MV 20’ or fly; Act 1d20; SP phase through solid objects; SV Fort +6, Ref +3, Will +3; AL C.

It was randomly determined that this is a big biped of some elemental substance with a "pirate"/"highwayman" flavor. So there is some work to be done. Since it can fly and phase through solid objects, I will say that it is made of elemental air (or is gaseous). Since it is pirate themed, I will say that its weapon resembles a pistol, but is also gaseous (hence the low damage).

Behold!

Phantom pirate of Yotz: Init +1; Atk gaseous pistol +3 ranged (1d4); AC 14; HD 1d5; MV 20’ or fly 20'; Act 1d20; SP phase through solid objects, half damage from non-magical attacks; SV Fort +6, Ref +3, Will +3; AL C.

The phantom pirates of Yotz can alter their molecular form to be able to pass though solid objects as though they were ethereal, or to hold objects (such as the treasure they plunder or the rigging of the ships they steer). If defeated, their gaseous pistols cease to exist (unless the judge's campaign uses firearms normally, in which case they manifest in the world as solid weapons). Because they are somewhat solid when fighting, their weapons can harm others, and they take half damage from mundane, non-magical weapons. These pirates are fully 7' tall each. if using weapons apart from their gaseous pistols, those weapons do half normal damage (i.e., a gaseous longsword would do 1d4 instead of 1d8).

The Monster Extractor is meant to help jump-start your brain when you need a new monster, but can't dredge up anything from the murky depths of your creative centers.

A single page of charts to aid in finding that new monster, and a page of monster "character sheets" for recording your creations.

This product also acts as the "tip jar" for the Appendix M blog.

Get It Here!


Sunday, 1 March 2020

Phantasmagoria #1

Phantasmagoria #1 was written by Chance Phillips. Art is by Luka Rejec (cover), Jim Magnusson, Stefan Poag, Jeremy Hart, and Penny Melgarejo. The publisher is Apollyon Press.

Disclosure: I backed the successful Kickstarter for this project. I also wrote a Zine Scene News Flash related to it for the Goodman Games website.

There is an embarrassment of riches now for those who want to throw a little star- or planet-hopping into their DCC campaigns. Crawljammer, Star Crawl, Operation Bug Hunt, Cyber Crawl Classics, The Hobonomicon, Sub-ether, Monster Extractor IV - Aliens & Manufactured Beings, Leopard Women of Venus, Drongo: Ruins of the Witch Kingdoms, Cyber Sprawl Classics, Terror of the Stratosfiend, RPGPundit Presents #19: Frantabulous Gonzo Robot Generator, Umerica, UX01: High Caliber Hijinks, Crawl! fanzine #8, Vehicle Mayhem!, Null Singularity, and Mutant Crawl Classics all provide material that the judge can use to craft an interplanetary romance with.

On top of that, adventures like Frozen in Time, Peril on the Purple Planet, Against the Atomic Overlord, The 998th Conclave of Wizards, The Dread God Al-Khazadar, Imprisoned in the God-Skull, The Weird Worm-Ways of Saturn, The Vault of Ash, Demon Drums, The Silent Army, The Tribe of Ogg and the Gift of Suss, Shade Hunter, Silent Nightfall, Secrets of the World-Harvesters, Lair of the Mist Men, Mother's Maze, and anything Mutant Crawl Classics or Umerica take you to space, or other planets, or have strong enough science fiction elements to help populate those brave new worlds where you seek out new life and new civilizations.

Appendix N fiction is like a stewpot left to simmer and filled to the brim with a number of distinct (but often inter-referential) voices. Dungeon Crawl Classics campaigns are similar. Each publisher, and each author...and, let's be honest, each artist!...adds their own unique flavor to the pot. The judge, like a chef, picks and chooses the ingredients which comprise a personal campaign milieu.

Let's take a look inside and see what flavors Phantasmagoria #1 adds!

Automatons: "Automatons are the universal debris of ambitious magitechnicians across the universe, thrown aside once they realize someone else has done it before and done it better."

That might seem ironic, as there are takes on similar themes in Hubris and Meanderings #2. The Umerican Survival Guide contains a Robot class. However, even if you are playing in a game that mashes things together, it is good to have options, and this is flavored a bit differently than the others. Also, if it malfunctions badly enough it might spontaneously burst into flame! Others have done it before. Better? That depends upon your tastes. They are different takes, but, being attempts to describe similar character types, there are certainly similarities in design.

Captains: "Captains are beacons of hope, capable of uniting people and willing to do anything to protect their crew. They are also adept duelists and swashbucklers."

This is definitely more Captain Blood than Captain Kirk. A bit like the Warrior, a bit like the Thief, and with a bit of the Bard's ability to inspire, without really being like any of those classes, the Captain really is a dashing swashbuckler whose ability to inspire their crew is real.

Gremlins: "Gremlins, sometimes called goblins, albeit never to their faces, are technological wizards who also possess minor spellcasting abilities."

Jovians: "Jovians were natives of a gas giant adapted to their home planet's crushing gravity. They lived in massive cities that floated above the clouds. Each city was ruled via committee with the head of each family being able to vote on communal affairs. For the most part the extended families operated independently, but recently the floating cities were conquered by various empires and the native Jovians were taken as slaves by their conquerors."

Together these classes give a vision of a setting where humans have largely conquered the aliens they have met in the cold depths of space. Gremlins work the engines, Jovians are slave troops sent into dangerous areas, Automatons serve at the pleasure of their Captain....perhaps their notorious engineering mishaps are a form of subtle resistance by the Gremlins....

But humans are not really the top dogs here. There are also Star Princes.

Star Prince: "Star princes are the humanoid forms of the stars who have undergone the final phase of their metamorphosis. There are no star princes of 5th level or below".

A really unique class which might be reminiscent of Stars in the Darkness, Star Princes are never generated through funnels, but only unlocked during actual play. They are forever recognizable as former stars, but burdened by being stars no longer, and are (short of accident, poison, or injury) effectively immortal.

Weapons & Kit: Includes armor and weapons for your explorers. There is a problem with the range of the nuclear pistol, which is listed as 20/10/1930. I am assuming that the range should read 20/100/1930. A few other bits of science fiction gear are also included.

Occupations: d100 table.

Spaceships: A workable system for spaceships is presented in four pages.

Explore the ruins of lost alien civilizations or sail through space in a massive freighter, weighed down with all manners of gold, jewels, and relics.

Play as a Jovian, a lithe yet strong alien native to a gas giant, a Captain, a brilliant tactician and duelist, or a Gremlin, an alien skilled with magic and technology. Build any type of ship from a tiny fighter to a massive dreadnaught, bristling with cannons.

Get It Here!