How About Some Free Jack Vance?

I’ll do a Dragon by Dragon later today, but wanted to share this in the meantime. Jack Vance has a website, maintained by family and friends, and they currently have an e-book of The Chasch up as a free download, with, they say, more to follow. If you’re a fan, or if you’ve never experienced Vance, visit the site and give it a look-see.

If you want to know more about The Chasch, you can read a bit at Wikipedia.

Planet Stories … Greatest Covers in Comic History?

Maybe. Maybe not. But this one is a humdinger …

Visit the Comic Book Catacombs and read about Aura, Lord of Jupiter, won’t you?

You couldn’t get this much awesome for 1 slim dime in the modern day, I can assure you.

Princess Vara, despite getting a smaller font than Reef Ryan, appears to get the cover (I can’t imagine why), if in fact those aliens getting slapped around are the Green Legions of Xalan. She’s wearing her gold-plated titanium Venusian lady-parts armor (protection where you need it, when you need it – AC +1) and wielding a short sword while riding something that came out of a random monster generator.

Let’s tick off the alien parts on that beast – lower body of a horse, feet of a camel, talons of an eagle, neck of a hairy lizard, ears of an Elfquest elf, horn of a … I have no idea … and beak of abject, eye-poking horror. It needs some stats (S&W and Space Princess this time):

AREMIHC: HD 4; AC 6 [13]; Atk 2 talons (1d4), beak (1d6) and gore (1d6); Move 18; Save 13; CL/XP 5/240; Special: Run x5, only surprised on 1 on 1d8.

AREMIHC: HD 4; DEF 17; FIGHT 11 (Beak/Gore 1d8, Talons 1d4); MOVE F; STR 7; DEX 5; KNO 0; MEN 3; Special: None.

 The Green Legions are somewhere in the kobold-goblin-orc continuum – I’d go with goblin stats, since they’re clearly pretty easy to pick up and hurl. I dig the polearms and golden shields with the suns. They also have a sweet ride in the background – you can’t beat old school starship design, I always say.

I also dig the “Slaver-Hordes of Neptune” – good name for a Space Princess module – maybe a sci-fi version of the classic Slavers series for AD&D.

The Metal Monster by Abraham Merritt

Doesn’t come close to capturing the book

I just finished reading The Metal Monster by Abraham Merritt, and I wanted to dash off a quick review. The quick summary – if you haven’t read it, read it. Now. I’ll wait.

Here’s the lowdown – and I’ll throw in SPOILER ALERT just in case I give anything away.

You don’t want to read The Metal Monster for the plot or characters, mainly because the characters are mostly stock, though Norhala, the alien-science-goddess-prophet of the Metal Monsters has a little depth and almost grows as a character, kinda sorta. The human characters are pointless – I even kept getting two of them mixed up because they were blank slates. I couldn’t even form a picture of them in my mind. Worse than having no personalities, really, they only existed as observers with absolutely no impact on what was happening around them. If you don’t believe me, read Lovecraft’s assessment HERE.

We looked upon a vision of loveliness such, I think, as none has beheld since Trojan Helen was a maid. At first all I could note were the eyes, clear as rain-washed April skies, crystal clear as some secret spring sacred to crescented Diana. Their wide gray irises were flecked with golden amber and sapphire—flecks that shone like clusters of little aureate and azure stars.


Then with a strange thrill of wonder I saw that these tiny constellations were not in the irises alone; that they clustered even within the pupils—deep within them, like far-flung stars in the depths of velvety, midnight heavens.


Whence had come those cold fires that had flared from them, I wondered—more menacing, far more menacing, in their cold tranquillity than the hot flames of wrath? These eyes were not perilous—no. Calm they were and still—yet in them a shadow of interest flickered; a ghost of friendliness smiled.


Above them were level, delicately penciled brows of bronze. The lips were coral crimson and—asleep. Sweet were those lips as ever master painter, dreaming his dream of the very soul of woman’s sweetness, saw in vision and limned upon his canvas—and asleep, nor wistful for awakening.


A proud, straight nose; a broad low brow, and over it the masses of the tendriling tresses—tawny, lustrous topaz, cloudy, METALLIC. Like spun silk of ruddy copper; and misty as the wisps of cloud that Soul’tze, Goddess of Sleep, sets in the skies of dawn to catch the wandering dreams of lovers.


Down from the wondrous face melted the rounded column of her throat to merge into exquisite curves of shoulders and breasts, half revealed beneath the swathing veils.


But upon that face, within her eyes, kissing her red lips and clothing her breasts, was something unearthly.


Something that came straight out of the still mysteries of the star-filled spaces; out of the ordered, the untroubled, the illimitable void.

And that’s okay.

Why? Because the book is about the Metal Monsters. And they’re worth it.

Merritt did a very fine job of presenting aliens with an alien point of view that you can grasp, but probably not accept. They aren’t like klingons and vulcans, just adopting one human facet and turning it up to 11. They’re wholly alien in thought and in their goals, and humans are just in the way. In this regard, it reminds me of Lovecraft – humanity getting trod on like a bug, the trodder not even knowing we were there.

Closer … closer …

What every OSR player will want to read the book for are the descriptions (and they go on and on and on, so be prepared) of the lair of the Metal Monsters and of the monsters themselves. The book is a veritable thesaurus of color words and, frankly, is the only book I’ve ever read that made me wish it were turned into a CGI spectacular on film. Except, the deeper you get into it, the more you realize it couldn’t be. Aside from the fact that Hollywood couldn’t get a book right if they had a gun to their heads (yes, Pixar too), the Metal Monsters and their world are just too much to animate. The only way you could turn Merritt’s vision into a film would be if you could project the visions inside the mind of Jack Kirby while reading the book directly onto a big screen. I’m convinced Kirby read this book and was influenced by it – the cosmic grandeur of it all struck me as very Kirbyesque.

A new world? A metal world!


The thought spun through my mazed brain, was gone—and not until long after did I remember it. For suddenly all that clamor died; the lightnings ceased; all the flitting radiances paled and the sea of flaming splendors grew thin as moving mists. The storming shapes dulled with them, seemed to darken into the murk.


Through the fast-waning light and far, far away—miles it seemed on high and many, many miles in length—a broad band of fluorescent amethyst shone. From it dropped curtains, shimmering, nebulous as the marching folds of the aurora; they poured, cascaded, from the amethystine band.


Huge and purple-black against their opalescence bulked what at first I thought a mountain, so like was it to one of those fantastic buttes of our desert Southwest when their castellated tops are silhouetted against the setting sun; knew instantly that this was but subconscious striving to translate into terms of reality the incredible.


It was a City!


A city full five thousand feet high and crowned with countless spires and turrets, titanic arches, stupendous domes! It was as though the man-made cliffs of lower New York were raised scores of times their height, stretched a score of times their length. And weirdly enough it did suggest those same towering masses of masonry when one sees them blacken against the twilight skies.

That’s more like it! Well, almost.

And the Metal Monsters. The fact that these things have never been given D&D stats on par with the modrons, slaad, demons and devils is a crime. They’re fascinating, extremely powerful, and would make wonderful foils for a band of very high level adventurers. Reading the book, one could imagine, with the monsters’ power level turned down a bit, a band of Mentzer D&D characters on the path to immortality tangling with these fellows. A cursory list of the monster entries would be (and yeah, I’m doing these guys – I call dibs):

Tiny Metal Monster (Spheres, Cubes and Pyramids) – Solitary and Swarm

Small Metal Monster (Spheres, Cubes and Pyramids) – Solitary and Swarm

Medium Metal Monster (Spheres, Cubes and Pyramids) – Solitary and Swarm

Large Metal Monster (Spheres, Cubes and Pyramids) – Solitary and Swarm

Advanced Metal Monsters – Discs, Crosses and Stars – maybe large and huge

The Keeper (Unique)

The Metal Emperor (Unique)

Of course, Norhala will need stats as well.

Listen, I couldn’t do justice to his book if I tried. It drags in a few places, and it will absolutely bend your brain in half a few times trying to picture what Merritt is describing, but for folks in fantasy and sci-fi gaming, it is indeed a must-read book.

“I saw a world, a vast world, Goodwin, marching stately through space. It was no globe—it was a world of many facets, of smooth and polished planes; a huge blue jewel world, dimly luminous; a crystal world cut out from Aether. A geometric thought of the Great Cause, of God, if you will, made material. It was airless, waterless, sunless.


“I seemed to draw closer to it. And then I saw that over every facet patterns were traced; gigantic symmetrical designs; mathematical hieroglyphs. In them I read unthinkable calculations, formulas of interwoven universes, arithmetical progressions of armies of stars, pandects of the motions of the suns. In the patterns was an appalling harmony—as though all the laws from those which guide the atom to those which direct the cosmos were there resolved into completeness—totalled.


“The faceted world was like a cosmic abacist, tallying as it marched the errors of the infinite.


“The patterned symbols constantly changed form. I drew nearer—the symbols were alive. They were, in untold numbers—These!”


He pointed to the Thing that bore us.


“I was swept back; looked again upon it from afar. And a fantastic notion came to me—fantasy it was, of course, yet built I know around a nucleus of strange truth. It was”—his tone was half whimsical, half apologetic—”it was that this jeweled world was ridden by some mathematical god, driving it through space, noting occasionally with amused tolerance the very bad arithmetic of another Deity the reverse of mathematical—a more or less haphazard Deity, the god, in fact, of us and the things we call living.

Bionic Warriors and Space Hippies

It could take up to 6 million quatloos to get a body like this!

Two new classes for the wonderful worlds of Space Princess

BIONIC WARRIOR
Bionic warriors are usually space warriors or astronauts who have been rebuilt due to injuries sustained in the line of duty. They are strong and quick, and come with their own built-in super science. Some hold a grudge against the scientists who built them, while others are glad to use their new-found abilities to help others.

HIT DICE: Bionic warriors roll d10 to determine hit points

REQUIREMENT: STR and DEX of 6 or higher

SKILLS: Bionic warriors can add their SKILL to the following tests: Climb (STR), Leap & Swing (STR) and SWIM (STR)

STARTING GEAR: Bionic warriors start with a hand weapon, ray gun and snazzy jumpsuit

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Level Hit Dice Skill Luck
Robo-Man/Woman 3 3 2
Cyber-Man/Woman 5 6 1
Bionic Man/Woman 8 10 0

Bionic warriors have three random bionic implants in their bodies. These implants can be disabled with other super science devices (electro-scramblers, EMPs, etc.).

ROLL / IMPLANT
1. Bionic brain (ie. mento-helmet)
2. Bionic calves (leaps as though had a SKILL of 12)
3. Bionic claws (retractable claws allow an additional claw attack for 1d4 points of damage)
4-6. Bionic ears (can listen at doors as though the bionic warrior had a SKILL of 12)
7-9. Bionic eyes (i.e. night goggles)
10. Bionic feet (i.e. gravity boots)
11. Bionic finger (finger acts as a basic ray gun with 3 shots per day and can be used to disable devices as though the bionic warrior had a SKILL of 10)
12-13. Bionic fists (fists are as potent as laser swords)
14. Bionic jaw (gains additional bite attack that deals 1d4 points of damage)
15. Bionic lungs (immune to toxic, narcotic and poisonous fumes and gases and can hold breath for 10 minutes)
16-17. Bionic nose (i.e. locator)
18. Bionic skeleton (i.e. exoskeleton)
19. Bionic skin (i.e. body armor)
20. Bionic thighs (increases movement from slow to normal, normal to fast or fast to very fast)

SPACE HIPPIE
Space hippies travel the star-ways, spreading their message of enlightenment. Space hippies are adventurous sorts. Some are rugged individualists, while others are just posers looking for a handout and their next smoke of Venusian red, but all space hippies cast disdain upon the “Herberts” – authority figures who don’t share their beliefs.

HIT DICE: Space hippies roll d6 to determine hit points

REQUIREMENT: MEN of 4 or higher

SKILLS: Space hippies can add their SKILL to the following tests: Identify substance (KNO), calm situation (MEN), hide (DEX), move silently (DEX), charm strangers (MEN), play instrument (MEN)

STARTING GEAR: Space hippies start with a musical instrument the clothes on their backs – they disdain weapons, but will fight to defend themselves from the Herberts (and space monsters) using their feet and fists. Space hippies aren’t looking for trouble, but they can handle what they find.

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Level Hit Dice Skill Luck
Joker 2 4 3
Star Child 5 8 1
Groovy Guru 7 12 0

Space hippies are capable of evoking emotional states with their music. This requires a play instrument test, with the following difficulties and effects:

PEACE, BROTHER (DC 15): This music calms hostile creatures. All who hear it cease fighting and can only begin fighting again after one round, and even then they must pass a MEN test (DC 15) to begin fighting. A combatant who is attacked can always choose to defend themselves.

THE BLUES (DC 15): All whom the space hippy targets must pass a MEN test or become very, very glum, suffering a -2 penalty to all tests and attacks.

RIGHT ON! (DC 10): All whom the space hippy targets are filled with righteous energy and enjoy a +2 bonus to all tests, but not to attacks.

KEEP ON KEEPIN’ ON (DC 10): All who hear this that are under the effect of some mental effect can make a new test at +2 to shake it off.

SPACE TRUCKIN’ (DC 15): Pilots who hear this music enjoy a +1 bonus on all pilot tests.

AQUARIUS RISING (DC 25): All whom the space hippy targets with this masterful song can spend one free luck point on any test or attack they make while the effect lasts. This can only be done once per adventure.

PROTEST (DC 20): This protest song has the ability to counter any sonic ability or attack (including damage-dealing harmonics) used by an opponent.

Animals and simple beasts suffer a -2 penalty to tests against these effects, while militant aliens enjoy a +1 bonus. The effect lasts as long as the space hippy plays their music +1d4 rounds.

I Dream of Uranians [Space Princess]

Uranians have been known, from time to time, to fall in love with handsome astronauts.

The Uranians, also known as space genies or radiation genies, are powerful entities of energy who have learned the secret of transforming matter into energy and energy into matter. They usually appear to material folk as masculine or feminine humanoids, sometimes with pointed ears or other such flourishes. Immensely powerful, most folk know to treat them with respect, and it is not unknown for them to perform favors for folk who impress them. A uranian’s powers can be completely contained with a force box or sphere (super science DC 25 to project a small force cube or sphere, DC 30 to project a large force cube or sphere) and should they enter the circuits of a super science device, it is possible to trap them within (invention test, DC 25).

Uranians can emit energy beams that deal 2d6 points of damage and steal away one point of STR (which can be healed normally). They are capable of changing themselves into pure energy, in which form they are immune to most attacks or taking material form. In energy form, they are effectively immaterial and cannot harm material creatures. Uranians are capable of changing ambient energy into matter or matter into ambient energy three times per day (or once per day if they are creating or dematerializing something larger than man-sized). They can alter the size of others or themselves, making them up to a tenth of their normal size or up to twice their normal size (modify STR and DEX as you see fit). Finally, they can, once per day, make themselves invisible and remain invisible until they attack or otherwise interact with another person.

Uranians suffer only half normal damage from ray guns and other energy-based attacks.

URANIAN: HD 6; DC 18; FIGHT 12 (strike 1d6); SHOOT 12 (energy beam 2d6); MOVE F; STR 6; DEX 6; MEN 6; KNO 5; DL 10; Special: Invisibility, transmute matter and energy, energy form, enlarge or reduce self or others.

Beware the Genomes!

Can stats for Spaceman Spiff be far behind?

Genomes are small humanoid aliens with highly variable features (highly variable!) because of their penchant for body modification. I’m not talking about tattoos and piercings, folks. I’m talking about genetic engineering, mutagenic gases and the grafting of flesh onto flesh.

The standard stock for these genetic whiz-kids is that of a small humanoid, about 3 to 4 feet tall, with slightly hunched shoulders, a large, sensitive nose (per super scent), skin ranging from nut-brown to creamy white and very bright, clear eyes that pierce the darkness per infra-vision. Due to the aforementioned body modifications, most have 1d3 different “mutations” in play. These mutations mimic the different special abilities of alien characters.

MUTATION
1 Increase random ability score by +1
2 Bulk
3 Climbing
4 Electrical Field
5 Leap
6 Multiple Arms
7 Multiple Legs
8 Stunning Grasp
9 Super Hearing
10 Super Vision

Genomes operate in bands of 2d4 individuals, always looking to harvest genetic material for their experiments. They are as capable as scientists in terms of identifying and operating super scientific devices, and always carry medi-kits and mutation-rays. Creatures struck by a mutation ray suffer 1d3 points of damage to a random ability score (1 = Str, 2 = Dex, 3 = Men, 4 = Kno) and must pass a Strength test (DC 10) or be transmogrified into a random monster under the control of the genome for 10 minutes. At the end of 10 minutes, the character can make a Mentality test (using their normal MEN score). If they succeed, they change back to normal. If not, they remain in their monster form, but are no longer under the control of the genome. If captured, the creature can be changed back to normal provided his or her comrades have captured a mutation ray gun (and figured out how to use it) or they have a scientist capable of designing a mutation ray gun (super science DC 25).

RANDOM MONSTER
1 Ankheg
2 Baric
3 Flail Snail
4 Gelatinous Cube
5 Giant Beetle
6 Giant Lizard
7 Giant Spider
8 Great Horned Ape
9 Killer Shrew
10 Random Alien Animal

GENOME: HD 1; DEF 15; FIGHT 4 (vibro-pick 1d8); SHOOT 6 (mutation ray); MOVE N; STR 3; DEX 5; MEN 4; KNO 8; DL 3; Special: Infra-vision, super scent, 1d3 mutations, mutation ray.

Atom Age Tech for Space Princess

A couple devices from Atomic Annihilation for the Space Princess adventurer.

AEROCYCLE (DC 30)
If you need a super science vehicle to move you through the air while still leaving you vulnerable to ray guns, bullets and rocks, you can’t do better than the aerocycle. I mean, sometimes it’s about looking good, right?

The aerocycle can get you about 20 feet above the ground, max. and can lift two people at a time – for example a primitive swordsman and his space princess holding him tight.

Aerocycle: HD 3 | DEF 12 | SPEED Normal

RAD-SUIT (DC 15)
The rad-suit provides a +1 DEF and a +3 bonus on STR tests against radiation. It is a must for adventurers plumbing the depths of ancient fortresses that were once powered by primitive atomic piles.

Monster Matinee – Attack of the Crab Monsters

I’m working my way through the public domain sci-fi/horror movies on Pub-D-Hub, and last night I took in Roger Corman’s Attack of the Crab Monsters (1957).

Spoilers are a comin’, so be warned.

The combination of “Corman” and “Crab Monsters” doesn’t fill a person with much hope. The monsters, I assumed, would either be men in rubber suits or green-screened crabs made to look giant harassing a bunch of strangers, etc. I have to say I was pleasantly surprised. It is a movie in the sub-genre of “group of people menaced by monsters, dying one by one”, but had some pretty clever details – oh, and one of the characters is played by Russell Johnson, better known as the Professor on Giligan’s Island!

Still trying to get a transmitter to work, and not a coconut in sight

The “crab monsters” in the title weren’t what I expected. They were giant crabs altered by atomic tests on an island. As it was described in the movie, they weren’t just enlarged crabs. Their atoms had been detached from one another in such a manner that they were in a semi-liquid state – liquid given a permanent shape. Their weird atomic structure has given them additional abilities. When the crabs consume people, their atoms simply join the crab’s atoms, making them a sentient part of the crab. Several people’s minds and memories can exist within the crab simultaneously, and though they retain their memories, their personalities change. They now seek the continued survival of the crab, even if that means killing former friends. The crab’s are also capable of transmitting telepathic messages via bits of metal, these messages being in the voice of the people that have absorbed. The crabs can regenerate body parts and generate significant amounts of heat, but electricity turns them quickly to dust.

The giant crabs, there are two in the film initially, are intent on destroying their island to keep people from discovering their existence. One of them is “with child”, and once the crabs have increased their numbers under the waves, they plan on expanding their dominion. They are destroying the island using dynamite they have captured from the various groups of soldiers and scientists that have come to investigate an aircraft that crashed near the island.

Naturally, a monster this creative needs some game stats!

Crab Monster (Blood & Treasure)
Large Magical Beast, Neutral, Average Intelligence; Cast (1d6)

HD 6; AC 14; Atk 2 claws (2d6 + grapple); Speed 30 (Swim 20); Save F6, R7, W10; XP 600; Special: Immune to fire, generate heat, resistance to physical weapons, vulnerable to electricity, consume memories, telepathy 300-ft. (transmits through metal).

Crab monsters can generate heat in a radius of 30 feet. This can be done three times per day and 10 minutes at a time, and all in the radius suffer 1d4 points of damage per round. Metal in the area of effect is affected as per the heat metal spell.

Crab Monster (Mystery Men!)

Level 6; Physique 5; Mentality 5; DC 16; SPD 2; XP 2800; ATK 2 claws (2d6); POW consume memories*, correspond, energy burst (fire), energy immunity (fire, lasers), energy vulnerability (electricity), half damage from physical attacks

When a crab monster consumes a person, they add their mind to their own. These minds remain independent, but are now part of the crab and work for the crab’s survival and interests, even turning on former allies. The crab can correspond telepathically using the voices of the people it has consumed. Increase the crab’s Mentality score to that of the highest Intelligence it has consumed. Any psychic powers possessed by a person consumed by the crab monster are now possessed by the crab monster.

Crab Monster (Space Princess)

HD 6 | DEF 19 | FIGHT 12 (2d6) | SHOOT 11 | MOVE N | STR 6 | DEX 5 | MEN 4 | KNO 4 | DL 9

Crab monsters are immune to fire and heat, and suffer only half damage from lasers and ray guns and from physical attacks. Electricity attacks inflict double damage on them. Crab monsters absorb the KNO and MEN of people they consume, increasing their values to the highest value they have consumed. They also absorb the psychic powers and knowledge-based skills of people they consume, though they might not be able to use these skills due to physical limitations. Crab monsters communicate telepathically using the voices of the people they have absorbed. This telepathy can only be heard through metal.

For the Apocalypse Lover in You

Two links for the Mutant Futurists amongst you …

NUKEMAP

What would happen if your hometown was hit by an atomic bomb (or ICBM, if you prefer)? This is the site to find out. Pick the place and pick the yield, and let GoogleMaps do the rest. Also useful for dirty bomb-using terrorists in an Action X or Mystery Men! game.

Would have been very handy when I was doing Mutant Truckers.

ATOMIC ANNIHILATION

This blog is all about images from the atomic age – lots of good material here. In particular, Mutant Futurists might like the plans to the missile base!

 

 

I’ve already found a few images there that will come in very handy when I produce Action X – in fact, some of the public domain finds I’ve acquired recently should make that a pretty groovy little product. Expect some previews in the coming months …

RETRO FUTURE APOCALYPSE

Most post-atomic war apocalypse games assume a higher level of technology from the ruined civilization of the past. How many use the wondrous technologies of the “retro-future” I wonder? Here are some images to inspire you, from an article at UltraSwank.

 

 

 

 

 

 

And check out this public domain film while you’re at it …

http://www.archive.org/embed/isforAto1953

Primitives and Time Travelers for Space Princess

A couple of new class ideas popped into my head to day for Space Princess, so here goes …

PRIMITIVE

An obscure primitive earthman

Not every warrior in the universe is a star warrior. Quite a few – maybe most warriors – hail from less advanced planets, or have even found themselves transported astrally or bodily through time from a less advanced society. These men and women are called primitives, and they are no less heroic for not having studied practical astrophysics or 25th century literature.
 
HIT DICE: Primitives roll d10 to determine hit points

REQUIREMENT: STR and DEX of 4 or more

SKILLS: Primitives add their SKILL to the following tests: Avoid Notice (DEX), Climb (STR), Leap & Swing (STR), Swim (STR), Tracking (KNO)

STARTING GEAR: Hand weapon, ancient ranged weapon (bow or crossbow deal 1d6 damage; spend one luck for a primitive fire arm that deals 1d8 damage), enough arrows, bolts or ammunition for 20 shots

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Level Hit Dice Skill Luck
Fighting-Man 3 3 3
Swordsman 6 6 1
Warlord 9 10 0

Primitives love to throw themselves into hand-to-hand combat. They score double damage with their fists or hand weapons, and enjoy a +1 bonus to initiative.

Unfortunately, primitives are quite unfamiliar with the futuristic technology common in Space Princess. They suffer a -5 penalty to use super science; the penalty either applies to a test to activate or repair the technology or as a penalty to hit with super science weapons. Each time a primitive is exposed to super science, they afterwards can attempt a KNO test (DC 15). If successful, they reduce their penalty by 1 point, and can eventually eliminate the penalty completely.

TIME TRAVELER

Image found at Wikipedia

The complexities and wonders of space are nothing when compared to time! The time traveler is an expert in quantum mechanics who owns a “quantum device”, also known as a time machine. Time travelers need not be from the “present” of Space Princess – they could be from the far future or even the distant past. There are rumors that a gentleman scientist living in 1895 created one of the first time machines.
 
HIT DICE: Time Travelers roll d8 to determine hit points

REQUIREMENT: KNO and MEN of 6 or more

SKILLS: Time travelers add their SKILL to the following tests: Quantum Mechanics (KNO)

STARTING GEAR: Quantum device, hand weapon, one super science item

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Level Hit Dice Skill Luck
Time Cadet 2 4 3
Chronic Argonaut 5 8 1
Time Lord 7 12 0

Time travelers have four tricks they can perform with their quantum device. Each one requires a Quantum Mechanics test. Failed tests can be re-tried as many times as the time traveler likes, but the quantum device can be safely used three times per day. Each additional use has a 1 in 6 chance of opening a time rift (see below).

Dimension Door (DC 20): The time traveler can move through a rift in space up to 30 feet away. Any attempt to slide into a space taken up by another physical body results in failure. This can be combined with a Leap Forward in time by increasing the DC by 2 for every round of time to be displaced. The distance one moves with a Dimension Door can be increased by 5 feet for every 1 point increase in the DC.

Leap Backward (DC 15): The time traveler leaps backward in time, materializing within their own body. This has the practical effect of giving them a “do over” on some action they have just attempted.

Leap Forward (DC 15): The time traveler leaps up to three rounds ahead in time. Essentially, they disappear for 3 rounds and then re-appear in the exact same spot, in the exact same position, three rounds later. Each round the time traveler wishes to add to this duration increases the DC of the test by 1.

Time Stop (DC 25): You make time cease to flow for everyone but you. You are free to act for 1d4+1 rounds of apparent time. You can still be harmed by energies that were already in effect (i.e. by walking through a laser beam that has been frozen in time). While the time stop is in effect, other creatures are invulnerable to your attacks. You cannot move or harm items held, carried, or worn by a creature that has been time stopped, but you can affect any item that is not in another creature’s possession. You are undetectable while time stop lasts.

If a time rift is opened by the quantum device, roll 1d6 to determine the effect:

1-2. The rift opens and a carnosaur steps through to savage the time traveler and his allies.

3-4. The rift opens and 1d6 morlocks step through to menace the time traveler and his allies.

5. Each creature within 30 feet must pass a MEN test or be thrown 1d10 rounds (roll for each creature) into the future (per the leap forward ability).

6. The temporal energies of the rift alter the people within 30 feet of it. Each person must make a MEN test (DC 20) to avoid these alterations. Those who are altered either become brutish cave people (i.e. change class to Primitive) or evolve into mental supermen (i.e. change class to Esper).