|
Post by burningtorso on Dec 5, 2014 4:24:16 GMT -6
...and a few more... Attachments:
|
|
|
Post by burningtorso on Dec 5, 2014 0:08:47 GMT -6
Since I include other alien types in my game I call the 'Grey Aliens' of the book 'Zeta', short for Zeta Rectilian. Not just for the ray-guns, either... Thumbs up for 'Zeta Reticulan! I think that's an actual star system (very, very relatively) close by, no? I like how you swapped out the name a bit also; "Rectilian" lends a neat lizard-guy aspect to my imagining of them! Doh! It was supposed to be "Reticulan" but I was running on little sleep and not enough coffee when I posted...
|
|
|
Post by burningtorso on Dec 4, 2014 13:55:02 GMT -6
Here are some Pistol Energy Weapons I have been working on for my campaign. Wanted to share them here in case a GM wanted a quick image to use for space alien weapons in game or for other types of games. Since I include other alien types in my game I call the 'Grey Aliens' of the book 'Zeta', short for Zeta Rectilian. If you can't see the image, it is in .PNG format. Let me know and I will re-upload image in another format. Attachments:
|
|
|
Post by burningtorso on Dec 1, 2014 13:57:39 GMT -6
I am soooooo very much looking forward to that Geoffrey! tkdco2: I ceased work on my blog mainly due to the pain it was to get the page to cooperate, otherwise I would still post stuff. Though when I got free time I am usually writing up something for my Carcosa campaign.
|
|
|
Post by burningtorso on Nov 23, 2014 13:27:51 GMT -6
I have been converting Carcosa to a home brew BRP/Stormbringer/Runequest style rules system over the last two years in my spare time. Wrote a character creator program, as I have added a lot to it over that time. Makes it so much easier to have someone start a new character if all they gotta do is hit enter a few times and print.
|
|
|
Post by burningtorso on Oct 24, 2014 14:19:29 GMT -6
Love those ideas! I many other spells/rituals for my campaign that I wrote up, just need to reverse engineer them back to D&D. My usual home game is being run in a BRP/Stormbringer rules set. (Blasphemy, right?)
|
|
|
Post by burningtorso on Oct 22, 2014 17:24:45 GMT -6
These are some rituals I wrote up for my home campaign. In the unlikely chance that a GM would allow a Sorcerer PC to perform these rituals, I decided to post them here.
I removed all home campaign specific details and the more horrific details from the descriptions.
Please note, there are some sacrifice details in the descriptions.
Here is the four step ritual process to become a Carcosan Mummy!
Name: Obsequious Sycophantic Exaulting for the Dark Emissary's Blessing By means of this ritual the Sorcerer attempts to gain the blessing of Nyarlathotep to begin his/her path to becoming an Undead Mummy. The begin this ritual, the character must sacrifice a trusted companion. For game terms, this cannot be a simple henchman or slave. This must be another player character. The two characters must have had a minimal of conflict between each other (GM determines acceptable amount of strife) and the Sorcerer must have sacrificed at least one point of CHA. If the target is successfully assassinated and the appropriate ritualistic sycophantic exaultings of Nyarlanthotep and his greatness (as well as the greatness of the Outer Gods) is chanted for the next twelve hours immediately following the murder. The Sorcerer then must make a pilgrimage to the shores of the lake in Hex 1716. There, the Sorcerer must sacrifice a traveler (who they must capture by themself) who was traveling in the Radioactive Desert alone. The sacrifice must be performed on the Full Moon. The target must be a Carcosa human. The victim must have also been restrained in silver chains which have been mined from Hex 1909. The victim is then sacrificed by drowning in the waters of the lake in Hex 1716 in the silver chains they have been restrained in, including a weight fashioned of the ultra-telluric iron the crater in hex 2401. If the ritual is performed successfully, an Avatar of Nyarlathotep known as 'The Shuddering Flesh of the Outer Dark' will rise from the lake and bless the Sorcerer. If failed, this avatar of Nyarlathotep will shamble to the lake shore and consume the Sorcerer for their failure. Failing that, a group of Nyarlathotep cultists will pursue the fleeing Sorcerer.
Name: Consecration & Preservation of the Essential Organs By means of this ritual the Sorcerer can prepare his/her organs for the transformation into the state of Undeath, by first preparing a fluid bath with the Formulae 'Fluid of Preservation'. (See page 13 of Realms of Crawling Chaos, if you have that book) The character then must successfully perform the incantation of this ritual, which also require that they have first successfully performed the 'Obsequious Sycophantic Exaulting for the Dark Emissary's Blessing' ritual. If successful, the Sorcerer is able to remove their own organs while exaulting Nyarlanthotep in a ritualistic fashion. Once the Sorcerer has removed his/her vital organs that will be placed in the 'fluid of preservation' in ornate, prepared decorative urns that must be made by a master craftsman. These will preserve the functions of the organs while removed from the Sorcerers body for a limited time and allow the Sorcerer to function without them present within his/her body. This will be equal to CON days, after which the Sorcerer will perish unless the 'Funeral Transmorgification fo the Unliving Flesh' has been performed.
Name: Funeral Transmorgification of the Unliving Flesh This ritual is the second state of a Sorcerer beginning the process of transforming into an Undead Mummy. The Sorcerer must first have successfully performed the ritual 'Consecration and Preservation of the Essential Organs' before undertaking this ritual. The Sorcerer must personally construct a funeral casket of no less than 10,000 gp value, (which at end of the ritual is transmuted to dust.) The funeral casket is consecrated with the blood of a white woman of no older than age 20, a green man of no older than age 30 and a blue woman of no older than age 40. A procession of willing cultists of Nyarlanthotep must be found and convinced to participate in a funeral procession for the Sorcerer's mortal form. The Sorcerer is placed into the casket while performing incantations and praises to Nyarlanthotep, while 30+ Nyarlanthetep cultists chant the accomplishments of the Sorcerer in a funeral march over a 10 mile stretch of desert in the Radioactive Desert. If the funeral march is interrupted, the ritual fails and the Sorcerer must perform it again, so it is advised to hire a group of combatants to prevent anything from interrupting the ritual. If the ritual is failed three times in a row, an Avatar of Nyarlanthotep flies down from the stars and carries off the Sorcerer to his demise at the center of the Universe. Otherwise, if the ritual is successful, the Sorcerer ends his mortal life. If the cultists do as requested and the Sorcerer's casket is burried in the Radioactive sands, the casket after 2D4 days will turn to dust and the dust will preserve and animate the character's body into a Mummy. After which, the character has CON days to recover and replace his/her preserved organs into his/her body before it disentegerates into dust. At this point, the character should begin work on the 'Ornate Construction & Ensorceling of the Sarcophagus'.
Name: Ornate Construction & Ensorceling of the Sarcophagus This ritual allow the sorcerous Mummy to construct the sacred Sarcophagus that will serve as a place of rest and restoration of the Mummy's undead form when he/she is damaged. It will not prevent the inevitable crumbling of one's undead form after thousands of years, however it will allow the Mummy to delay that time. This ritual must begin on the full moon. To make use of this ritual, the Sorcerer must have already successfully performed the 'Funeral Transmorgification of the Unliving Flesh' ritual, having which become an Undead Mummy. The Sarcophagus and it's lid must be carved from the obsidian of the volcano in hex 1804, The Smoking Rift (Hex 1104), Mount Voormithadreth (Hex0402), or from black metallic debris from the radioactive city ruins of hex 0101. Any of those locations will provide suitable obsidian for the construction of the Mummy's Sarcophoagus. The main section and the lid must be carved from a single peice of obsidian by a master craftsman who must be a Dolm Man or Woman. The craftsman/woman must also be ritualistly slain following the construction to consecrate the Sarcophagus and lid in the name of Nyarlanthotep with his/her blood. The Mummy Sorcerer then removed and places his/her preserved organs around the Sarcophagus. (Which must first have been prepared with the 'Concecration and 'Consecration and Preservation of the Essential Organs' ritual.) At this point the Mummy must seal him/herself inside the Sarcophagus until the new moon, dreaming the dark dreams and doctrines of Nyarlanthotep. At this point, the ritual is finished and the Sarcophagus will heal and restore the Mummy of damage at the rate of his/her CON bonus per day. The Mummy may have the Sarcophagus decorated as he/she wishes as long as the main construction methods mentioned above are followed.
|
|
|
Post by burningtorso on Oct 22, 2014 16:29:28 GMT -6
I brought over Mi-Go Fungus Druids from a Terminal Space campaign that never quite came together, and they worked out OK. That is beautiful! I might have to borrow that for my campaign.
|
|
|
Post by burningtorso on Oct 21, 2014 18:06:43 GMT -6
I had tried a version of Clerics in my game. Just relabeled them Cultists and their power was not actually directly from the god itself (in most cases) but a collective manipulation of ambient psychic energies of the world being directed by the beliefs of the cultists. That way even followers of a Dolm Worm, Mutant Dinosaur, Idols or Statue would have abilities. Even though they were not true mental psychic powers (and had different affects), they would find the hard way that anything that nullified psychic powers seemed to work on them as well.
|
|
|
Post by burningtorso on Oct 14, 2014 19:24:45 GMT -6
Thanks guys! From the Sashimono as reference, I was able to find that at least the Warhammer community calls them "Back Vanes" and "Back Crests".
|
|
|
Post by burningtorso on Oct 14, 2014 18:35:58 GMT -6
I have seen this "Upper Back Bling" in art for Warhammer, World of Warcraft and other games. What exactly is it called? I have never known what to call it. Am writing up some stuff for a game and would love to know what to call such a thing instead of "Upper Back Bling".
|
|
|
Post by burningtorso on Oct 6, 2014 18:03:23 GMT -6
I am now pondering how I can incorporate this idea into my settlement generator program without it becoming a huge mess...doh!
|
|
|
Post by burningtorso on Oct 6, 2014 14:31:44 GMT -6
The Talislanta rpg also had a couple of scripts that can be used for writing. I imagine the general population would be largely illiterate, but exceptional individuals would exist. Instead of racial languages, how about regional languages? So a Blue Man villager may be able to converse with a Brown Man from a neighboring village, but not with another Blue Man whose home is a hundred miles away. As isolated as the villagers get on Carcosa, a regional language makes sense. Maybe have a language evolution flow chart and allow a penalty for a similar but different regional tongue. The language flow chart to determine which languages are related to others. Could easily get complicated but could be fun with the right group of players.
|
|
|
Post by burningtorso on Oct 6, 2014 1:58:15 GMT -6
Needles (over at Swords & Stitchery) ran one or two games where unfortunate Starfleet crew crashed on Carcosa. Was fun to read about.
|
|
|
Post by burningtorso on Oct 5, 2014 21:47:37 GMT -6
I usually just did the starship combat with my groups, though always hoped to get an actual rpg session going.
|
|
|
Post by burningtorso on Oct 5, 2014 21:45:20 GMT -6
I actually haven't read that story. I need to do that. King Crimson is actually Progressive Rock. (Not to be confused with King Diamond.) I would highly recommend the song, "In The Court of the Crimson King" to anyone who has never heard it. youtu.be/iGTy7eOmL7M
|
|
|
Post by burningtorso on Oct 5, 2014 16:49:17 GMT -6
That made me think, Geoffrey, did you intend Hex 0715 to be a reference to the cover of King Crimson's "In the Court of the Crimson King"? (Red Man frozen in a scream)
|
|
|
Post by burningtorso on Oct 5, 2014 16:43:16 GMT -6
Now those are miniatures that should have been made back in the Starfleet Battles/FASA Star Trek era of gaming!
|
|
|
Post by burningtorso on Oct 5, 2014 3:22:47 GMT -6
Heheh, exactly! My character creator program makes any characters starting from HEX #0501 a White Ape. I think I did that with the 2001 and 2010 hexes as well due to their secondary descriptions. With he jokes related to hex numbers I was hoping for a space ship in Hex 1701. (or dead guys in red shirts.)
|
|
|
Post by burningtorso on Oct 5, 2014 3:15:48 GMT -6
Funny you mention that. When I was adding possible cultural body modifications for my campaign, I threw in one where they attach coins via piercings.
|
|
|
Post by burningtorso on Oct 4, 2014 15:06:47 GMT -6
I just figured the elemental projectors are Particle-Beam Weapons (like Blasters) but instead of sub-atomic particles, it accelerates the individual atoms of the elements in focused beams. In cross world campaigns, if that world had blasters, you could just consider them similar.
|
|
|
Post by burningtorso on Sept 22, 2014 6:07:28 GMT -6
Though one must also wonder if their flesh might act like a lense amplifying the laser damage to the target behind them. OK a bit weird of a concept, but it is Carcosa...
|
|
|
Post by burningtorso on Aug 26, 2014 0:00:23 GMT -6
I have a group on Facebook open to all for sharing and discussing carcosa images and ideas. Definitely got a great selection of images being collected over there too!
|
|
|
Post by burningtorso on Aug 25, 2014 23:55:34 GMT -6
The Trogs in Cameron DuBeers Carcosa adventure "Obregon’s Dishonor" are somewhat similar to Morlocks. If you have "Realms of Crawling Chaos", you could also use the White Apes, Half-Apes and/or Subhumans as templates and optional player character types. Just change name and some descriptions.
|
|
|
Post by burningtorso on Aug 23, 2014 14:01:16 GMT -6
If I remember right, instead of trying to map out the place, I think they had a rough guideline and flowchart. I think that was for traveling the turbolifts or gravcars. It's been too long since I looked at it so might be wrong on that.
|
|
|
Post by burningtorso on Aug 21, 2014 17:41:18 GMT -6
I have not yet, but have thought about it. Took me a few years to track down another good quality copy of that since I lost the one I had when I was younger. City of the Gods would be another good one to use if the characters got into one of the space alien cities.
|
|
|
Post by burningtorso on Jul 30, 2014 10:43:37 GMT -6
I had an assortment of body mods features built in to my character creator program. I could try to extract out the details sometime if there is interest. Most are common ones, but had a few crazy ones.
|
|
|
Post by burningtorso on Jun 4, 2014 13:05:48 GMT -6
Even for a beginning it has great results!
|
|
|
Post by burningtorso on Jun 3, 2014 22:49:57 GMT -6
There are coins, but have my settlements set up on what they prefer, being coin, gems or barter.
My Carcosa is blend of few themes. Post apocolyptic cave men & Cthuloid hellscape are big themes, but have a influence of the space aliens doing culture modifications on humans in (usually) an isolated Arcology for some settlements. My campaign also borrows Crusssdaddy's "Restorative Orders".
I am definitely planning on having any taverns/inns that might exist in my game be rare and only in the settlements that do trade with others. Just trying to think of a way to approach it that is not the typical fantasy tavern. Want these to really stand out as new or strange for not just characters but the players as well and not "Just another Bar...".
|
|
|
Post by burningtorso on Jun 3, 2014 19:49:40 GMT -6
Now most of the villages will be isolated and fear each other, however there would probably be a few that do limited trade.
Wanted to see if anyone on here would help me brain storm the following: *Merchants/Trade - I imagine not much happens, but what are your thoughts on this?
*Imports/Exports - What do you guys see being common trade items, aside from slaves in this setting?
*Inns/Bar - In a trade area, they might have some crude form of Bar or Inn, if you could even call it that. Thoughts?
I have been working on a settlement developer for my campaign and these are some areas I have not fleshed out yet.
|
|