Thursday, January 30, 2025

Bonus Post: BLACKSTAR!

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Character Creation Challenge 2025

Completely miscalculated the number of characters to be created, looks like I got my beast steeds and followers all added in as well. This next tranche of 80s nostalgia takes me over the limit for this year, and there’s still plenty of material to go. Next time, next year it is then!

 

#23-33/31

BLACKSTAR (1981, Filmation, Norm Prescott and Lou Scheimer)

 “John Blackstar, astronaut, is swept through a black hole, into an ancient alien universe. Trapped on the planet Sagar, Blackstar is rescued by the tiny Trobbit people. In turn, he joins their fight for freedom against the cruel Overlord, who rules by the might of the Powerstar. The Powerstar is split into the Powersword and the Starsword. And so with Starsword in hand, Blackstar, together with his allies, sets out to save the planet Sagar. This is his destiny!”

 

"I am JOHN BLACKSTAR!"

 

JOHN BLACKSTAR (#23/31)

Human SOLDIER, 29 years old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 7

Talents: Swashbuckler

Special Skills: Common Speech 4, Brawling 2, Strength 2, Swords 2, Animal Lore 1, Awareness 1, Dodge 1, Climb 1, Engineering 1, Handle Vehicle 1, Ride 1, Swim 1, Thrown 1, Wilderness Lore 1

Equipment: The Starsword (damage as per Greatsword but only requires one hand, fires Forcebolt once per Attack Round if not being wielded in melee combat, grants its attuned wielder +2 to any Special Skill test, reduces all Damage Rolls by -2 suffered by wielder)

Steed: “Warlock”, a DRAGON-HORSE (see below)

Money: 6 GP, Provisions: 2

 

“I bet they headed home to the Pit of Darkness!”

 

Warlock (#24/31)

DRAGON-HORSE

 

SKILL: 10 STAMINA: 11 Attacks: 2, Large Bite, Large Claws, Light Armour, +1 to Damage Roll. Can fly. Can breathe fire every 3rd Attack Round (victim must Test their Skill or lose 2 STAMINA points).

 

“ROAARGH!”

 

MARA (#25/31)

Alien SORCERESS, age unknown (possibly several centuries), Female

 

SKILL: 5 STAMINA: 10 LUCK: 9 MAGIC: 6

Magic Points: 12 Inner Strength: 8 Social Class: 6

Talents: Innate Sorcerer (no components required for spellcasting)

Special Skills: Common Speech 4, Magic Lore 2, Magic-Sorcery 2, Second Sight 2, Awareness 1, Dodge 1, Etiquette 1, Healing 1, Herb Lore 1, Magic-Minor 1, Mok Speech 1, Ride 1, Swim 1, Wilderness Lore 1

Spells (Cantrips): Burn, Pied Piper, Weather Protection

Spells (Sorcery): All Sorcery spells

Equipment: Bronze Helm of Casting (+2 bonus to all spellcasting tests)

Money: 9 GP, Provisions: 2

 

“I learn fast!”

 

KLONE (#26/31)

Alien BEASTMASTER (Totem: all creatures of planet Sagar), Age unknown, Male

 

SKILL: 5 STAMINA: 8 LUCK: 9 MAGIC: 7

Magic Points: 18 Social Class: 4

Talents: Arcane

Special Skills: Common Speech 4, Acrobatics 2, Magic-Animal Mastery 2, Magic-Minor 2, Animal Lore 1, Awareness 1, Brawling 1, Dodge 1, Climb 1, Jump 1, Ride 1, Second Sight 1, Swim 1, World Lore 1

Spells: (Cantrips) Cool, Dry, Hear, Mend, Secrete, Weather Protection

Spells: (Animal Mastery) Shapechange (6), Ward of Beasts (6), Power of the Beast (4), Animal Senses (2)

Equipment: Dagger

 

“Any time, chum!”

 

THE TROBBITS (#27-33/31)

See below for individual details, ages unknown, Male

 

SKILL: 6 STAMINA: 16 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 5

Talents: Darkseeing

Special Skills: Common Speech 4, Climb 2, Plant Lore 2, Awareness 1, Dodge 1, Engineering 1, Jump 1, Ride 1, Sneaking 1, Swim 1, Thrown 1, World Lore 1

Equipment:  2-7 Sagar Fruit (double STAMINA gain when eaten with a meal), 2-7 Fire Fruit (as per Fire Capsules) each

Money: 1-6 GP each Provisions: 2 each

 

“Let’s get out of here!”

 

Individual Trobbits:

Balkar (#27): LEADER. Talent: Inspiring Leader. Special Skills: Minor-Magic 2 (MAGIC: 1, Magic Points: 3, Cantrips: Burn, Heat, Jab, Mend, Pied Piper, Weather Protection)

Rif (#28): COOK. Talent: Robust. Special Skills: Cooking 2

Terra (#29): GARDENER. Talent: Resilient. Special Skills: Herb Lore 2

Burble (#30): FISHERMAN. Talent: Survivor. Special Skills: Fishing 2

Carpo (#31): CRAFTSMAN. Talent: Lucky. Special Skills: Crafting 2

Poulo (#32): APPRENTICE. Talent: Evasive. Special Skills: Second Sight 2 (cannot speak)

Gossamear (#33): SCOUT. Talent: Mutant (giant ears: can fly). Special Skills: Acrobatics 2

 

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Final Thoughts: This was again a fun exercise, demonstrating the versatility of the Advanced Fighting Fantasy 2E system in converting fun kids cartoons of my youth into character stat-blocks that could easily be used for one-shot or episodic campaigns. I completely ran out of time and space however and got nowhere near the really cool 1980s cartoons that I wanted to actually detail (and perhaps you can guess fairly easily what those may be based on what has been posted so far), but there is always next year! #charactercreationchallenger26! Onwards!


Wednesday, January 29, 2025

Yee-haw! Fire Up the Shell-Saw!

Shell-Saw (#24/31, #24/365) [EA:V2] (Enchanted Item)

This is a large cutting instrument of technomancy, typically consisting of a handle with an imbedded power-source attached to a large rotating circular saw blade that can operate at variable speeds and strengths. They can be thus used to cut through a wide variety of materials except metal and stone. On Pangaria, fishermen usually use Shell-Saws to slice up the armoured or spikey carapaces of various sea creatures, such as Giant Crabs, Giant Clams, Amphibious Spinefish and the like, to obtain meat, pearls, and valuable organs. In combat, the Shell-Saw requires an Engineering or Crafting Special Skill to operate, else the wielder suffers a -2 penalty to their Attack Strength.

The Weapon Damage Roll Track for a Shell-saw is as follows, though note it suffers -1 to the Armour Roll when attacking an opponent in Plate Armour, or monsters made entirely from metal, rock or stone.

Roll 1 2 3 4 5 6 7+

Damage 1 2 3 4 5 6 7

A Shell-Saw running on a full power-source will work for one hour, with a -2 Damage Roll penalty to the next 30 minutes before it finally stops working and needs to be recharged. 

Price  90 GP

WAR PIG GOLEMS

[ A short bestiary of random denizens from Pangaria and elsewhere... (part five) ]

WAR GOLEM (#23/31, #23/365) [OOTP IV]

SKILL: 12

STAMINA: 64

ATTACKS: 4

WEAPON: See below

ARMOUR: Heavy

DAMAGE MODIFIER: Double Damage

HABITAT: Wherever their creator is, Dungeons, Ruins

NUMBER ENCOUNTERED: 1

TYPE: Magical

REACTION: Hostile

INTELLIGENCE: Low

While many types of Golem are constructed by magical conjuration rituals, the WAR GOLEM is a machine of technomancy, powered by a rechargeble fuel-source that grants it a premium amount of time to run amok in an orgy of destruction. For the War Golem is the pinnacle of warmongering automation, a great metal figure clad in plated iron armed with two gigantic weapons of some sort, one clamped in each steel fist. Roll twice on the table below to determine what the weapons are:

Roll Weapon

1 Mace

2 Sword

3 Handaxe

4 Warhammer

5 Scimitar

6 Spear

The War Golem can be fought in one of three ways. Firstly it can be fought as per the scores above, using regular melee combat rules. Secondly, the War Golem can separate into six separate flying body parts, each powered by its own smaller independent power-source and guided by at least one pilot. It takes one Attack Round for the War Golem to split into separate parts, and one Attack Round to reassemble again. To determine what flying metal body part is attacking a victim at any given point in time, roll below on the following table:

Dice Roll Part SKILL STAMINA Weapon

1 Giant Metal Head 8 10 Very Large Bite

2 Giant Metal Torso 6 11 Unarmed (Large)

3 Giant Metal Left Hand 8 11 Unarmed (Large)

4 Giant Metal Right Hand 8 11 Unarmed (Large)

5 Giant Metal Left Leg 7 10 Unarmed (Large)

6 Giant Metal Right Leg 7 10 Unarmed (Large)

Each part will attack separately with its own Attack Strength. Each roll should be checked against the opponent's single Attack Strength. For each one that is higher, a hit will be delivered to the victim. For the victim's part, they can attempt to hit only one of the parts (chosen at random by rolling one die on the table above). If their attack is better than the part's, they may wound it as per normal. Any part that is reduced to zero STAMINA will drop to the ground, shattered and destroyed. Any pilot within that part must reduce their STAMINA by the roll of one die also.

The Metal Hands and Metal Legs have special batter and stomp attacks respectively, that they can use as a last ditch attempt: roll a die: 1-2 the special attack does +1 STAMINA damage (in addition to normal damage), 3-5 the special attack fails and the part takes +1 STAMINA damage (Armour roll allowed).

The third and final way to fight the War Golem is to either engage it in mass-combat with a sizeable unit or vehicle crewed with enemy assailants, or use a similarly-sized champion against it. For instance, there have been rumours that Krazic, the Chief Engineer of Pangaria went rogue, built a huge War Golem in the form of a Goblin, and attempt to sell it to a Khulian mercanary consortium led by Commander Mattias Talliman of Anghelm. The plot was decisively aborted when Tideus the Sea Giant, aided by a lone Sky Watch Officer, defeated the War Golem (which by then had fused with Boreas the rogue Stormborn and co-conspirator alongside Krazic), in an epic giant-sized battle for the ages!

Crew sizes for the War Golem vary, but must be at least six if it is to separate into six self-piloted flying parts (for this reason it also needs six storm crystals to deploy this ability). The War Golem built by Krazic was designed to house twelve Pangarian Goblin pilots; being two pilots for each part - one main and one backup. Thus the scores for a full crew of Pangarian Goblins piloting a War Golem would be:

1 TECHNOMANCER Captain (usually seated within head): SKILL 7 STAMINA 12, Wrench (Club), Flightsuit (as Leather Hauberk), Aeronaut Helmet

5 AERONAUT Pilots: SKILL 7 STAMINA 6, Wrench (as Club), Flightsuit (as Leather Hauberk), Aeronaut Helmet

6 ENGINEER Backups: SKILL 6 STAMINA 6, Wrench (as Club), Flightsuit (as Leather Hauberk)

Baseline vehicle scores for a War Golem may look something like this:

WAR GOLEM

VEHICLE STAMINA: 40

VEHICLE WEAPONS: Heavy

VEHICLE ARMOUR: Heavy

Base Movement:8

Encumbrance: None

CREW: at least 6, maximum 12

Monday, January 27, 2025

Fantasy Gamebook newsdesk update!

 Just a bunch of random plugs while I'm getting my next #Everything25 entry ready.

  • I'm on Bluesky! @fantasygamebook.bky.social
  • I forgot to mention the Magic Companion! It's out, it's all about new magic for Advanced Fighting Fantasy 2E and I wrote 5 chapters for it!
    • A History of Magic: tedious speculative wafflings on the history of different kinds of magic from the world of Titan.
    • Animal Mastery (and Plant Mastery): Be the Beast Master you want to be! Command anything from a Mammoth to a Moth, from a Toad to a Tiger! Show the so-called Masters of Scorpion Swamp how it's really done, animal-wise!
    • Illusionism: The coolest magic-users finally get a Titan-appropriate rules update. Come back Senyakhaz, all is forgiven!
    • Psionics: This is much better than the Psionics rules in the AD&D 1E Players Handbook. It's certainly easier to understand! :-) I've adapted the Psionics rules created by Graham Bottley and Jonathan Hicks for the AFF 2E Stellar Adventures sci-fi ruleset, to a fantasy setting. Brain Slayers of the Underearth unite!
    • Warlocks: Lothar the Warrior-Prince of Gundobad finally gets his due credit. The spell system from Andrew Chapman and Martin Allen's lone Clash of the Princes FF duology becomes a playable magic system for AFF 2E.
No photo description available.
  • Issue #15 of the esoteric and atmospheric Casket of Fays fanzine features my third part of the Marauders of the Azure Main series, originally a chapter in a proposed Dragon Warriors pirate book. In this episode, set in the Azure Coast port of Banar, our heroes Kanthos and Ekaterina find themselves in a spot of bother with the purple lotus leaf merchants...
  • I'm 90% finished of a top secret AFF 2e book of which this is a taster:
  • Over and out! :-)

Saturday, January 25, 2025

Bonus Post: THUNDARR THE BARBARIAN!

 

Character Creation Challenge 2025

Back in the saddle after retina surgery. This was a blast from the past and had to have one of the grimmer intro montages for a Saturday morning kids cartoon!

 

#20-22/31

 

THUNDARR THE BARBARIAN (1980-81, Ruby-Spears, Steve Gerber)

 

“The year 1994: From out of space comes a runaway planet, hurtling between the Earth and the Moon, unleashing cosmic destruction. Man’s civilization is cast in ruin. Two thousand years later, Earth is reborn… A strange new world rises from the old: a world of savagery, super science, and sorcery. But one man bursts his bonds to fight for justice! With his companions Ookla the Mok and Princess Ariel, he pits his strength, his courage, and his fabulous Sunsword against the forces of evil. He is THUNDARR, THE BARBARIAN!”

 

“No wizard commands THUNDARR!”

 

THUNDARR THE BARBARIAN (#20/31)

Human BARBARIAN, 27 years old, Male

 

SKILL: 6 STAMINA: 16 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 3

Talents: Swashbuckler

Special Skills: Common Speech 4, Brawling 2, Strength 2, Swords 2, Animal Lore 1, Awareness 1, Dodge 1, Climb 1, Mok Speech 1, Monster Lore 1, Ride 1, Swim 1, Thrown 1, Wilderness Lore 1

Equipment: The Sunsword (hilt only, when activated by Thundarr only, a shimmering gold blade extends outward from the hilt; blade of light gives +4 SKILL in combat, does Sword damage, provides light as per a torch, deflects energy attacks on a successful Test for Skill, blade vanishes when deactivated), Metalfriend Bracers (each bracer can attach to one hand-sized metal object; left brace generally holds the Sunsword in deactivated form)

Steed: Riding HORSE (SKILL 7 STAMINA 9, Hooves (as per Large Claw)

Money: 4 GP, Provisions: 2

 

“Demon dogs!”

 

“Lords of Light!”

 

OOKLA THE MOK (#21/31)

Mok (leonine beastman) GLADIATOR, Age unknown, Male

 

SKILL: 8 STAMINA: 17 LUCK: 9 MAGIC: 0

Magic Points: 0 Social Class: 1

Talents: Ambidextrous, Barfighter, Strongarm

Special Skills: Mok Speech 4, Common Speech 2 (listening only), Bow 2, Brawling 1, Ride 1, Thrown 1, Strength 1

Equipment: Small Claws, Longbow, Quiver with 20 Paralysis Arrows (victim must Test their Luck or are paralyzed for 10-60 minutes)

Steed: EQUORT (beaked, horse-like steed, SKILL 8 STAMINA 9 Attacks 2, Hooves (as per Large Claw), Beak (as per Large Bite)

Money: 1 GP, Provisions: 2

 

“RAWRRGHH!”

 

PRINCESS ARIEL (#22/31)

Human SORCERESS, 26 years old, Female

 

SKILL: 5 STAMINA: 10 LUCK: 9 MAGIC: 6

Magic Points: 12 Inner Strength: 8 Social Class: 9

Talents: Innate Sorcerer (no components required for spellcasting)

Special Skills: Common Speech 4, Magic Lore 2, Magic-Sorcery 2, Second Sight 2, Awareness 1, Dodge 1, Etiquette 1, Healing 1, Herb Lore 1, Magic-Minor 1, Mok Speech 1, Ride 1, Swim 1, Wilderness Lore 1

Spells (Cantrips): Burn, Pied Piper, Weather Protection

Spells (Sorcery): All Sorcery spells

Equipment: Bracers of Casting (+2 bonus to all spellcasting tests)

Steed: Riding HORSE (SKILL 7 STAMINA 9, Hooves (as per Large Claw)

Money: 7 GP, Provisions: 2

 

“You’ll be sorry!”

 


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Monday, January 13, 2025

Bonus Post: THE MIGHTY MIGHTOR!

 

Character Creation Challenge 2025

Well, yes, here we go again. :-)

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#13-19/31

 

THE MIGHTY MIGHTOR (1967-1968, Hanna-Barbera, co-presentation with MOBY DICK)

 

While on a hunting trip, Tor and his faithful companion Tog rescue an ancient hermit from a Tyrannosaurus Rex. Grateful, the old man gives Tor a club which possesses great powers. Tor raises the club and he becomes Mightor, and Tog is transferred into a fire-breathing dragon. Together they become champions of good and the nemesis of evil!”

 

“MIGHTOR!”

 

TOR (#13/31)

Human HUNTER, 26 years old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 2

Talents: Hunter (Dinosaurs)

Special Skills: Common Speech 4, Hunting 2, Thrown 2, Animal Lore 2, Acrobatics 1, Assess Enemy 1, Awareness 1, Clubs 1, Navigation 1, Ride 1, Sneaking 1, Swim 1, Strength 1, Wilderness Lore 1

Equipment: Power Club (When held up and the word Mightor is spoken, the bearer of the Power Club is transformed into the hero Mightor, with the following abilities: +2 SKILL, +4 STAMINA, Super Strength (as per double Strength spell), can fly, Power Club does Double Damage and can be thrown, always returns to the hand of its thrower. Power Club can also cast the Force Bolt and Shield spells but not at the same time and transforms Tog from Small Dragon Form to Large Dragon Form.)

Companion: Tog (DRAGON; see below)

Money: 3 GP, Provisions: 2

 

As Tor: “It is time for Mightor to appear!”

 

As Mightor: “It is I, Mightor who speaks. Give up your evil plans!”

 

Tog (#14/31)

Small DRAGON form

 

SKILL: 7 STAMINA: 9 Attacks: 1, Large Bite. Can fly.

 

Large DRAGON form

 

SKILL: 9 STAMINA: 15 Attacks: 2, Large Bite, Light Armour, +1 to Damage Roll. Can fly. Can breathe fire every 3rd Attack Round (victim must Test their Skill or lose 2 STAMINA points).

 

“ROAARGH!”

 

SHEERA (#15/31)

Human CHIEF’S DAUGHTER, 25 years old, Female

 

SKILL: 7 STAMINA: 14 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 9

Talents: Fleet-Footed

Special Skills: Common Speech 4, Animal Lore 2, Ride 2, Thrown 2, Acrobatics 1, Awareness 1, Crafting 1, Etiquette 1, Healing 1, Herb Lore 1, Navigation 1, Running 1, Swim 1, Wilderness Lore 1

Equipment: Rope (10 metres), Javelin

Steed: Bollo (young MAMMOTH; see below)

Money: 7 GP, Provisions: 2

 

“Thanks Mightor! I’ll make sure Little Rok doesn’t get into any more trouble!”

 

Bollo (#16/31)

Young MAMMOTH

 

SKILL: 7 STAMINA: 10 Attacks: 2, Tusks and Trample (as per Large Claw), Light Armour, +1 to Damage Roll. Can be a steed carrying up to 2 passengers.

 

“AYOUGA!”

 

LITTLE ROK (#17/31)

Human CHILD, 12 years old, Male (Novice)

 

SKILL: 5 STAMINA: 12 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 6

Talents: Evasive

Special Skills: Common Speech 4, Clubs 2, Acrobatics 1, Animal Lore 1, Awareness 1, Dodge 1, Ride 1, Sneaking 1, Swim 1, Wilderness Lore 1

Equipment: Club, Horned Headdress

Pet: “Ork” (GREAT VULTURE; see below)

Money: 0 GP, Provisions: 2

 

“We make a good team, right Mightor?”

 

Ork (#18/31)

GREAT VULTURE

 

SKILL: 6 STAMINA: 8 Attacks: 1, Large Bite or Claw. Can fly and can carry one passenger the size of a human child. Average intelligence.

 

“RAWK!”

 

CHIEF PONDO (#19/31)

Human TRIBAL CHIEF, 50 years old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 10

Talents: Inspiring Leader

Special Skills: Common Speech 4, Etiquette 2, Law 2, Leadership 2, Assess Enemy 1, Awareness 1, Clubs 1, Navigation 1, Ride 1, Swim 1, Strength 1, Thrown 1, Wilderness Lore 1

Equipment: Tribal Crown (as per Natural Leader Talent), Club, Javelin

Money: 12 GP, Provisions: 2

 

“Mightor and his dragon have saved us again. Where were you, Tor?”

 

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Thursday, January 9, 2025

Return of the Yellow Mould...

YELLOW PLAGUE MOULD (#22/31, #22/365) [TTHA] 

Appearance: This is an infestation of tiny pale yellow spots that coat every available surface within a room or chamber.

Distribution: Dungeons, ruins and caves across Titan.
 
Effects: The mould gives off toxic and disease ridden spores, long accumulated through its life cycle in the dungeon. Anyone who spends more than a minute in a chamber with an infestation of Yellow Plague Mould, must Test their Luck or contract the disease. Yellow Plague is an affliction that can be contracted by spending time in cold, dampl places. The plague clogs up the lungs with mucus, making it difficult to breathe. Any physical action a victim undertakes (fighting, swimming, etc.) suffers a -2 penalty. In addition, the plague saps its victim of 3 STAMINA points per day, until a cure is found or they succumb to death. The plague can be cured with the Heal priestly power or by drinking a healing potion (Potion of Stamina, Blimberry Juice, etc.).
 
Cost: Not available to buy
 
Availability: Uncommon

Further Notes: The Yellow Plague Mould is related to regular Yellow Mould (see The Titan Herbal, p. 73). It has been recorded from the dungeons beneath the Black Tower (see Citadel of Chaos, p. 19).

Wednesday, January 8, 2025

A devout follower of the god of wind...

PRIEST OF PANGARA (#21/31, #21/365) [POT]

SKILL: 6

STAMINA : 10

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Hills, Mountains, Dungeons

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

As one may expect for a floating sky-realm called Pangaria, PRIESTS of the Wind God are common inhabitants of the archipelago, as each island has at least one temple and many shrines dedicated to Pangara. A Priest of Pangara's appearance can vary somewhat though, from wind-blown and wilderness-loving ascetic hermits to urbane clerics-about-town. Roll on the table below to determine their type and possessions (all have a holy symbol showing a stylized gust of wind):

Roll Type

1-2 Hermit: Club and tattered grey robes. Has Herb Lore 1, Mountain Lore 1, Second Sight 1, Climb 1.

3-4 Adventurer: Mace, Leather Cuirass, Small Shield. Has Law/Herb Lore 1, Climb/Dodge/Swim 1, Sea/Underground Lore 1, Etiquette/Second Sight 1.

5-6 Town Cleric: Staff and fine grey robes. Has Law 1, Etiquette 1, City Lore 1, Dodge 1

(Other Special Skills for all types are Common 4, Magic Priestly 2, Navigation 2, Weapon 2, Awareness 1, Crafting 1, Engineering 1, Healing 1, Pangaria Lore 1, Religion Lore 1)

In addition, roll for their ability:

Roll Priest Ability

1-2 Magic-Priest 1, MAGIC 4, Devotion 5

3-4 Magic-Priest 2, MAGIC 5, Devotion 7

5-6 Magic-Priest 3, MAGIC 6, Devotion 9

There is a High Priest or Priestess of Pangaria, whose cathedral is on Nimbus, attached to the Citadel, and currently the office is held by Ghelfung Stormfist, a retired human adventurer. She sits on the Pangarian Council, and also presides over five Abbots, each of whom maintains the main temple on one of the other five sky islands. Possibly one of the more noted Pangara priests from Titan, is the sufi of the Scythera Desert, Zeriang of the Long Dune (see Heroes of Titan, p. 31).

Tuesday, January 7, 2025

Cloaked in armour

Reinforced Cloak (#20/31, #20/365) [EA:V2] (Enchanted Item)

This is a cloak of fine leather, reinforced by light metal wires making it durable and protective, and powered by a single small Technomantic fuel-source. The Reinforced Cloak acts as armour of sorts, protecting its wearer against missile attacks. It has the following Armour Roll track against missile weapons only:

Roll                     1    2    3    4    5    6    7+

Damage Stopped 0    1    1    1    1    1    2

This Armour Roll is in addition to any other armour the wearer may have on at the time, reflecting the independent ability of the Reinforced Cloak to deflect missiles. These cloaks are commonly worn by Sky Watch Officers.

Price 15 GP 

A short bestiary of random denizens from Pangaria and elsewhere... (part four)

OCTOBEAST (#18-19/31, #18-19/365) [OOTP IV]

                   Octobeast Octoman
SKILL:                7            10

STAMINA:          6            10

ATTACKS: 3

WEAPON: Tentacles (as per Small Claw)

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Sea, Sea-shore

NUMBER ENCOUNTERED: 1

TYPE: 

Octobeast - Mollusc

Octoman - Mollusc/Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: Average

The OCTOBEAST is a horrific oceanic parasite, related to the octopus and the squid, that preys on humanoid creatures such as Merfolk, Sea Elves, Sea Trolls and even some unfortunate human fisherfolk or sailors. In their natural form, the Octobeast appears as a large black octopus with many grasping claw-tipped tentacles. It will propel itself towards its victim's head and attempt to smother them; if it wins an Attack Round, it has wrapped its tentacles around their face and they must deduct 2 STAMINA every Attack Round as they are slowly suffocated! 

If the Octobeast is not removed in time and its victim becomes unconscious, it will revive the body under its complete control as an OCTOMAN! This is the form of the humanoid victim, with the pulsating Octobeast attached to the head, completely obscuring the entire skull. Its body will crackle with elemental energy and its tentacles are wrapped around the victim's torso and arms.

During this time, typically lasting 1-6 hours, an egg will be deposited within the body of the victim, and the Octobeast will slither off, leaving the victim apparently unharmed. Unfortunately they will only have 10-60 minutes to live, before the accelerated growth of the egg causes it to hatch into another Octobeast, devour the victim from within, and then exit, like the blossoming of a terrifying black flower, in search of further prey. If an egg-bearing victim is to survive, great healing magic must be cast on them promptly to remove the Octobeast's egg before it hatches!

Sunday, January 5, 2025

Dawn of the Golden Oak

GOLDEN OAK (#17/31, #17/365) [TTHA] 

Appearance: This is a huge many-branched tree with lobed golden-green leaves and nut-like fruit known as acorns

Distribution: Woods and forests across Titan.
 
Effects: Golden Oak trees grow only in the deepest of Elven glades and their leaves are considered holy by Wood Elves, and others, including Yorefolk. A Golden Oak Leaf can be used to make the magical brooch of the same name. This Golden Oak Leaf Brooch gains safe passage through Elf-controlled tracts of woodland, and is even recognised as a symbol of peace by the ghosts and spirits of long-deceased Elves that still remain upon Titan. It also grants the powers of the Oak-Leaf Amulet (see The Titan Herbal, p. 10).
 
Cost: City 75gp, Town 80gp, Village 85gp (per brooch)
 
Availability: Rare

Further Notes: The Golden Oak is related to the various other kinds of Oak tree (see The Titan Herbal, p. 51), as well as the truly weird (and dangerous!) Gnarled or Carnivorous Oak of Khul (see Beyond the Pit, pp. 59-60).

Saturday, January 4, 2025

Bonus Post: THE HERCULOIDS


Character Creation Challenge 2025

Well, yes, here we go again. :-)

#5-12/31

 

THE HERCULOIDS (1967-69, 1981-82, Hanna-Barbera, Alex Toth)

 

“Somewhere out in space live the Herculoids!”

 

“Zok, the laser ray dragon; Igoo the giant rock ape; Tundro the tremendous; Gloop and Gleep, the formless, fearless wonders; with Zandor, their leader, and his wife Tara and son Dorno. They team up to defend their planet from sinister invaders. All strong, all brave, all heroes. They’re.. THE HERCULOIDS!”

 

ZANDOR (#5/31)

Human WARRIOR-KING, 36 years old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 10

Talents: Inspiring Leader

Special Skills: Common Speech 4, Armour Training 2, Thrown 2, Animal Lore 2, Acrobatics 1, Assess Enemy 1, Awareness 1, Leadership 1, Navigation 1, Ride 1, Sneaking 1, Swim 1, Strength 1, Wilderness Lore 1

Equipment: Crown of Quasar (allows communication with all Herculoid creatures), Shield of Amzot (Armour Roll as Tower Shield, can be thrown as per Chakram), Sling and 2-12 Fire Capsules

Money: 2 GP, Provisions: 2

 

“I am Zandor. Who are you? What do you want here?”

 

TARA (#6/31)

Human WARRIOR-QUEEN, 35 years old, Female

 

SKILL: 7 STAMINA: 14 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 10

Talents: Natural Physician

Special Skills: Common Speech 4, Animal Lore 2, Ride 2, Thrown 2, Acrobatics 1, Awareness 1, Crafting 1, Etiquette 1, Healing 1, Herb Lore 1, Navigation 1, Running 1, Swim 1, Wilderness Lore 1

Equipment: Sling and 2-12 Fire Capsules

Money: 7 GP, Provisions: 2

 

“Zandor! The space pirates took Dorno!”

 

DORNO (#7/31)

Human WARRIOR-PRINCE, 13 years old, Male (Novice)

 

SKILL: 5 STAMINA: 12 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 9

Talents: Evasive

Special Skills: Common Speech 4, Thrown 2, Acrobatics 1, Animal Lore 1, Awareness 1, Dodge 1, Ride 1, Sneaking 1, Swim 1, Wilderness Lore 1

Equipment: Sling and 2-12 Fire Capsules

Money: 1 GP, Provisions: 2

 

“Being thirteen years old is real boring. Zandor has all the fun.”

 

Igoo (#8/31)

ROCK APE

 

SKILL: 9 STAMINA: 13 Attacks: 2, Large Claw and Bite, Heavy Armour, +1 to Damage Roll. Bladed and pointed weapons do half damage. Can throw boulders (hit on 1-3 on one die, cause 2-7 STAMINA damage). Can cause Earthquake once per day (as per the spell). Immune to damage from elemental attacks, such as earth, fire, air and water.

 

“EEE-UURGH…”

 

Zok (#9/31)

SPACE DRAGON

 

SKILL: 10 STAMINA: 14 Attacks: 3, Large Claws and Bite, Medium Armour, +1 to Damage Roll. Can fly. Can breathe fire every 3rd Attack Round (victim must Test their Skill or lose 2 STAMINA points). Shoots laser beams from eyes and tail (as per Force Bolt spell). Can also shoot a Nega-Beam from their eyes that acts as a Counterspell on all energy-based attacks.

 

“SKRAW!”

 

Tundro (#10/31)

DINO-RHINO

 

SKILL: 7 STAMINA: 13 Attacks: 1, Very Large Horn, Heavy Armour, +2 to Damage Roll. Can shoot Fire Capsules from nose-horn, one per Attack Round. Can extend legs up to four times their length and can Jump as per the spell. Can dig a tunnel as per the Walk Through Walls spell, though the tunnel remains excavated.

 

“UUUOORRGH!”

 

Gloop (#11/31)

GREATER PROTEAN

 

SKILL: 9 STAMINA: 8 Attacks: 2, Large Fist. Gloop can transform into any shape or form within reason, such as a shield or parachute with a diameter of up to 5 metres, or a length of rope up to 10 metres long. Gloop is immune to damage from fire and energy weapons.

 

“GLOOP!”

 

Gleep (#12/31)

LESSER PROTEAN

 

SKILL: 4 STAMINA: 5 Attacks: 1, Small Fist. Gleep has identical abilities to Gloop, though being smaller means all effects are half-sized.

 

“GLEEP!”

 

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