Friday, May 29, 2015

Running Tékumel during The Latter Times Using Warriors of the Red Planet

The Latter Times in Tékumel history are the few thousand years after the star system popped into the empty pocket universe it now finds itself in. The Humanspace Empire civilization that used the planet as a pleasure planet and trading hub fell hard from the physical trauma to the planet, which caused vast earthquakes, volcanic eruptions, tidal waves, sinking land masses, and other difficulties, as well as the loss of the Empire's imports, especially iron. During this time, some retained the knowledge to fix the advanced technology left behind, but as the years went on, more and more knowledge was lost. Also during this period, psychic abilities first developed, as the barrier between the planes of existence was thinner, allowing easier access to interplanar power. A great culture in decline after a cataclysm on an alien planet with a combination of technology and psychic powers sounds like a Sword and Planet story, the genre invented by Edgar Rice Burroughs in The Princess of Mars and the Barsoom novels.

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 +2
HD 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 13
HD 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 +2
HD 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 +2
HD 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 -2
HD 3
AC 15
Mov 9"

Limited to 6th level Mentalist and Scientist, unlimited in other classes.

Abilities
Tail club

Swamp Folk

CON +1, PSY = none
HD 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 +2
HD 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 +1
HD 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 8
AC  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 -2
AC 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


Equipment Table

The following items are different in a Latter Times game:

Hand torch, irradiumIlluminator
Lamp, irradiumLarge Illuminator
Lighter, flint and steelIgniter
Pistol, irradiumBolter
Rifle, irradiumBlaster
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.