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Editorial
TSS Returns!
An Interview with Chimaera Studios
Thomas Riccardi gives us the scoop
Stellar Expanses: Penumbra Sector
New aliens and worlds for Traveller
Motley Crew
New NPCs for use in your 4E games
Swords Against Shaligon!
A scenario for D&D 4E
Gloriendls Grimoire
New spells for D&D 4E
Editor:
Contributors:
Artists:
Published by:
Zine Mascot:
22
28
38
46
48
50
A Horrible Menagerie
New NPCs for GURPS Horror
The Kindred of Lingusia
New rules and new kindred for T&T 7.5
Game Reviews
Whats new and interesting in games
Gaming by Gaslight
An Introduction to Victorian RPGs
Unholy Communion
A dark tale
COLUMN
So how are MMOs RPGs too?
Nicholas T. Bergquist
John Diffley, Dan Lambert., Thomas Riccardi, Tori Bergquist
Jody Wood, various royalty free pieces. Some artwork copyright 2008 Mark
Hughey, used with permission. Some artwork from the Image Portfolio Louis
Porter, Jr. Design. All Rights Reserved, used with permission.
Zodiac Gods Publishing in conjunction with Lulu.com
Mimi the wonder cat
Published bi-monthly (in theory)
Editorial
Issue 42 January/February 2009
By Tori Bergquist
Well, its been--what?--19 years or so since the
last issue of The Sorcerers Scrolls appeared.
There are still a few old fans and cohorts from
the old days out there, who have stayed in
touch with me, or gotten back in touch as the
internet made life so much easier. And then,
along came lulu.
Back in the day, publishing a fanzine was a
royal pain in the ass. You had to print, bind, and
mail everything yourself. Quality control was
usually a whimsical dream at best, and the
software and printing facilities necessary to do it
all in-house were practically nonexistent. Layout
and design was a process that involved scotch
tape, rulers, and a keen eye for proper
alignment. Back then, writing, editing and
publishing TSS or any fanzine at all was a labor
of love, and no money was ever forthcoming.
Besides TSS, I remember Ken St. Andres TnT
fanzine, as well as a number of cool British
fanzines, where the medium seemed to have a
lot of legs. Guys like Michael von Glahn (where
are you!?!), Garen Ewing, Dave Bezios (of the
Phoenix Barony), Dan Lambert, Tony Lee (who
remains a vigilant and active game designer
today! Check out the Chronicles of Ramlar for
his recent work) and others definitely helped to
make TSS and other zines possible.
Well, fast-forward to 2008: I realized that
suddenly, thanks to internet, print on demand,
and a generally aging but dedicated fan base,
RPG fanzines were a definite reality once more. I
recently released a couple books on lulu,
including a new edition of the Keepers of
Lingusia tailored for Castles & Crusades as well
as OSRIC and other old-school retro games,
along with The Trolls Companion, a compilation
of miscellany for the original beer & pretzels
RPG, Tunnels & Trolls. So far its proven to be an
easy, fun process and people are actually buying
them, which tells me theres a market out there
for game books that cater to the market as it
used to be, not just the super-glossy high
Addaka
Gas Giant: yes
WPP: A876553-E
Temp: 5
Gravity: 1.0
Thermed (primary)
WPP: X453974-5
Temp: 9
Gravity: .38
Chancer (moon of Thermed)
WPP: C201327-C
Temp: 3
Gravity: .15
Thermed is the primary world of the Thermed
system (NGC-274885) and inhabited by an
indigenous sapient population (see below)
which was TL 2 when first discovered. A number
of Themanides were taken from the world over
the course of human contact due to their
psionic potential, creating a space-born
component of the population which is removed
almost completely form its native home world.
Thermed itself is rapidly advancing in to a late
industrial age, and is dominated by several
budding super-powers with numerous smaller
governments mixed in. Chancer is the sole moon
of the prime world, and is populated (at
present) by a research station and starport
managed by the Tiberia Xenological Studies
Institute on behalf of the CDF, which also has a
way station in orbit. This is where most foreign
visitors come to see Thermanides from a safe
distance.
Charybdos
Gas Giant: yes
WPP: B36A321-D
Temp: 8
Gravity: .25
A small but volatile water-world, this moon
revolves around the gas giant Charon, and is
lightly populated by researchers, colonists and
aquatic prospectors looking for pharmaceuticals
of use in the deeps of the massive Charybdan
oceans. The planet is volcanically active and due
to tectonic activity caused by its close spin
around Charon is quite warm, even at a
meaningful distance of 8 AUs from the main
star.
Celtaine
Gas Giant: Yes
WPP: D253685-6
Temp: 9
Gravity: .15
Peaceful world (low violence); civil service
bureaucracy; active mining; methane seas;
moon of the gas giant Eotar; large colonial
population of Thermanides, a local group from
the planet Thermed. Local tech is stunted, and
the world is not a primary trade center,
although its export of rare metals and minerals
is valued in the sector. The Thermanides are
Species: Thermanides
The average Thermanide is a surprisingly tall
and double-jointed human averaging 2.5-3.2
meters in height. They have large hands with
five fingers and two thumbs, and a very humanlike head, although they lack a pronounced
nose, instead smelling from two slits to the
left and right of the throat. In addition, they lack
ears, having soft tremor-sensitive receptors at
several points along their skull that serve a
Yruat
Gas Giant: yes
WPP: A868884C
Temp: 9
Gravity: 1.1
Yruat is the homeworld of the Kardenath
species (see below). Its long history prior to
induction in to the Stellar Commonwealth
included periods of civil war and near-total
nuclear extermination before the native species
organized in to a one-world government and
began expanding in to their solar system.
Species: Kardenath
Kardenath are small gecko-like humanoids
with wide, flat tails, thick bony platelets and
sucker-tipped fingers. Their heads are
somewhat narrower and more lizard-like than a
Terran Geckos. They can run very fast, using
their tails as a counter-balance and are
alarmingly quick by human standards.
Kardenath in danger can flare their plate-scales,
creating a fan of sharp spikes around their head,
neck, back and limbs.
Kardenath hail from the Scorpio system, called
Yruat in their native language. They are used to
a slightly higher gravity world than humans (1.1
Gees). The Kardenath homeworld is in all other
respects a completely normal bio system, with a
wide range of environments spread out over a
primarily temperate world. The Kardenath
homeworld is situated on the edge of Penumbra
Sector space. Due to the historical war fought
between the Kardenath not long after human
contact, their homeworld is an ecological
disaster, and has largely been repopulated in
later times by off-world flora and fauna to try
and recuperate the terrible damage done by bio
weapons during the war. Most Kardenath who
now dwell on their homeworld have been
transgenically treated to be resistant to any
lingering strains of the super-viruses the old
mega corps released on their homeworld.
Kardenath have two genders (male and
female) with a collection of pseudo-genders
intermixed; these secondary genders are, in
fact, males and females who are born sterile
and who serve as nurses to the young. A fertile
couple can lay hundreds of eggs, and those eggs
will produce an enormous number of young.
Kardenath children are effectively nonsentient
10
Motley Crew!
A Trio of New NPCs for your 4th edition game
Set in the Warlords of Lingusia Campaign Setting
By Tori Bergquist
Each of the following NPCs are written for use in the forthcoming Warlords of Lingusia setting, but the
specific names and serial numbers work in pretty much any fantasy realm. I have statted them out
according to the DMG design guidelines for creating NPCs, and precalculated the stats according to the
DMs Toolkit section of that book, so they are ready to go as-is, either as foes or henchmen allies for your
own heroic level adventuring group.
Name: Gertys Giarra
Race:
Goblin
Class:
Rogue
Level:
5
Homeland:
Hadrosar
Alignment:
unaligned
Description: short green-grey skinned goblin female
STR
DEX
CON
INT
WIS
CHA
HPs
FORT REF
WILL
AC
INIT
10
19
11
14
12
14
51
17
23
18
20
+5
+2
+6
+2
+4
+3
+4
Armor Worn: Leather+1 magical
Healing Surges: 1
Amt/Surge:
12
Bloodied: 25
Attacks/Powers
Attack vs. Def. Damage/Notes
At-Will: Short sword
+8 (Str) vs. AC
1D6+3 dmg
Shuriken
+12 vs. AC
1D6+7 dmg
Piercing Strike
+12 vs. Ref
1D6+7 dmg
Enc: Tricksters Blade
+12 vs. AC
2D6+7 dmg and gain +2 AC one turn
Daily: Deep Cut
+12 vs. Fort
2D6+7 + ongoing 5 dmg (save ends) On a Miss: half damage
Goblin Tactics: immediate reaction; trigger: missed by melee attack; may shift 1
First Strike; Rogue Weapon mastery (Shuriken); Sneak Attack +2D6 dmg
Languages: Middle Tongue (common), Minotaur
Skills: Stealth +13, Thievery +13 (Acrobatics +11 w/boots)
Equipment: adventurers kit, thiefs tools, riding dog
Boots of Balance: +5 Acrobatics, daily: free, reroll one acrobatics check
Wealth: Gold: 55
Silver: 100
Gems: 3 rubies worth 50 gp each
Gertys is a flamboyant goblin girl who never grew up around her kind, but was raised by a pair of shifters
who took her in as a baby on the island city of Hadrosar. She is a proficient sailor and daredevil
adventurer, and carries a wanton fascination for attractive human elvish men.
Mannerisms:
Quirks:
Plot Hook:
Gertys has discovered that her father, named Mandralis, was caught trying to filch coin from a
Sendralite pirate captain named Chamdegras. As a shifter, he could have gotten away with it, but the
captain had a mechanism for seeing through any disguise of the shifter. Gertys has promised fabulous
treasure to the adventurers if they will help her free her father, although they may have to prod her a bit
to find out that this treasure she is promising is really in the hands of the pirates who have captured her
father!
11
Plot Hook:
Arzhas approaches the adventurers, one or more of whom may be related to him or have met him in the
past, to help him stand against a local baron named Murgas, a brutish orc-blooded miscreant who has
seized the estates of the former baron Volmas. Arzhas learned from the local villagers that their new
baron may not have killed the rightful ruler, who is imprisoned deep in the dungeons beneath his keep.
Arzhas has a brilliant but potentially suicidal plan to storm the keep and free the old baron, but decided
he needed some clever thinking on the matter. In the midst of this, an old woman named Renathas
approaches Arzhas and the PCs with a key that she says will open the hidden entrance to the lower
dungeons, which may allow them to seek out Baron Volmas and free him. Arzhas believes that the baron,
if freed, will provide the morale boost necessary to rally the locals to sieze the keep and dethrone Murgas
once more.
12
Plot Hook:
Murgis has learned that there is an ancient temple to his god Ashuar, one which has been buried for fifty
thousand years or more atop a distant mountain peak. He seeks out the player characters (presumably for
good deeds they have done, or maybe theyre just reliable) with a promise of wealth that they may keep
in exchange for helping him. Specifically, Murgis has found a mysterious statue in his diggings for ancient
relics that might be connected to his god, and uncovered a curious statue of pure gold to a nameless deity
(that may, in fact, be a cursed idol if the DM so desires!) In any case, he will offer this in exchange for their
aid in reaching the lost temple atop the high mountain.
Naturally, this ancient temple will be guarded by ferocious guardians (yeti-like white apes are
suggested), vile traps, and icy hazards. In the end, the minotaur may be in for disappointment as he
discovers that the temple, though once possibly dedicated to Ashuar, has long since come to serve as the
domain for an ancient wight or other undead being who will plague unwelcome visitors with undead
servitors.
13
Tynengaro
The island of Tynengaro was settled about two
centuries ago by colonists from Espanea, the
principle island kingdom of the Sea of Chirak.
The early colonists were a mix of humans,
Halflings, and a handful of Pardainse dwarves
(sea-faring artificers). The island itself was
revealed to be populated by the indigenous
islanders called the Lessi, a primitive people
who practiced ancestor worship and feared the
dreaded volcano. The volcano itself, which was
dormant until recently, was called Shaligons
Woe in the native language. Despite the
forbidding name, the colonists liked it here and
settled down, not at all worried about any
threat to their persons.
Within a decade, the colonists had discovered
gold. The gold mine brought prosperity to the
colony, which became a bustling place of activity
and a primary source of gold for Espanea. In this
time, the city of Castagliare grew from a small
colony to a full-fledged city. Unfortunately, this
only lasted for about two decades when
something unusual happened. Most locals think
the mine simply dried up, but a handful knows
better: the miners dug too deep, and they broke
in to something, a vast open cavern of darkness,
containing an immense temple buried in lava.
Looming overhead in the cavernous dome was a
frightening statue of a thirteen armed woman,
armed to the teeth and surrounded in skulls. It
was a temple of Shaligon, buried since the era of
the Apocalypse! As the story goes, ancient
servants erupted forth, killing some of the
miners, while the rest fled, sealing the mine shut
behind them.
The city was a colonial holding of Espanea for
some time until a few decades ago during the
Revolt of the Sea Captains, when most of the
Sontaniardan city states declared their
independence. Castagliare became a haven
Essential Plot
The PC s are hired by Governor Constantos
Umbragio to seek out the old Lessi Shaman
named Juvithra, and use him as a guide to find
the old gold mine, of which the governor has no
knowledge. He sent out a contingent of
14
XP 100
Arriving At Tinengaro
The PCs begin their journey on the sea, aboard
the Seaspray, a ship manned by the doomed
capatain Piramantis. In the middle of the night,
the Speaspray is battered by a ferocious storm,
and the vessel is cast about in the waves like a
toy in the maw of a great dog. Unexpectedly,
the ship is grappled by a subterranean Kraken of
the deep! Its initial attack snaps the mainmast,
sending the entire pole, rigging, and crows nest
(with watcher) screaming in to the deep. PCs
awaken in their cabins to this sound.
Assistance
The governor is delighted to meet the
adventurers. He will relay to them a truncated
version of the islands history, although he
knows only what the old Lessi shaman told him
about the gold mine being the source of the evil
which steals children and slaughters farmers
and fishermen on the island. Hes recruiting
mercenaries, and offers the PCs a generous sum
of money to put this debacle to rest.
The PCs are given some gear to help them out,
including muskets if they so desire, as well as
magical weapons that do +2D6 enchanted
15
Singo Furburner
Singo is a native islander to Sontaniardes
whos seen his fair share of close calls and neardeath experiences. Hes unfazed by the erupting
islands impending doom, and will be useful in a
pinch for a good scrap.
Singo Furburner
Halfling male rogue, level 2; unaligned
ST 14 (+3), DX 18 (+5), CN 11 (+1), IN 12 (+2),
WIS 10 (+1), CH 15 (+3)
HP 27; Bloodied 13; FT 13, RF 19, WL 13 AC 17
(leather); Skills: Thievery +10, Stealth +10
Attacks:
Basic Attack with dagger+2(the Quixotic Sax):
(at will; +9 [Dex] vs. Ref; 1D4+6 dmg);
Exploits include: Piercing Strike, Kings Castle,
Easy Target, Fleeting Ghost
Armed with The Quixotic Sax (Dagger +2,
Hallucinatory). This long dagger grants +2 to
attack and damage, +1D6 per plus to critical,
and has a special attack:
Quixotic Hallucination (Encounter; Standard;
Arcana, Psychic; One Target; Dex vs. AC; Hit:
1[W]+Dex damage and will cause a target to
begin hallucinating if struck; the victim will think
ordinary objects and people around him are
turning in to ferocious dragons! Target is pushed
3 squares and stunned. (save ends).
2D6
Encounter
2
3
4
5
6
7
8
9
10
11
12
16
1. Entrance
(cant be avoided)
The mine entrance is guarded by a particularly
fearsome foe: 1 deathlock wight (175 XP) and 6
skeletons (700 xp). The wight is an undead risen
minion of Shaligon named Veritos. He has a
Scimitar +1 on his person, and wears the
vestments and unholy symbol of Shaligon.
Veritos and his crew rise from the ground after
the PCs have entered the mine, cutting them off
from outside. Any cleric in the group attempting
to turn them will find that they receive a +5
Defense bonus due to the malign presence of
Shaligon in this region.
17
18
19
20
Gloreindls Grimoire
New Spells for Dungeons & Dragons 4E
By John Diffley
(The following are some new spells John worked up, and which have been play tested
in our recent D&D games. This column will hopefully be a regular event in which people
can contribute new and interesting spells to the repertoire of wizards, warlocks, clerics
and other hapless arcane and divine casters everywhere--Tori)
21
A Horrible Menagerie
A Selection of Strange and Horrific characters for use with 4th edition GURPS Horror
By Tori Bergquist
The following characters were originally
conceived in a rather bizarre GURPS Horror
campaign I ran a few years ago, and I have never
really gotten over just how much fun these
characters were. So here I present you with a
menagerie that will hopefully find a home in
your own strange games
Patchwork Jane
Human female (composite-Reanimate); 191 pts
ST10
HP
13
DX12
FP
14
HT14
Spd
6.5
IQ12
Move 6
Will12
Th: 1D-2 Sw: 1D
Per12
Appearance: Normal, but Unnatural Features -3
Wealth: Dead Broke
Languages: English (accented); Yiddish (native);
German (native)
Advantages: Hard to Kill +4; High Pain
Threshold; Spirit Empathy; Unusual Background
(10); Regeneration (slow; 1 HP/10 hrs);
Unageing
Disadvantages: Gullibility; Manic-Depressive;
Shyness (mild -1); Multiple Personalities (13
distinct; each has 5 quirks); Supernatural
Frankensteinian Features (-10)
Skills:
Administration 12, Brawling 12, Captivate 12,
Cooking 12, Dancing 12, Detect Lies 13, Disguise
13 (-3 features), Dreaming 13, Erotic Art 13,
Exorcism 11, Farming 12, Fast-Talk 11, Filch 13,
Finance 12,First Aid 12, Fortune Telling 11,
Gardening 14, History 12, Knife 12, Literature
12, Mathematics 12, Naturalist 12, Occultism 12,
Persuasion 11, Poetry 14, Search 12, Sex Appeal
14, Shadowing 12, Singing 14, Stealth 12,
Swimming 14, Throwing 12, Typing 12,
Veterinary 12, Weather Sense 12
22
Julie Cogliostro
Cyrus Quartermain
Spells:
Detect Magic 13, Seek Machine 12, Reveal
Function 12, Find Direction 12, Aura 13, Mage
Sense 12, Sense Foes 12, Sense Danger 12,
Seek Magic 12, Seek Water 12, Seeker 13, Trace
13, History 13, Ancient History 13, Prehistory 13,
See Secrets 13, Light 12, Night Vision 12, Ignite
Fire 12, Sense Emotion 13, Lend Energy 12, Lend
Vitality 12, Share Vitality 12, Minor Healing 13
Skills:
Archaeology 11, Brawling 12, Computer Ops 12,
Cryptography 11, Detect Lies 11, Diplomacy 11,
Disguise 11, Driving 11, Fast Talk 12, Public
peaking 12, Fortune Telling 12, History 12, Knife
12, Literature 12, Observation 11, Occultism 13,
Persuade 10, Philosophy 10, Sociology 11,
Research 12
Skills:
Animal Handling 11, Archaeology 11,
Anthropology 11, Architecture 11, Area
Knowledge (China) 11, AK(Middle East) 11,
AK(Europe) 11, AK (S. America) 11, Axe/Mace
11, Brawling 12, Carousing 10, Camouflage 11,
Climbing 11, Computer Ops 11, Current Affairs
11, Detect Lies 10, Diplomacy 10, Disguise 10,
Driving 11, Electrician 11, Electronics Ops 10,
Escape 10, Fast Draw (pistol) 11, Fast Talk 11,
First Aid 11, History 11, Knife 12, Pistols 13,
Rifles 11, SMGs 11, Shotguns 11, Interrogation
11, Hidden Lore (conspiracies) 11, Linguistics 10,
Observation 11, Mechanic 11, Occultism 11,
Persuasion 9, Research 10, Search 10,
Shadowing 10, Stealth 11, Swimming 10,
Throwing 10, Thrown Weapon 11, Short sword
10, Wilderness Survival 11, Urban Survival 11,
Desert Survival 11
23
Richard Black
Human male age 38
200 pts
ST10
HP
10
DX12
FP
12
HT12
Spd
6
IQ12
Move 6
Will12
Th: 1d-2 Sw: 1d
Per13
Appearance: Normal
Wealth: Average
Languages: English (native); Berba (accented);
French (accented); Ewe (broken)
Advantages: Channeling; Medium (limit: serpent
spirits); Magery 0; Shapeshift (serpent); Speak
with Snakes
Disadvantages: Magic Susceptibility 6; Sense of
Duty (Aida Hwedo and co.); Vulnerability (silver
X4)
Skills:
Administration 11, Anthropology 14,
Archaeology 12, Architecture 11, A.K. (Africa)
13, Axe/Mace 11, Biology 12, Blowpipe 10, Bolas
11, Brawling 15, Camoflage 12,
Chemistry
11, Computer Ops 13, Detect Lies 12, Diplomacy
11, Fishing 13, Dreaming 12, Esoteric Medicine
13,Exorcism 11, Farming 12, Fast-Talk 11,
Finance 10, First Aid 12, Geography 10, Geology
10, History 12, Knife 12, Leatherworking 12,
Linguistics 10, Literature 10, Mathematics 10,
Naturalist 10, Occultism 12, Observation 13,
Persuasion 11, Search 13, Poisons 10, Rl.Ritual
(African) 12, Shadowing 11, Stealth 12, Jungle
Survival 13, Desert Survival 13, Swimming 10,
Throwing 11, Tracking 13, Typing 12, Veterinary
10, Weather Sense 11, Pistol 12, Rifle 12, SMG
12, Shotguns 12
Notes: Richard can shapeshift in to any
serpent form, of any size that is possible
(anaconda to garden snake). He retains his IQ,
but takes on all other aspects of the form. His
clothes do not change with him. He can also
speak with snakes, communicate with the spirit
serpents, and can allow any spirits to channel
through him. He has an intuitive sense of magic,
but has not learned any actual spells. He is
highly susceptible to magical effects, due to the
venom of the Rainbow Serpent coursing through
his veins. He is also lycanthropic, and silver
injures him like any other therianthrope.
24
Johnathan Morrow:
Super Soldier
Human Male (Metahuman) Age 81; 510 pts
ST25
HP
25
DX14
FP
10
HT10
Spd
6
IQ10
Move 6
Will13
Th: 2D+2 Sw: 5D-1
Per10
Dodge-9
Appearance: Handsome (+4/+2)
Wealth: Filthy Rich
Languages: English (native); German (broken);
Italian (accented); French (accented)
Advantages: Acute Hearing +4; Combat
Reflexes; Contact (govt-12); Damage Resistance
DR 4; Hard to Subdue +5; Infravision
(controlled); Protected Sight and Hearing;
Regeneration (1/hour); Super Jump 6; Unusual
Background (WWII Metahuman project); Honest
Face; Penetrating Voice
Disadvantages: Bad Sight (farsighted);
Charitable; Soldiers Code of Honor; Flashbacks
(severe -5); Secret Identity (The Super Soldier);
Sense of Duty (America); Stubborness; Unusual
Biochemistry
Skills:
Boxing 14, Brawling 14, Breath Control 10,
Camoflage 10, Carpentry 13, Climbing 14,
Computer Ops 10, Detect Lies 10, Driving 14,
Escape 14, Fast Talk 10, First Aid 10, Fishing 10,
Flying Leap 10, Forensics 10, Free Fall 14,
Gambling 10, Geography 9, Pistols 14, Rifles 14,
SMGs 14, Shotguns 14, Immovable Stance 14,
Interrogation 10, Knife 14,Leadership 10,
Lockpicking 14, Mechanic 10, Navigation 10,
Parry Missile Weapon 12,Occultism 10,
Persuasion 13, Search 12, Piloting 14, Power
Blow 13, Propaganda 10, Seamanship 10,
Shadowing 10, Sleight of Hand 12, Stealth 14,
Streetwise 10, Submarine 10, Wilderness
Survival 10, Desert Survival 10, Tactics 10,
Throwing 14, Thrown Weapons 14, Tracking 10,
Typing 14, Wrestling 14,
Johnathan Morrow, more commonly known
by his World War II alias as the Super Soldier,
and later in the 1950s as the Tomorrow Man, is
the end product of an early effort by the Allies
to create an enhanced superhuman, capable of
dealing with the imminent occult and super-
25
Bloody Mary
Human Female (Demonic Aspect); 198 pts
ST14
HP
14
DX11
FP
10
HT10
Spd
5.25
IQ11
Move 5
Will12
Th: 1D+2 Sw: 3D
Per13
Dodge-8
Appearance: Beautiful (+4/+2)
Wealth: Average
Languages: English (accented); French
(accented); Latin (native); Aramaic (native);
Greek (native)
Advantages: Acute Hearing +4; Acute Vision +4;
Channeling; Charisma +2; Claws (retractable);
Dark Vision; Extra Life (+2; requires body); High
Pain Threshold; Psychometry; Unusual
Background (demonic spirit)
Disadvantages: Callous; Frightens Animals;
Obsession (uncovering her true nature);
Phantom Voices (diabolical); Sadism;
Supernatural Features (Stigmatic bleeding under
moonlight-10; mirrors reflect true demonic
spirit appearance-10); Vulnerability (holy water,
X4); Vulnerability (cold iron, X4); Spotty memory
of the past (it all blends together, remembers
nothing before 480 b.c. -5); Does not know her
true origin/nature (-10); Quirk: Hides and
records diaries everywhere; Sometimes dislikes
inflicting pain and suffering.
Spells:
Death Vision 13, Detect Magic 12, Sense Spirit
13, Summon Spirit 12, Itch 12, Spasm 12, Pain
13, Clumsiness 12, Hinder 12, Rooted Limb 13,
Paralyze Limb 12, Whither Limb 12, Deathtouch
12
Skills:
Brawling 11, Captivate 12, Dancing 11, Detect
Lies 13, Disguise 11, Dreaming 10, Erotic Art 11,
Escape 9, Intimidate 12, Fast-Talk 11, History 11,
Occultism 12, Persuasion 10, Search 12, Sex
Appeal 10, Shadowing 11, Sleight of Hand 10,
Stealth 11, Streetwise 12, Thaumatology 10,
Theology 10, Driving 10, Archaeology 11
Bloody Mary adopts many pseudonyms. Mary
Anne Krutchner is her current favorite. The
entity which is Bloody Mary is, in fact, a
demonic spirit of some sort, a disembodied
being who has lived for thousands of years,
body hopping from one available form to
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Skills:
Acrobatics 12, Brawling 14 (+1d th), Camouflage
11, Climbing 12, Computer Ops 10, Disguise 11,
Escape 12, Filch 12, Intimidation 10, Observation
11, Wilderness Survival 11, Urban Survival 11
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Hobbs
Hobbs have no special talents other than a
penchant for gluttony and an amazing ability to
sustain themselves due to fat reserves when in
starvation situations. A hobb can go twice as
long as a human without food.
Humans
Although humans are special insofar as they
gain no perks but also suffer no detriments, the
truth is that this can be quite boring. As such, I
propose the following optional rule: humans
gain one bonus talent at first level. This at least
gives them a slight edge against those
enormously high IQ elves, high Strength
dwarves and high Luck hobbs.
Fairies
Faeries can obviously fly, which is a great
asset. They are also highly resistant to illusory
magic, and should be allowed a saving throw to
detect illusions (rolled secretly by the GM) even
if they dont suspect the illusion to be real!
Faeries are also especially good at sensing the
glamour of the fae realm, regions of the natural
world which bridge the Weirding World.
Elves
All elves have infravision. This allows them to
see warm bodies in the dark, and to pick up the
heat emissions of plants and animals more
easily at night. Elves are also very in tune with
nature, and can sense when they are in a fae
touched region of nature by making a level 1 SR
vs. Wiz. Dark elves are treated in detail in the
Trolls Companion, but have the natural power
of creating shadows for 1 Wiz that will cover a
15 foot area around the spot the elf casts it at.
Leprechauns
Leprechauns have one unique trait called deep
pockets: so long as the leprechaun is wearing
clothing with pouches, he can place 10 times as
much gold in his pouches as they should
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normally be able to carry, and it only was 1/10
of the normal weight! If the leprechaun takes
his coat off, the gold will return to normal size
and begin spilling out of the pockets.
Dwarves
Dwarves have infravision as well, and it is
effective enough that it works well even in deep
tunnels. Dwarves should always be allowed a Lk
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Rare Kindreds:
Minotaurs
These beasts absolutely can not get lost in the
underworld, be it in a twisting cavern or a clever
maze. They always know what direction they are
going, and can immediately sense when their
environment shifts or changes. For example, an
illusion cleverly meant to make them think the
subterranean temple is south, not north, will
just seem wrong to a minotaur, who can sense
true north, despite what his eyes tell him.
Minotaurs also have infravision.
Ogres
Ogres of Lingusia are big brutes, prone to
moments of kidness punctuated by bouts of
intense rage. They are moody and poetic, yet
bloody and lighthearted during combat. When
playing an ogre, the player should decide on the
mood of the moment, rolling 2D6 and consulting
this chart (or just deciding on a mood) when the
ogre wakes up, goes in to battle, meets new
people, or, well, eats lunch:
Naga
2D6
2-3
4-5
6-8
9-10
11-12
Trolls
Trolls regain their level in Con points each turn
if they are not interrupted from resting. During
combat the troll regains 1 Con per round of
battle. Note that when rolling up a troll, all of
the various types of trolls listed in the 7.5 rules
are variants of the Thargonid species. The clever
Mihidir are a distinctly separate species. The
Trolls Companion discusses these trolls in more
detail.
Amazons
The amazons of the Vyrindian Islands are a
fierce breed of warrior women who fight the
good fight in the name of their bloody god of
war, Vishannu. Physically, amazons appear to be
like normal human women, but at the peak of
physical perfection.
Kindred Traits
Average Weight: as humans (x1)
Average Height: as humans (x1)
Ability Scores: x1.5 Str, x1.5 Con
Vision: normal
Native Language: Vyrindian
Suggested Talents: swordsmanship, martial arts,
unarmed combat, trap making, battle tactics
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Batrachians
The dark race of batrachians may once have
been human, but were long ago changed in to
hideous aquatic humanoids in the service of the
outer darkness. Batrachians are cousins to the
other deep water humanoids such as true deep
ones, naga, and other pure species of aquatic
humanoids, but the ancestral taint of man runs
thick in their veins. Many batrachians are born
to human mothers, and only later in life does
the batrachian taint manifest, driving them in to
the deep waters.
Kindred Traits
Average Weight: 200 to 300 lbs. (x1.5)
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Cambions
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Ghuls
Ghuls are a half human, half ghoul race that is
readily mistaken for their more common undead
relatives. Ghuls are, in fact, a species that
spawned from a rare corruption of normal men
who succumbed to a terrible disease, which
changed them in to living but gaunt, charnel
cousins of their undead relatives.
Kindred Traits
Average Weight: 100 to 200 lbs. (x.67)
Average Height: 55 to 66 (x1.25)
Ability Scores: x1.5 Dex, x1.5 Con, x.5 Cha
Vision: dark vision
Languages: ghoulish, common
Suggested Talents: Grave robbing, disease
death lore, stealth, sneak attack, occult history,
alchemy
Cambion Lore
Cambions in Lingusia are the product of
centuries of interbreeding between the many
demons and other outsiders from other
dimensions who became permanent residents
during the time of the Cataclysm 1,100 years
ago. The Cataclysm shattered the planar
gateways between Lingusia and other
dimensions, making almost all cross-planar
travel impossible to all but a few. Even now,
eleven centuries later, the magic of wizards is
only just beginning to learn how to penetrate
and move through the mysterious barrier
wizards call the Fourth Wall, a membrane of
thick energy which separates the mortal realm
from the planes.
Because of this Fourth Wall, for centuries now
demonic beings dwelling in Lingusia were
trapped, often even in polymorphed forms
other than their native demonic visage, and
were forced to settle down and live amongst
mortals permanently. Many a wizard had a
pentagram-held demon in his laboratory
suddenly become a permanent house guest, and
many a succubus or incubus, engaging in their
timeless trade of corrupting and driving mortal
humans mad, suddenly discovered that there
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Patchworks
Ghul Lore
Ghuls make excellent choices for players who
would like a character whose very nature is that
of the outcast and the lurker in shadows. Ghuls
make excellent wizards and rogues. Its simply in
their nature to be shadowy diabolists, assassins
and thieves.
Ghuls tend to group in small societies, usually
dwelling in catacombs and sometime even
amongst their undead cousins. Wherever
humans reside in large numbers, ghuls are sure
to have a small community living on the dregs of
man.
Ghul adventurers are usually fed up with the
secretive, cannibalistic way of their kind and
take to the road, seeking adventure and fame to
make up for the curse they were either born to
or infected with. Few ghul adventurers maintain
good relations with their own kind, as they
traditionally eschew their races vile ways.
Ghouls usually worship one of two different
deities: either the deity that promises salvation
and an ending of their half-undead nature, or
the other one, which promises them dark
powers in exchange for servitude. Ereshkigal is
an excellent deity for ghuls to worship, although
some ghuls who despise their nature may follow
Nergal as well.
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Patchwork Lore
Pacthworks are less of a distinct race and more
of a horrible experiment gone wrong.
Throughout time and history, on rare occasion a
wizard, mad scientist, warlock or necromancer
of uncommon skill stumbles across the ritual
necessary to create life. To perform the ritual
they need the freshest and most useful body
parts to make their monstrous creation, and
such madmen usually have hunchbacked
servants who are dispatched to the local
graveyard to exhume fresh corpses, from which
the most useful body parts are culled. The
various pieces are stitched in to a semblance of
humanity, and hooked up to a radical arcane
device that harnesses some combination of
radiant energy, lightning and seething chemicals
pumped like blood in to the new body. When
the experiment is over, maybe one in a hundred
of these terrifying beings turns in to a
patchwork golem. The rest either end up as
normal (but admittedly terrifying) flesh golems,
or thrown out to be eaten by the vicious guard
dogs and other monsters which protect the evil
madmans abode.
Patchworks are a sort of golem, a living
construct which was artificially created from the
bodies of other previously dead beings. They
harbor curious memories of different past lives,
and are prone to raw and erratic emotional
outbursts. Most patchworks are confused,
schizophrenic, and of low intelligence, but some
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Sherigras
Skeletal and gaunt, the sherigras were once a
race of men who long ago were tainted by
chaos. This effect has given the sherigras the
appearance of recent corpses, or barely living
victims of some terrible plague. The hideous,
nosferatu-like features of the sherigras are
terrifying to most normal demihumans.
The descendants of the ancient chaos cultists
who served the lords of chaos in the time of the
Reckoning, these scarred and shattered people
have remained cursed forever more. Even those
who seek a good life find it slow going, as the
very nature of their race is a blemish that most
shun and fear automatically. Sherigras are
reviled, and all too many of them seek to hide in
forgotten ruins and ancient dungeons, plotting
ways to awaken old and dark gods to destroy
those who the sherigras despise for their
beauty.
Kindred Traits
Average Weight: 52 to 68 (x1)
Average Height: 100 to 200 lbs. (x.67)
Ability Scores: x1.5 Dex, x2 Wiz, X1.25 Int, X.5
Cha, X.5 Lk, X.67 Con
Vision: normal
Native Language: none, pick a human language
as a native dialect
Suggested Talents: Occult lore, stealth, disguise,
thievery, back stabbing, demonology, sense
chaos, detect lies, professional liar, frighten
hapless passersby
Taint of Chaos: Sherigras suffer from chaotic
taint. At first level, a sherigras must roll once
from the chaos taint chart. Whenever a
sherigras gains an odd level he may then roll
again on this chart (thus, a level 8 sherigras
wizard gets 4 rolls).
If you want to add an imaginative taint, you
may do so; it should provide an equivalent
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06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-97
98-99
00
You have gained insight in another type, due to a chaos mutation in your brain. Gain one of the
following: learn 1 spell of your level or lower, gain 1 weapon with which you can add your level
as an add bonus (may be of any type of weapon), or gain one new normal talent.
You have gleaned an unnatural talent, at the cost of your well being. The talent must be
unnatural, for example: sense chaos, bat sonar, unnatural swimming talent from webbed feet,
etc.
Your mind is great but your body is sickly. Gain x1.5 to to IQ but x.67 to Con.
Your bones are strong and dense, but this also makes you less flexible. Gain x2 Str, x.5 to Dex.
You are blind, but you have an unnatural talent; you can turn invisible at will for 1 Wiz. Sight
based magic is out of your domain, and in straight combat you are at half value on your hit total
due to being blind, and all ranged attacks have double the saving throw requirement.
You are insubstantial! You are like a ghost and can move through solid bodies. This costs 1 Wiz
per turn to remove the ability, so you can interact with solid objects. Objects you keep on your
person become insubstantial, however, so long as they are on your person. It costs 10 Wiz to
make another person you touch insubstantial for one turn.
Permanent loss of one arm (x.5 Dex, x.67 Str); you gain a new phantom arm instead which can be
projected up to 25 feet from your body and function in all other ways as a normal arm would,
except with range. It can, for example, fight for you from a distance. The arm can take damage,
which comes off of your Con. If you lose half your Con, the arm dies and does not reappear until
you recover full Con again.
Aura of chaos; you constantly project a radiance of dark chaotic energy around you, like a
shimmering mist. You can spend 5 Wiz and the cloud will cause your IQ in chaos damage to every
creature within 5 feet of you. The cloud makes any disguise very, very difficult. You can spend 1
Wiz to turn the cloud off for one turn.
A Third Eye appears in forehead; it grants visions. Gain x1.25 IQ but x.67 Cha.
A demonic face appears in your torso, which must be fed daily and speaks a lot. The main
advantage is that it can act as your voice when casting spells, should you be gagged.
Animals and low intelligence creatures instinctively fear you and attack on site, whenever
possible.
Blistering Black Boils cover body permanently (x.5 Cha) but you are immune to all diseases.
Stigmata! Your body bleeds constantly, and you always leave a trail of blood droplets. You are
immune to bleeding effects and get to reduce spite damage by 1 (to a minimum of 1).
You have the head and hooves of a goat-demon. You gain a basic attack (horns) that does 3 dice.
You are abnormally large. Gain x2 Str and x2 Con; your height/weight modifier is now x3!
Racial Hybrid; you shared ancestry with another race, which the taint manifests all of a sudden.
Pick one racial feature from that race as your own. Your appearance reflects your hybrid nature.
You are abnormally small. You gain a x2 bonus to Dex and Cha, but lose x.5 to Str and Con and
your height/weigth modifier is x.5.
Detachable head. Yes, you can detach your head and therefore are immune to decapitations.
Your body is considered blind whenever it is out of sight of your noggin, and your head itself is
always immobile. This can have all sorts of weird advantages to those who wish to make the GM
cry, however. Evil GMs will, of course, find fun ways to torture the player in turn.
Shapeshifter! You have the ability to shape change, but you always appear to be a gaunt,
emaciated and disease-ridden version of whatever species you mimic. This ability works like the
doppelganger Shape Change ability in all other ways. It has no cost to use.
Roll one more time on the chart; if you roll 96-00 again, treat the result as no taint
Roll two more times on the chart, treating further rolls of 96-00 as no taint
Roll three times on the chart
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Killer Bunnies and the Quest for the Giant Carrot: (Blue Starter Deck) Grade: A
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Gaming by Gaslight:
An Introduction to Victorian Roleplaying Games
By Dan Lambert
INTRODUCTION -- I prefer Jeremy Bretts
Sherlock Holmes to Basil Rathbones Holmes,
mainly because Bretts television productions do
such an outstanding job of recreating the
atmosphere of Victorian London. The Victorian
setting has fascinated Holmes fans ever since
Arthur Conan Doyles stories first saw print. This
smoky, shadowy, fog-enshrouded, gas-lit
atmosphere has always evoked a sense of
mystery and danger around every corner. One
can easily imagine such fiends as Fu Manchu,
Mr. Hyde, Professor Moriarty, and Jack the
Ripper lurking in the gloom, poised to strike at
the unwary. The Victorian setting has inspired
authors working in diverse genres to create their
own Holmes stories for anthologies such as
Sherlock Holmes Through Time and Space and
Shadows Over Baker Street. More recently,
however, a commonly-overlooked group of
writers roleplaying game designers have also
been inspired by Holmes and his Victorian
world.
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Unholy Communion
A dark tale By Dan Lambert
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Next Issue: a lengthy tale of the 7 Seas, a new fantasy adventure in the Realms of
Chirak, Runequest, and more!
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