Warriors of the Red Planet is a D&D clone written by Al Krombach and illustrated by Thomas Denmark that is designed for Sword and Planet adventures. The four classes, Fighting Man, Scoundrel, Mentalist, and Scientist, fit nicely into an era of declining technology coexisting with the development of mental powers. After reading it, I immediately wanted to run it for Tékumel. Thus these house rules.
Warriors of the Lost Planet
House Rules for Using Warriors of the Red Planet
for Adventuring on Tekumel during The Latter Times
Ability Scores
Replace Wisdom (WIS) with Psychic Ability (PSY). Psychic Ability covers many of the same things as Wisdom, including Mentalism, intuition, luck, etc. Mentalists rely on Psychic Ability not Wisdom.
Character Classes
Scoundrels
Scoundrels can choose another skill set for their Skill besides Thief skills, such as Diplomat, Merchant, or Physician. This class is more of a Specialist than a Scoundrel. In this case, the Backstabbing ability could be replaced with something else appropriate, such as some kind of Healing for a Physician, or an advantage in negotiation for a Diplomat or Merchant.Mentalists
Mentalists with a Psychic Ability (or Wisdom) of 13+ get a 5% experience bonus.At each level, Mentalists learn one random and one chosen Power of the appropriate level for each slot. Other Powers may be learned through play. The number of powers a mentalist knows are not affected by a high PSY, only the number of powers they can use in a day (+1 1st level use for PSY 13+).
Scientists
Scientists use the same level progression for Gadgets that Mentalists use for Powers.At each level, Scientists choose one Gadget of the appropriate level for each slot. Other Gadgets may be found through play. High INT (13+) grants an extra gadget and an extra recharge from the power source.
A Scientist's gadgets can hold 2 charges at 4th level, 3 charges at 7th level, and 4 charges at 10th level. The Scientist's power source can keep up with recharging them as well, double output at 4th, triple output at 7th level, and quadruple output at 10th level. Think of it as continued tinkering by the scientist to improve his devices.
Sorcerers of the Black Gate
The Sorcerers of the Black Gate class is being used for cultists of The Deep Space Goddess, the Latter Times name for The Goddess of the Pale Bone, the first of the deities to be contacted.Races
Humans
Human
Dark skinned, dark haired humans. Arabic-Indian-MesoAmerican stock.Add +1 to any Ability Score.
Unlimited levels in all classes.
HD 1
AC 10
Mov 12"
Nonhumans (Exotics)
Ahoggya
STR +4, DEX -2, CON +4, INT -1, PSY -4, SOC: -5 (max 8)HD 3
AC 16
Mov 9"
Limited to 6th level Scoundrel, 3rd level Mentalist and Scientists, unlimited as Fighting Man.
Abilities
Four Arms: 4 attacks, if surrounded or front and back
Four Legs
Hlaka
STR -1, DEX +2HD 1
AC 12
Mov 15"/30"
Limited to 6th Level Scientist, unlimited in other classes.
Abilities
Wings:
Tail Sword: Hlaka have a sharp bony tail end that can be used against targets to the side or behind the character. 1d6 damage; can attack at the same time as a normal attack.
Pachi Lei
AC 13HD 1
Mov 12"
Unlimited in all classes.
Abilities
Dark Vision
Sense Hidden +2: secret doors, ambushes, and traps.
Four Legs
Pe Choi
DEX +1, CON -1, PSY +2HD 1d6+3
AC 15
Mov 12"
Unlimited in all classes.
Abilities
Four Arms: 2 attacks.
Excellent Hearing +3
Sense Hidden +3: secret doors, ambushes, and traps.
Sense Life: 10' range
Sense Death (Pe Choi): 3 mile range.
Pygmy Folk
STR -1, DEX +2HD 1d6-2
AC 12
Mov 6"
Limited to 6th level Fighting Man, unlimited in other classes.
Abilities
Dark Vision
Excellent Hearing +4:
Small Stature
Shen
STR +2, DEX -1, INT -1, PSY -2HD 3
AC 15
Mov 9"
Limited to 6th level Mentalist and Scientist, unlimited in other classes.
Abilities
Tail club
Swamp Folk
CON +1, PSY = noneHD 1d6
AC 13
Mov 9"
Cannot take Mentalist, unlimited in other classes.
Abilities
Spatial Sense: Can detect changes in subtle body position and location, detects sloping passages, teleports, nexus point travel.
Four Legs
Tinaliya
STR -2, DEX +1, INT +1, PSY +2HD 1d6-1
AC 12
Mov 9"
Limited to 6th level Fighting Man, unlimited in other classes.
Abilities
Small Stature
Four Legs
Urunen
CON -1, INT +1HD 1
AC 10
Unlimited in all classes.
Abilities
No Binocular Vision
Unliving
Yeleth
DEX +1, CON +1, PSY +1, CHA +1, STR -1, SOC: -5, max 8AC 14
HD 3
Mov 9"
Abilities
Hypno-Ray: range 100', d6 targets with 30 feet diameter, Mentalism save or puppet/paralysis, permanent until psychic or magical healing or death of Yeleth. Usable (level) times a day.
Not Living: Immune to poison and disease, extremes of heat and cold.
Android Healing: Androids can heal by resting after combat, as normal, but cannot heal from daily rest without parts from another Yeleth, Ru'un, or other similar construct. A Scientist can cure their level in hit points of a Yeleth once per day. Each android body can supply 1d6 dice of healing.
Limited to 6th level in Scientist class, unlimited in other classes
Elevated
Renyu
DEX +2, INT -2AC 12
HD 1
Mov 15"
Excellent Sense of Smell
Darkvision
Fangs (1d6 damage from bite)
Loyal
Sense Hidden (secret doors, ambushes, and traps) on d6/1-3, 30' range
Limited to 6th level in all classes
Languages
Old Standard is the language of the Humanspace Empire before the Time of Darkness.
Standard is Old Standard after a thousand years of linguistic drift. In later eras of Tékumel, this language is called Sunúz.
Standard is Old Standard after a thousand years of linguistic drift. In later eras of Tékumel, this language is called Sunúz.
Equipment Table
The following items are different in a Latter Times game:
Hand torch, irradium | Illuminator |
Lamp, irradium | Large Illuminator |
Lighter, flint and steel | Igniter |
Pistol, irradium | Bolter |
Rifle, irradium | Blaster |
An Illuminator is an Eye of Illuminating Glory from Empire of the Petal Throne (EPT) or other Tekumel game. This device creates a soft light around the user and reaches 30 feet, much like a torch. Surprise is not eliminated with this device. Each charge lasts 10 turns.
A Large Illuminator is a larger ball about 3 inches across with a thick ridge on one end to let it stand on a flat surface without rolling. This will fill a room with bright light. Surprise is eliminated with this device. A charge lasts 12 hours.
An Igniter is an eye that shoots a short intense flame from the aperture for igniting flammable items. The flame lasts for one round.
A Bolter is an eye that shoots an electrical charge up to 30', which does 1d8 damage. This is the less powerful version of the Terrible Eye of Raging Power from EPT.
A Blast Eye is a Terrible Eye of Raging Power from EPT. The range is 100' and it does 1d12 damage to up to d6 creatures.
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