Showing posts with label #CCC25. Show all posts
Showing posts with label #CCC25. Show all posts

Friday, August 29, 2025

The ARTISANS!

ARTISAN (#29/31, #243/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: See below

ARMOUR: 1 in 6 chance of Leather Jack

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forests, Hills

NUMBER ENCOUNTERED: See below

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

Also known as a Craftsperson, the ARTISAN is a skilled manufacturer of objects, whether common or valuable, for sale across the continents and civilizations of Titan. They wear work or travel clothes, appropriate to where they are, have a bag of tools for their work, and may also have a Leather Jack as armour on a roll of 1 on one die. Artisans typically possess some kind of weapon to defend themselves against thieves, vagabonds and the like; roll on the following table to determine what:

Roll Weapon Type.

1 Shortsword

2-3 Club

4-5 Hammer

6 Dagger 

All Artisans have at least 2 points in Crafting for their chosen profession, and at least 1 point in Bargain and Evaluate Special Skills. Otherwise they can vary considerably depending on their chosen vocation. To determine the type of Artisan, roll three dice separately on the table below:

First Roll Second Roll Third Roll Artisan Type

1-3 1 1 Armourer

1-3 1 2 Artist 

1-3 1 3 Basket-maker 

1-3 1 4 Blacksmith

1-3 1 5 Bladesmith

1-3 1 6 Boat Builder 

1-3 2 1 Bonecarver

1-3 2 2 Bookbinder/Book-maker 

1-3 2 3 Bowyer/Bow-maker

1-3 2 4 Brass Smith 

1-3 2 5 Brewer

1-3 2 6 Broom-maker 

1-3 3 1 Builder

1-3 3 2 Bronze Smith 

1-3 3 3 Calligrapher

1-3 3 4 Candle-maker 

1-3 3 5 Carpenter

1-3 3 6 Carpet-maker

1-3 4 1 Cartographer

1-3 4 2 Cartwright

1-3 4 3 Ceramic-maker 

1-3 4 4 Chandler

1-3 4 5 Clock-maker 

1-3 4 6 Cobbler

1-3 5 1 Coffin-maker 

1-3 5 2 Cooper

1-3 5 3 Coppersmith

1-3 5 4 Distiller 

1-3 5 5 Dyer 

1-3 5 6 Engraver

1-3 6 1 Fletcher

1-3 6 2 Foundryman

1-3 6 3 Furniture-maker

1-3 6 4 Furrier 

1-3 6 5 Gemcutter 

1-3 6 6 Glassmaker/Glassblower

4-6 1 1 Goldsmith 

4-6 1 2 Horn-worker 

4-6 1 3 Instrument-maker 

4-6 1 4 Jeweller

4-6 1 5 Keycutter/Key-maker 

4-6 1 6 Leadsmith 

4-6 2 1 Leather-worker 

4-6 2 2 Limner

4-6 2 3 Linen-maker 

4-6 2 4 Locksmith

4-6 2 5 Luthier 

4-6 2 6 Mason

4-6 3 1 Net-maker 

4-6 3 2 Painter 

4-6 3 3 Perfumer 

4-6 3 4 Potter

4-6 3 5 Printer

4-6 3 6 Rope-maker

4-6 4 1 Sail-maker 

4-6 4 2 Sharpener 

4-6 4 3 Shipwright

4-6 4 4 Silversmith

4-6 4 5 Soap-maker 

4-6 4 6 Stonemason

4-6 5 1 Tailor

4-6 5 2 Tanner

4-6 5 3 Tapestry-weaver 

4-6 5 4 Textile-worker 

4-6 5 5 Thatcher 

4-6 5 6 Tinker

4-6 6 1 Tinsmith

4-6 6 2 Undertaker 

4-6 6 3 Weaponsmith

4-6 6 4 Weaver

4-6 6 5 Wheelwright

4-6 6 6 Wood-carver

To determine the size and extent of the Artisan's current enterprise, roll on the table below

Roll Grade Enterprise Staff Goods Notes

1 1 Pedlar 1 1-3 Chance of Draft Animal: 1-3

2 1 Barrow or Cart 1 1-6 Chance of Draft Animal: 1-4

3 2 Stall 1-2 2-7 Chance of Draft Animal: 1-3

4 4 Small Shop 1-6 2-12 Chance of Draft Animal: 1-2

5 6 Shop 2-12 3-18 Chance of Draft Animal: 1-2

6 8 Large Shop 3-18 4-24 Chance of Draft Animal: 1

If the Artisan has a Draft Animal, roll on the table below to determine what:

Roll Draft Animal

1 Donkey

2 Mule

3 Pony

4 Horse

5 Ox, Water Buffalo or Desert Bison

6 Camel 

The Artisan typically serves a lengthy apprenticeship before becoming fully skilled at their craft. The services of a skilled Artisan are always valued and respected, and most are found in towns and cities, such as Ludria (see the Adventure Creation System, p. 109, p. 153), where there is enough demand for their trade. They are always members of the Guild appropriate for their profession. For example Port Blacksand has a Grand Association of Tradesmens' Guilds, headed by the charismatic Bardaras Narbor (see Blacksand, p. 47, p. 61), an umbrella guild whose joint Guildhouse in the Execution Hill district provides offices for a host of smaller Artisans' organisations including the Blacksmiths' Guild, the Carpenters' Union, the Jewellers' Consortium, and so on. Meanwhile, over in the Dark Continent of Khul, the city of Arion has a large Artisans' district clustered along Bloodaxe Road and surrounds (see Travels in Arion, pp. 41-45).

Wednesday, August 27, 2025

Bug Powder Dust

Powdered Creature (#27/31, #241/365) [EA:V2] (Potion)

This is a stoppered glass tube full of coloured powder. When the tube is opened and the powder mixed with water, such as poured into a bucket or emptied into a glass, there will be a furious bubbling and the powder will transform into a monster that will immediately attack the nearest opponent, regardless of who they are. See the table at the end of this entry to determine the type of creature. The colour of the powder is determined by the creature type, so a Silver Dragon will be a tube of icy blue powder, whereas a Mammoth will be reddish-brown powder for example.

If two or more Powdered Creatures are poured into the same water source this will just create two or more individual creatures, not some weird mutant combination. However, if only a fraction of the powder is used, the creature's scores will be reduced as follows:

Amount of Powder used SKILL STAMINA Damage Modifier

Three-quarters  75% 75% -1

Half 50% 50% -2

A quarter 25% 25% -3

Note the original Damage Modifier is reduced by the amount listed; so if the creature had a Damage Modifier of +1, and only half the powder was used, its new Damage Modifier would be +1 -2 = -1 to the Damage Roll. The remaining powder can be used to create a separate creature from a different water source with the appropriate scores depending on the amount of powder leftover.

Powdered Creatures were first created by the Riddling Reaver, using refinements to his arcane Particle Blender machine, to reduce creatures to a concentrated form. Over the years, wandering adventurers have repeatedly broken into the Riddling Reaver's laboratories and stolen some Powdered Creatures, or meddling enchanters have devised their own recipes, and thus these tubes of coloured powder occasionally turn up elsewhere. The below selection of creatures represents those that the Riddling Reaver has successfully created; the Director may course decide to add their own favourites to this collection.

Roll Powdered Creature SKILL STAMINA Attacks Weapon Armour Damage Modifier

2 Manticore 12 18 3 Large None +1

3 Wyrm 9 12 3 Very Large Medium +1

4 Xoroa 10 11 1 Spear None None

5 Nandibear 9 11 2 Large Light None

6 Crocodile 7 7 2 Very Large Bite Heavy None

7 Slykk 6 5 1 Shortsword None None

8 Gark 7 11 1 Battle Axe Light +1

9 Death Dog 9 10 1 Large Bite None +1

10 Giant Scorpion 10 10 2 Large Medium Double

11 Mammoth 10 16 2 Very Large Light +3

12 Silver Dragon 15 22 4 Large Bite Medium +1

50gp  

Dust of Teleportation (#28/31, #242/365) [EA:V2] (Potion)

This is a small phial of red dust. When sprinkled on the floor, smoke will rise up and the user will vanish, experiencing a feeling of spinning in a black void. Seconds later they will re-materialize 10-60 metres away in a random empty space. If they know the properties of the dust beforehand, they can choose where to teleport to, as long as it is within 60 metres and currently empty of matter. The dust is poisonous and anyone foolish enough to eat it loses 2 STAMINA points.

Unavailable to buy  

Friday, July 25, 2025

KENNELS OF DOOM!

DOG (#12-29/31, #193-210/365) [OOTP IV]

SKILL: See below

STAMINA: See below

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: See below

HABITAT: Towns, Ruins, Anywhere master is

NUMBER ENCOUNTERED: 1-3

TYPE: Animal

REACTION: Neutral-Hostile

INTELLIGENCE: Average-Low

The humble DOG of Titan has been bred by humans and other races into a bewildering diversity of different types. Out of the Pit covered such kinds as Death Dogs, Wild Dogs, Wolf Dogs (all pp. 38-39), and Wolfhounds (p. 120), while Snuff Hounds were described in Beyond the Pit (p. 129). Eighteen further breeds of Dog are detailed on the table below, which can be chosen as needed, or determined randomly by rolling two dice separately:

1st Roll 2nd Roll Type SKILL STAMINA Weapon Damage Modifier

1-2 1 ATTACK DOG 6 6 Large Bite -

The ATTACK DOG is an especially vicious breed of canine, similar to a Guard Dog, but trained to mercilessly attack any intruder venturing into a designated area the dog is protecting. They are large dogs of variable coloured pelage, with a heavy powerful muzzle and slavering jaws, that will attack to the death. Attack Dogs tend to be used by those who want something scary to guard their property and they don't mind how dangerous the creatures are. The compound containing Hog House, home of Lady Francesca de la Vette, in the city of Chalice was known to be guarded by Attack Dogs, likewise Krest Ironeyes of the Crowbeak Bandits in the north kept several as canine bodyguards (see Vault of the Old Kingdom, p 19).

1-2 2 BLOODHOUND 5 5 Small Bite -

This is a large breed of dog with a reddish-brown to black coat of short hair. BLOODHOUNDS can be used for hunting deer, boar and rabbits, but are more famed for their inexorable tracking ability with regards to humans. Across Khul and elsewhere, bounty-hunters and militia are known to employ Bloodhounds to successfully track down their prey, because once the dog has the scent of its quarry, it can be very difficult to shake it off. Bloodhounds are cowardly creatures however, and prefer not to fight, letting their master take care of their prey once the dog has tracked it down.  

1-2 3 BRICIAN WAR-HOUND 7 6 Large Bite -

Similar to the War Dog, the BRICIAN WAR-HOUND is a powerful breed of canid used in battle against human infantry, especially peasant levies. The national dog of the warlike kingdom of Brice, the Brician War-Hound is a large wolf-like creature with a black and tan pelt, a strong physique, fearsome toothy jaws and a brooding natural intelligence. They saw action in the first and second wars against Ruddlestone and also during the War of Four Kingdoms, and their breed has spread across the Old World to other nations such as Gallantaria and Ruddlestone. In times of peace the Brician War-Hound is used in bear-baiting, or being set against other creatures in a fighting pit, including human gladiators!

1-2 4 ELVEN HOUND 8 6 Large Bite +1 to the Damage Roll

Like other races Elves have been known to breed dogs, the most fearsome of which are the near-wild ELVEN HOUNDS. These are large dogs, strong with toothy jaws but also sleek, fast and agile, whose coat is often brindled or spotted with a variety of colours. They are usually kept by Mountain or Wood Elves, but it is rumoured that Dark Elves, particularly of both Clan Tesarath and Clan Camcarneyar also have kennels of Elven Hounds. Indeed, in his youth, the evil sorcerer Malbordus the Storm Child was renowned for his ability to hypnotize wild Elven Hounds that roamed the subterranean streets of the Dark Elven city of Tiranduil Kelthas simply by staring deeply into their bestial eyes.

1-2 5 FANG HOUND 7 7 Large Bite +1 to the Damage Roll

The FANG HOUND is a strange breed of dog from the obscure principalities of the central Mauristatia highlands, such as Mortvania and Lupravia. There is something evil and other-worldly about these creatures, and they are large, lean and hungry dogs with a red-eyed stare. When confronting intruders, their snarling muzzle will curl back threateningly, revealing horribly elongated canine teeth, hence their name. Perhaps unsurprisingly, Fang Hounds are used as guard dogs by the various corrupt and decadent nobility of these cursed lands. Countess Isolde, rumoured by some to be a Vampire herself, kept two Fang Hounds at Maun Tower, wearing heavy iron spiked collars, their fur matted with the dried blood of any intruder they had slaughtered.  

1-2 6 GREAT HOUND 7 6 Large Bite +1 to Damage Roll

The GREAT HOUND is one of the biggest breeds of regular domestic dog. This very large hound has a powerful muscular build with a sleek pelt whose colour ranges from fawn to brindle to grey, black or a harlequin mix of black and white. The Great Hound is used for hunting bears, boar and deer, often in addition to regular Hunting Dogs, usually to apply the coup de grace or incapacitate the quarry until the hunters arrive. They also make excellent and intimidating guard dogs due to their size, and have been used by nobility to protect themselves against assassins.

3-4 1 GUARD DOG 7 8 Large Bite -

Given the dangerous nature of many of Titan's environs and inhabitants, it is perhaps no surprise how popular the standard GUARD DOG is! This is a huge, black-furred beast with awfully big teeth, equally happy barking at intruders as well as flying at them, eager to tear out their throat! Guard Dogs are very common in Port Blacksand, where many of the inhabitants own at least one, such as Ben Borryman the silversmith, J. B. Wraggins the locksmith, or Captain Marlin. They were also used to patrol the corridors of Baron Sukumvit's Deathtrap Dungeon, at least in its first incarnation, though rumour has it the smart adventurer could distract the Guard Dogs by tossing them old bones to chew on.

3-4 2 HUNTING DOG 6 6 Small Bite -

Packs of HUNTING DOGS are used by various people across Titan to pursue prey such as foxes, boars and deer. They are medium sized dogs, with short hair of any colour, usually quite lithe and lightly built, in order to keep up with their quarry while running full tilt. Duke Blackhill uses a pack of Hunting Dogs to hunt within Darkwood Forest, for example, as does Lord Hever of Fallow Dale in Khul when hunting in Affen Forest, while Felder the Hunter and his legendary pack of hunting hounds tracked down the Great Boar of Lein in Ruddlestone. The Hunting Dog is also a symbol of Fourga, the God of Pride.

3-4 3 KALAGARIAN RIDGEBACK 7 6 Large Bite -

Also known as the Kalagarian Hound, for they originated in the north Khulian port of Kalagar, the KALAGARIAN RIDGEBACK is a large breed, half-dog half-wolf, and a snarling, highly intelligent killer. They have short red-brown fur and a crest of bristly forward-pointing hair running along the length of their spine to the base of their tail, hence their name. The Kalagarian Ridgeback can be used as a guard dog, or for hunting Arctolyce and Nandibears, and they have spread far beyond Kalagar. For instance, the animal trainer Koepa the Horsemaster of Arion (see Travels in Arion, p. 32), has several loyal Kalagarian Ridgebacks that accompany her at all times.

3-4 4 MASTIFF 7 7 Large Bite +1 to Damage Roll

One of the biggest breeds of dog, and also known as a Bull Mastiff, the MASTIFF is a muscular, thickset beast with short wiry brown, grey or black fur, and a broad powerful muzzle full of large sharp yellow teeth. Mastiffs have a ferocious bark and are used as guard dogs, or in blood-sports such as bear-baiting, beast-fighting and even gladiatorial combat (Ripper and Slasher were two infamous bear-baiting Mastiffs from Ruddlestone). Some say the biggest and toughest Mastiff breeds are those of the Mauristatian provinces of Mortvania and Lupravia. The Salamonian tax-collector Odious Pinchpenny was accompanied on his rounds by a great black vicious Mastiff called Midnight; rumour has it the beast was immortal and could not be slain by normal weapons!

3-4 5 ORC HOUND 4 8 Large Bite -

The ORC HOUND is a large, aggressive mastiff-like breed of dog used by tribes of Orcs as a guard and attack creature. They are not particularly agile but have plenty of stamina and a strong bite. One such great hound, named 'Axemouth' was kept by the Orc Warlord Grark Gutburster, who recently launched an assault on the Khulian city of Ludria (see the Adventure Creation System, pp. 302-303).  

3-4 6 RETRIEVER 4 5 Small Bite -

Unlike Hunting Dogs which actively chase prey, RETRIEVERS are a breed of dog so named because they retrieve prey brought down by a hunter wielding a bow or primitive firearm. They are medium-sized dogs with a short waterproof coat in a variety of colours, and adept at swimming and traversing marshy terrain. Retrievers are a popular breed of dog, particularly among the nobility; Lord Hever of Fallow Dale kept several in his castle.

5-6 1 ROTTWILD 6 6 Large Bite -

The ROTTWILD is a large dog with a black and tan coat kept by people such as Flintskins (see Return to the Pit, pp. 81-82), and used as guards, hunters and trackers. These huge hounds can be quite ferocious and are trained to fight to the death, racing towards their target to leap at their throat, fangs bared in a snarl! 

5-6 2 SHEEP DOG 4 4 Small Bite -

The SHEEP DOG is a medium sized dog breed used for herding sheep and goats, and kept by farmers and shepherds across Titan. They come in wide variety of colours and coat types depending on the climate and terrain; Sheep Dogs in warmer areas will have shorter coats that are yellow, orange or brown in colour while those in colder regions will have thicker coats that are white, grey, brown or black. While highly intelligent, trainable, and able to warn their owners as to any threats to the herd, Sheep Dogs are not guard animals and that role is generally taken by larger more aggressive breeds of hound. 

5-6 3 SLED DOG 5 5 Small Bite -

The SLED DOG or Husky is a medium to large-sized breed used to pull a sled over snow, usually in cold or mountainous regions of Titan. They have thick coats that are white, grey or black in colour and may have a wolf-like appearance. Depending on the size of the sled and its cargo, a team of Sled Dogs may number between 2 to 12 animals. They can also be trained to defend the sled against threats such as Polar Bears or Snow Wolves, but are not especially effective as guard or attack dogs in these situations.   

5-6 4 WAR HOUND 7 7 Large Bite +1 to Damage Roll

Also known as a Wardog, the WAR HOUND of northern Allansia is a very large breed of dog used especially for battle. Related to the Brician War-Hound above, they are huge slavering creatures with variable-coloured pelage, sharp fangs, wild-eyed and always ready to attack. Although predominantly used in combat by barbarian tribes, local despots and grim Northmen, if bought as puppies War Hounds can be reared as faithful companions, always eager to defend their master. The horse trader Harold Hogget kept two War Hounds named Chewlia and Jawge at his hut near the town of Hamelin.  

5-6 5 WHIPPET 5 3 Small Bite -1 to Damage Roll

The WHIPPET is a smaller version of the Hunting Dog, but much faster, and in fact one of the fastest breeds of dog. They are used for hunting smaller prey, such as hares, rabbits and Fenzels. The best Whippets are said to come from the Arrowhead Archipelago. 

5-6 6 WORM DOG 5 4 Small Bite -

These are wiry-looking hounds with red eyes and slavering jaws. Although the WORM DOG is small and not particularly strong, a bite from them can be fatal, since they are riddled with disease-carrying parasites called Gungh Worms (hence the dog's own name). Anyone who is bitten by a Worm Dog will be infected by its saliva, causing the onset of Gungh Virus, unless they have some Worm Paste or other type of healing or disease-curing magic available. The symptoms of Gungh Virus include the presence of thread-like white worms in the infected wound, as well as a raging sweat-inducing fever, and it causes the loss of 10 STAMINA points, 1 SKILL point, and unconsciousness for 10-30 minutes. Only those with a strong constitution can survive the Gungh Virus! Worm Dogs typically live in burrows and dens they dig themselves, which they defend by yapping and biting manically. A colony was known to live offshore on Snake Island, but like most wild canines they can be found dwelling in a variety of terrain.

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

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

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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