Showing posts with label Wild Majik. Show all posts
Showing posts with label Wild Majik. Show all posts

Thursday, February 21, 2013

And out of the radioactive marshes rise..... (NEW MONSTER)

http://tippyzd.deviantart.com/art/puff-the-magic-dragon-142532791



The Players having found themselves in a tight spot at the bottom of a pit full of rusting cars and brackish water with some gun toting devil swine hunters wanting to parley decided to make some friends of gobstop, frank, earl, a boy named pork and an mysterious 3 armed one legged hopping necromancer

we only had one major thing the whole evening of games and i leave that here

Radioactive Marsh Dragon with a twist of acid and a splash of strange gut chemicals

No. Encounter 1 or 2
Alignment Chaotic Hungry
Movement 120' floating flying only
Armor class undamaged 9 due to size and floating, down on to max AC 5 once it starts deflating 
hit dice 6
attacks 2d10 acid twice per day, 4 attacks claws 1d4 (short little arms) if punctured 1d10 blast 
saves as fighter /warrior 6
xp 600
treasure/ harvest-able acid resistant skin with survival roll, 1d6 jars of 1d10 acid
long sharp hollow rib bones as 1d6 exotic javelins, craw full of acid melted precious metal lump 1d10 pounds of mixed metals copper, elect-rum   silver and crushed worthless gems 

Ecological Notes

The RMD looks like a large bloated creature with small wings and 6 little tiny legs covered in a slightly greenish blue stretched skin in its floating form.

Their guts turn acid damaged meat and vegetable matter into a type of non flammable and acidic lighter than air gas which inflates them to float in the air. 

they float lazily above ruined areas looking for heat signatures as they have poor eyesight but can smell heat and will often land directly on a large heat source. 

They are not very aggressive and will stay aloft as long as the gas inside is buoyant before they need to eat, while eating and on the ground they can barely move as they have tiny little legs having difficulty on non floating movement 

They can use their breath attack twice per day once at the beginning of combat and once as a final dying act if damaged. being full of gas any piercing, slashing, or explosive attacks will release a spray of acidic air blasts from the puncture 1d10. they are non flammable and their body chemistry rabidly extinguished flames  

AC 9 easy to hit in bloated form they become more difficult after leaving some of their gas by one AC each hit down to AC 5 

not much is know about their mating habits but there have been rumors of large acidic ponds with thousands of swimming tadpoles in a similar shape and coloration 

they are often hunted for their skins and acidic fluids by the suckmuck tribal militias  


















Friday, February 8, 2013

Majik rules for a radioactive paradise


DC COMICS. ZATANNA.


Mages and how they are gonna work in this game (subject to discussion)

  • We are using the mages from T&T, Yall have the line to that as its my favorite and ive gone over it, But
  • They will save as an Other Dust Speaker
  • and level the same
  • they will choose backgrounds as per Other Dust for skills
  • and pick training packages from either Speaker or Survivor
  • you get the first 6 randomly rolled spells at start
  • any new spells either someone will have to teach you taking d4 days per level, or you can perform a random ritual ( i have random charts for that) or you can take certain drugs and after the effects wear off you will know a random spell) THERE ARE NO SPELL BOOKS
  • all spells have a visual effect of some kind when being cast
  • Mages are mutants, but dont think they are.
  • Some churches like mages, some hunt them
  • you can cast any spell you know up to the amount of slots you have
  • after you are out of slots you can take a saving throw vs spells to cast another spell but if you fail that you loose d6 per level system strain and have a chance 1 in 6 per level of getting a bad powersurge (i have a table for that also)
  • it gets harder to make the saving throw each time
  • mages have 1d6 per level HP
  • mages can use any weapon
  • mages can wear armor, but it will mess up spell casting BADLY
  • Radiation levels effect spells






Tuesday, February 5, 2013

and instead i create a radioactive paradise

So, after a holiday break the homegame starts back up and they all say "we want to play something wasteland, Fallout-esque, something with mutants all on one planet"

So, we rolled up Other Dust characters and a couple of mages from http://the-city-of-iron.blogspot.de/p/publications.html

and i came up with this.....
This is just a player map, it goes with this little bit of info on the places

FrenchPost is an ancient settlement dominated by a large Stone church on a hill above the River Red . for the most part it is a peaceful farming community but lives in fear of its neighboring enclaves and areas. Once a year there is a festival of St Armstrong in which several members of the community are exiled for a year and a day to go on pilgrimage (that is you player). mutant friendly
(church site, ancient hate hill beasts to north, ancient settlement 900 people tech 2 oligarchic )

To the East is the small community of Thorny Pines organized by a strict caste system of farmers and woodsmen who are very distrustful of outsiders and mutants. They are mostly formed of a reform group from Pharo Elvis who escaped to lead a pure and simple life farming
(caste based, splinter group, reform, tech 1,  200 people , tribal)

Pharo Elvis was once a great city along the River Man but is now a site of depravity and anarchy led by religious zealots who live in the waste of the city, there are rumors of great food supplies and demons stalking the night  (400 people, tech 1 , anarchy)

Far to the east along the stone road is the remains of a city known as Jax.  Little is known except there used to be a government city here where 6 great roads met and that now it is a land of degenerate cannibals . there are rumors of a large government complex in the area somewhere near a lake

The Port Rads Zone  is north of FrenchPost and is said to be a scavengers paradise and the radiation seems to be going away in the area.  but travelers report sightings of more and more hill beasts in the area from the north

The Pine Rads Zone centers on the remains of a large military base and rumors abound about strange lights in the night sky and aliens, but know one knows if that is true, what they do know is that the trees will eat you

Across the River Sacrament   is the land of the Iron Star, a pre collapse government whose borders are patrolled by robots that shoot on site and dont bother with questions.

Little is know about these western lands except for the occupants of Lunar a heavily fortified ruined spaceport whose occupants barter for lost tech, and grain in exchange for printed books and medicines (300 people, industrialized, tech savants, mutant friendly)

Far to the North are the savage lands of the Hill Beasts who lead raiding parties south in the spring of the year and the sunken swamp lands known as the SuckMucks where odd violent creatures are known to chop men in two with heavy claws and armored hides

Somefolks say that if you can get through the swamps you come to the sea and that many people live on metal islands and have fabulous technology, but thats just rumor, perhaps






So i guess we will play a little Other Dust with Wild Magic, no worries
i can still use a lot of stuff i used in SWN

Books i will be using are

ASE 1-3TotGaD 1-2CarcosaOther DustTheorems & Thaumaturgy

and watching