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Aos
Joined: Fri Mar 20, 2009 8:28 pm Posts: 1065
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 The Metal Earth
Note: everything that follows is made of fail and suck, adjust your expectations accordingly. Also the semi-insulting obscenity laden tone of some of the text is not intended to offend or piss anyone off, it's just my pathetic juvenile idea of what's funny.The Metal Earth is a gonzo, hardcore blood and guts points of light science fantasy setting with a twisted up Cthulu fetish and juvenile politics and sexuality. So like sneak some booze out your parent's stash, burn some of that shit you bought from the Good Humor man, crank up the volume and rock on- it's the end of the fucking world. Time to roll some dice. The world is immusurably old. Civilizations without number have come and gone; glaciers have crawled across the land, dwindled and returned time and again. Continents have drifted, shifted, sunk, risen and reformed countless times. The sun is dim. The moon is shattered. This is the waning epoch, The Iron Time, this is...The Metal Earth: For best results put on AC/DC's Back in Black, or maybe the sound track to Conan....I’ll start with this crappy map and the PC Primer (format stolen from Pseudo). After a very general overview of settlements and geography, I’ll do something a bit more in depth with a smaller region (also with a crappy map) suitable for beginning adventures. Note on the Map: A word about place names- the names here may seem a bit corny, but that’s kind of what I’m aiming for. I don’t really expect players to read through pages of background and history, so I want them to get an idea of what things are like just from a glance at the map. That said, this is not the map players should see at the beginning of the game. It is actually a treasure map- but not in the traditional sense. It does not show the location of treasure, it is treasure, or rather the knowledge of the world one can glean from it is. I will eventually replace this map with a less crappy version if any one exhibits an interest, that is 
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| Sun Apr 19, 2009 2:22 pm |
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Aos
Joined: Fri Mar 20, 2009 8:28 pm Posts: 1065
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 Re: The Metal Earth
Races to be:
...first there came the humans, risen from the primordial muck in a time so distant that it is not even a memory. They made the others, some by accident, others by design. But the humans were wicked and red handed, as cruel to their servants as their foes. A day came when the other races banded together and threw down their masters. A terrible war ensued. human power was broken, but with it, so was the world...
-A fragment from The Wall of Loss at Ssaur.
A word about customizing the setting-
The Metal Earth is fucking huge, far larger in land area than our earth- how much larger? Nobody knows. Why is it larger? Fucked if I know; it just is. Now, fuck off and get over it. The races listed below are only suggestions, one could easily change them out for different races. That said, the list might prove useful for any GM who needs to fill a tavern or a city- or you can just use them as suggested. After all, it's your world. Bitch. Mutants, Mongrels, Cyborgs and Freaks: these are perhaps the most common residents of the Metal Earth. Almost anything goes on the Metal Earth, all sorts of strange twisted creatures live and mingle among the more pure strain races. The social status of such creatures is variable- often completely dependent on how fucked up they look. Character generation for each of these would have to be dealt with on a case by case basis. For Savage worlds and True20 (revised or w the companion, this shouldn't be a real problem). For D&D 4e I suggest tapping into the back of the Monster Manual for ideas on racial abilities- and/or make some up yourself- it's stupid easy.
Humans: The most exotic and least common of the races. Human diversity and flexibility are legendary; this very real aspect of the race, coupled with their extreme rareness has made them an object of distrust. “As shifty and inconstant as a human,” is a common slur. Some myths suggest that the other races are descended from or were outright created by humans. As in times past, human customs and mores vary widely from group to group, however, humans of the Iron Time tend to avoid large racially diverse cities, and are more likely to be found in small, often hidden woodland settlements. D&D Use humans Swords and Wizardry (White Box): by the book
True20: Use High Man stats (pg 21 of companion).
Savage worlds: As in the core, with the Outsider Hinderance, and one additional edge.
Note: Mur Madlings (see below) are humans- with one notable difference; they can tap the Arcane power source without a visit to the fountain. If anything, they are even less trusted than run of the mill humans.
D&D: Humans with access to Arcane power source. At 1st level, all Mur Madlings begin the game as Sword Mages.
Swords and Wizardry: Advance as Elves, but without the level limit.
True20:Unlike other humans, Mur can be Adepts without visiting the fountain.
Savage Worlds: As above, but the additional edge slot is occupied by Arcane Background edge.
Human Option : Anachronism: this is a human from another time, perhaps the twentieth century, or the age of sail- or really any time at all- see post 54. These characters can be made by the standard rules in True20 and Savage worlds. The same goes for D&D, unless there is a desire to simulate a character from a non martial culture, such as the Urban Western Culture of the 20th century. In which case use the class below.
Untrained Role: inept outsider Power Source: none Key Abilities: All Armor proficiencies: none Weapon Proficiencies: none Bonus to defense: none Hit points at first level: 0+ Constitution score Hit points per level gained: N/A see below Healing surges per day: 4 Trained skills: none Build options: none Class features: none
At will powers: Melee Basic Attack Ranged Basic Attack Both are detailed on page 287 of the 4E PHB
The character will progress to level 1 of a (martial) class of his/her choice after earning 500 XP- theses XP don’t vanish, though, and the character will still progress on to level 2 after gaining 500 more XP for a total of 1000. This is option might well lead to unbalanced parties- but the Metal Earth isn’t about balance, so piss off.
Grod: The second most common of the mammalian races, Grod are horned and tailed humanoids thought to be a hybrid of Humans and Minotaurs, or perhaps humanoid offspring of Devilgoats. Some scholars believe that Grod are a mixture of humanity and infernal sources. All this is, of course, mere conjecture.The truth is lost somewhere in the mist of time. Grod are largely urban and often dominate the political structure of multiracial settlements.
D&D: Use Tieflings. Swords and Wizardry +1 CHA. Advance as fighters. Special attack Gore 1d6+ STR mod, must have a running start, no running start horns do 1d4 dmg.
True20: Ability Adjustments: +2 Charisma, +2 Intelligence, Bonus feats : Natural weapon (Gore +1 attack), Night Vision, Connected, rage
Savage Worlds: Edges: Connection, Berserk, +2 charsima.
Minotaurs: The most common of the mammalian races. Minotaurs, along with Leafeaters (see below) make up the foundation of most large settlements. The last great empire, which was destroyed during the Wars of Unreason, (see below) was dominated by Minotaurs. Minotaurs along with Leafeaters make up most of the agricultural peasant class on the Metal Earth. Minotaurs have an odd fascintation with mazes and labarynths, so much so that even the home of simplest farmer is likely to feature twisty corridors, fake doors, and dead end passages.
D&D: Minotaur Pg 278 Monster Manual
Swords and Wizardry As fighters -2 CHA, -1 WIS, +2 STR. Special attack: Gore, DMG: 1d8 +STR (with running start) 1d6 without running start.
True20: Minotaur Background: Ability adjustments +2 Strength, +2 Endurance -2 Charisma -1 Intelligence Bonus feats: Night Vision, Natural Weapon (Gore +3 attack), Toughx2
Savage Worlds: D8 Strength Size +2 Horns Strenght +2 damage. Gore: (requires at least a 6” running start) +4 to damge total. Edges: Fleet Footed, Beserk
Reptarch: The Reptarch are a saurian species that come in two varieties, Leafeater and Speartooth, of the two only the second is a suitable player character choice. All Reptarch are born as sexless herbivores, at the age of twelve they either sex or remain neuters, no one knows why. Sexed Reptarchs are known as Speartooth and unlike their unsexed counterparts, they eat meat- and if rumors are to be believed, sometimes it is the meat of Leafeaters. Speartooth are both more intelligent and more aggressive than Leafeaters, and they run Reptarch settlements. Although Reptarchs are occasionally found living in heterogeneous urban areas and villages, they more often keep to homogenous agricultural settlements.
D&D: Use Dragonborn for Speartooth Reptarch.
Swords and Wizardry As fighters. +1 Str, +1 Con, -1AC (with descending AC=better), Breath Weapon once every 10 rounds for a maximum of twice a day range 10'/level Damage 1d6 +lvel- as missile attack.
True20: Speartooth background Ability adjustments +2 strength, +2 Constitution +2 Toughness (tough hide) Bonus Feats: Toughness, Elemental Blast (prerequisites not necessary).
Savage Worlds: D6 Vigor +1 size Edge: (arcane)Burst with 10 PPs using Shooting as the skill.
Autonm: Bipedal constructs of wood stone and metal, almost certainly created by humans for some forgotten war. Autonms are nearly as rare as their creators, and often travel in their company due to a special affinity the two groups have for one another. Unattached Autonms wander the world as mercenaries or adventurers.
D&D: use Warforged. Swords and Wizardry: As fighters, +3 to STR or CON (player's choice of how to divide these up) -3 CHA. -2 AC.
True20: Autonm Background: Ability Adjustments: +2 Strength, +2 Constitution -2 Charisma Bonus Feats: Diehard, nightvision
Savage worlds: D6 Strength, D6 Vigor Edge: Armor Hinderence: Outsider
Shae: Thought to be only slightly less elder than the humans. Shae are sorceress being who tend to live in urban environments. They are often associated with magic and science both. Like a Mur Madlings, Shae can draw upon the arcane power source without a trip to the fountain. Appearence wise shae look very much like humans except they lack all body hair.
D&D : Use Eladrin.
Swords and Wizardry: As magic users- level limit 6, and then as fighters with no further spell progression. Racial ability: Short Range Teleport (50' line of site, twice a day.)
True20: Shae Background Ability Adjustments: +2 Intelligence, -2 Strength Bonus Feat: Teleport (limit 10 Meters)
Savage Worlds: D6 smarts Edge: (Arcane) Teleport Hindrance: small
Beastkin: another human hybrid, that occasionally even live among humans, and are often lumped in with them by the ignorant. Beastkin are more savage in appearance and more physical than humans in general. They are, however, more likely to live as a minority underclass in cities dominated by the other races.
D&D: use Shifters.
Swords and Wizardry: As fighters. +1 STR or CON (players choice), +2 DEX, -2 CHA -1 WIS.
True20: Beastkin background Ability adjustments +2 Strength OR +2 Dexterity, +2 Constitution, -2 charisma Bonus Feats: Rage, Regeneration (creature trait)
Savage Worlds: D6 Vigor, D6 Strength or D6 Agility (player choice) -2 Charisma Edge: Fast healer Hindrance: Outsider
War Ape: Huge horned Simians from the tropical jungles of the sweltering southland, War apes sometimes travel in the settled lands working as mercenaries, bodyguards, or even just as wandering adventurers. Note: The Hindrances listed in the Savage Worlds stat block should really come into play whichever system you are using.
D&D Average Height: 10’ 6”-12’ Average weight 400-500 lb. Ability Scores: +3 Strength, +2 Constituion, -3 Charisma Size: Large Vision: Darkvision Languages: Common, Ape Skill bonuses +2 nature, +2 perception, Intimidate: You can release a earth shaking roar which grants you a +3 on all combat related bluff checks. Racial Powers (Only one at a time): Goring charge- same as Minotaur Ferocious Charge- same as Gnoll
Swords and Wizardry: As fighters. +2STR, +2CON, -2CHA, -2WIS. Special attack: Gore, DMG: 1d8 +STR (with running start) 1d6 without running start.
True20: War Ape Background: Ability adjustments: +3 Strength, +2 Constitution, Bonus feats: Rage Level Lag: 1
Savage Worlds: Size +3 D6 Strength, D6 Vigor Edge: Brawny Hindrances: Extreme Outsider: same as outsider, but many settlement will not even allow War Apes within their walls. Many people will think they are monsters and attack or flee on site.
Large: War apes require roughly twice as much food as other character races. They also have difficulty finding gear (such as armor) that fits them and they must spend up to twice as much on it.
Last edited by Aos on Fri Aug 21, 2009 4:54 pm, edited 5 times in total.
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| Sun Apr 19, 2009 2:28 pm |
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Aos
Joined: Fri Mar 20, 2009 8:28 pm Posts: 1065
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 Re: The Metal Earth
The Mur The Mur are humanoids who live in the island group of the same name. All Mur are sexless clones grown in vats at Zil. Legend has it they were created by human sorcerer scientists to help fight some ancient, now forgotten, evil. According to the same legend they eventually destroyed their creators, although it is thought that Mur imitate their folkways. Mur travel in packs of three to ten individuals, known as Murders. Each pack is a hivemind, or rather a packmind, and its members are not so much individual actors, as they are appendages of the whole. The more appendages a Murder has, the more powerful and socially esteemed it is. All Mur are albinos. As far as appearance goes, think androgynous, albino sorcery wielding Vikings. Mur murders travel Ruingulf in longboats raiding villages and taking slaves to work their land. Occasionally, one of the members of a Murder becomes gendered and develops an identity separate from the whole. Sometimes all but one member of a pack is killed, forcing the packs entire identity into one human brain- which will also trigger the gendering process. These beings have no choice but to flee their fellows. They are known as Madlings and are a PC option.
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| Sun Apr 19, 2009 2:29 pm |
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Aos
Joined: Fri Mar 20, 2009 8:28 pm Posts: 1065
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 Re: The Metal Earth
Classes- D&D: All races have access to the martial and divine classes, although Clerics and Paladins are very rare, for reasons that will be explained as I go on. Arcane powered characters are available only to the Eladrin and Mur Madlings. Humans can gain access to the Arcane power source by visiting a mysterious place known as "The Fountain" and drinking of its waters. The location of the fountain is a closely guarded secret held only by a few, some believe it is on an uncharted island in the Ruingulf, others say it is somewhere in the Warwaste- hardly anyone knows for sure. Only a few humans have made the trip in living memory, and they aren't sharing the secret.
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| Sun Apr 19, 2009 2:29 pm |
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Aos
Joined: Fri Mar 20, 2009 8:28 pm Posts: 1065
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 Re: The Metal Earth
I've edited PC races again and the intro post:
The Changers: Sometimes science goes wrong- or worse yet, as in the case of the Changers, scientists go wrong. The changers are a mysterious group of scientists who delight in capturing other creatures and performing strange experiments on them. Sometimes they change out hands for flippers, or give a beautiful maiden the head of an ant. Other times they release someone with virtually no physical changes, but with new and unwholesome apatites or manias. Although they are based on the island that bears their name (Southern Ruingulf) the Changers have access to large areas of the ME, because they understand the mostly unused network of Teleportation Pools and are accomplished at avoiding or negating the many dangers of the Between Sea. they delight in exploring new territory and collecting unique "specimens". No one can say what a Changer is likely to look like, because they have altered themselves as well.
Teleportation Pools Once, long ago, the far flung regions of the Metal earth were connected by a network of teleportation pools. Traders and travellers used the pool system, utilizing submersable barges to move through what was known then as The Between Sea. The trip was so short, though, that in most cases, teams of swimmers, usually comprised of Reptarch Longfin (now thought to be extinct), could tow all but the largest items from place to place. Able bodied humanoids of every race had no trouble making the trip. Like so much else, this golden time is all but lost to memory- today, most people don't even know the pools exist.
During the current time period The Between Sea is tainted and unsafe for travel. Huge undead angler fish, known as ghostfins prowl the waters, as well as a host of other evil and undead creatures. Distances seem longer as well. what once took but a few moments now requires hours- or longer. The pools are still usable, but the passage is very dangerous, and few who enter the water came out.
Pools range from about the size of bathtub to slightly larger than an olympic swimming pool. Many cities have them, but few residents- even those in charge, know they exist. Evil creatures such as the Changers and the Slavers of Gear make use of them to further their vile and twisted schemes.
Aside from the large scale pool network many large sites featured closed networks of pools. These may or not share the taint of the open Between Sea.
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| Sun Apr 19, 2009 2:31 pm |
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Aos
Joined: Fri Mar 20, 2009 8:28 pm Posts: 1065
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 Re: The Metal Earth
The Slavers of Gear The slavers are mysterious humanoids. slavery is common in the regions around the Ruingulf and the Slavers of Gear have a virtual monopoly on trade. Their slave taking steamships are the scourge of southern Ruingulf and the Archipelago of Nom. The slavers seem to be impervious to heat- or perpetually cold, they are always bundled up in thick furs despite the weather. They do not shor their faces either; each wears a loose, eyeless hood. It is also said that they smell of rotten meat and orchids.
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| Sun Apr 19, 2009 2:32 pm |
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Aos
Joined: Fri Mar 20, 2009 8:28 pm Posts: 1065
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 Re: The Metal Earth
I'm going to concentrate on critters and such for a while, the Metal Earth has a lot of Critters.
Apes and monkeys:
Man has split into several different subspecies over the millennia; other primates have proved no less adaptable.
Cave apes- Semi-sentient and brutal, Cave Apes have developed hunting techniques and technologies such as fire control, clothing, and simple tool manufacture to such a degree that they have spread into every type of ecosystem- except for perhaps extremely arid deserts. Cave apes are omnivorous, but they will take as much meat, of virtually any type, as they can get. The only thing they crave more than meat is sex. If it moves they will fuck it. Aside from each other (for the most part) they tend to eat everything they fuck. In appearance Cave Apes look like giant mangy chimpanzees. Sexual dimorphism is minimal, and only a trained observer can tell the difference between a male and female, unless, of course they get to close- in which case the difference will be made horrifically apparent. Snow apes live in small bands of 10-20. Hunting groups are somewhat smaller, though, usually comprised of 3-5 individuals of either or both sexes. For reasons unknown, Cave Apes harbor an unquenchable hatred for Snow Apes and will attack them on sight, no matter what.
Snow Apes- Like Cave apes, Snow Apes are large, often reaching 3.5 meters or more in height. The resemblance ends there, however. Snow apes are graceful creatures despite their bulk. Shaggy, but nearly always well-groomed white fur covers them from head to toe. Their cultures are usually refined and complex and they are masters of technology and science. Other than this little is known of them for sure, although there are rumors that they are in League with the Changers, no one know for certain. What is known is that they view all other sentient races as inferior suitable only for food and servitude; subsequently, they are perhaps the most valued customers for the Slavers of Gear. Snow apes are not numerous, but they do have a large population at their city of UX, a formidable brooding conglomeration of white granite and steel located at the Southeastern Tip of The Dragon's Foot peninsula. For the last fifty years the Snow apes of Ux have been in a near perpetual state of war with the Mur. Neither group has ever gained the upper hand over the other. Both groups wish to control Ruingulf. As it is, each hinders the other from gaining a larger sphere of influence.
War Apes: War apes are even larger than their kin, often reaching up to 4 meters in height. War Ape fur is blue or red and they often, but not always, have horns. War Ape cultures are more heterogeneous than those of their cousins, although they do as a rule keep to the jungles of the south, and tend to live in clan oriented tribal groups. True to their name War apes like to fight, and they are very good at it. They can often be found outside their homelands, either alone or in small groups working as mercenaries and/or bodyguards (should they be a PC option?). In their jungle fastness, War apes are as a rule extremely territorial, but, despite their name and fearsome appearance they are not universally hostile to outsider- sometimes they are even friendly, and they will often, if given the opportunity, engage in trade.
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| Sun Apr 19, 2009 2:33 pm |
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Aos
Joined: Fri Mar 20, 2009 8:28 pm Posts: 1065
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 Re: The Metal Earth
Blood Monkeys:
But for a slight increase in size, these red furred primates resemble their more harmless cousins, baboons. Unlike baboons, blood monkeys are not omnivores, they are bloodsuckers. They travel in hunting bands of 20-100 individuals. They are extremely aggressive hunters and will attack any being or group of beings unless the odds are obviously overwhelmingly against them- and once the blood has been spilled, there is absolutely no getting rid of them short of killing the entire band. Typically Blood Monkeys will remain out of sight, stalking their prey from the relative safety of the upper canopy. When the time is right- or when they can no longer contain themselves, they will drop enmass onto their intended target(s) creating terror and confusion. Once a blood monkey scores a hit, it latches onto the victim and does ongoing damage each round thereafter until it is killed or dislodged.
The dessiccated remains of Blood Monkey kills that are less than a few days old are easily identifiable by an individual with jungle experience or the proper education. War Apes and other jungle dwelling races spend enormous amounts of effort keeping blood monkey populations in check. Sometimes rival groups will even band together in temporary alliances merely to facilitate this end.
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| Sun Apr 19, 2009 2:34 pm |
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Aos
Joined: Fri Mar 20, 2009 8:28 pm Posts: 1065
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 Re: The Metal Earth
Treesquid- Treeesquid are a horrible hybrid of primate and cephalopod, almost certainly created and inflicted upon the world by the Changers. Treesquid have a body covering of short green fur, eight prehensile tentacles, and a horrible beaked mouth. They are ambush predators, as a rule, but are extremely mobile at need. Usually they are found dwelling alone, but Treesquid sometimes form groups of 2-3 individuals. Treesquid can go days without eating and are extremely patient, and due to the color of their fur and their ability to remain motionless for long periods of time, they are able to make themselves nearly invisible while in trees. Treesquid will use this capacity to strike at just the right time. One common tactic is to select a single target from within a group and wait for the other members of the group become distracted or have their attention otherwise engaged.At that moment, using its tentacles to both silence and capture this prey, the Treesquid will draw the hapless creature up into the trees undetected and devour it in short order.
Cleptomonkeys- Small monkeys that have an uncanny, unnatural ability to steal whatever a person values most. Cleptomonkeys often work for other more potent creatures, either acquiring valuable items for them, or baiting traps. A common tactic involves a Cleptomonkey stealing an item and leading its previous owner on a merry chase, which as often as not ends in the lair of large and dangerous monster or monsters. Cave Apes often keep and train cleptomonkeys for just this task.
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| Sun Apr 19, 2009 2:35 pm |
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Aos
Joined: Fri Mar 20, 2009 8:28 pm Posts: 1065
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 Re: The Metal Earth
Worms
Iceworms: Haunting the glacial expanses of the far north, Iceworms are huge white furred creatures that prey on animals and adventurers as they travel across the frozen waste. Often 30 meters or more in length, Iceworms require vast amounts of food to survive. Considering their environment meals large enough to interest them are often few and far between. Iceworms compensate for this by spending most of their time in hibernation beneath the ice, waking only occasionally to hunt and feed. Vibration on the ice will attract their attention. Smaller (younger) Iceworms will hunt in groups of three, often coming up through the ice and surrounding their intended prey. The larger ancient worms are solitary creatures and are large enough that they can often come up beneath their inteded prey and swallow them whole before they even perceive the threat.
Sewer Worms: Sewer worms are putrid white creatures that infest the water of most of the larger sewer systems on the Metal Earth. Sewer worms hunt and live in small schools of 5-15 indviduals. They eat just about anything from garbage to rats to corpses to living beings unlucky enough to find themselves in the sewers.
War Worms: War Worms came to the Metal Earth thousands of years ago as part of a failed invasion from beyond the Dark Boundary (see below). The invasion was broken, but many War Worms were trapped on the Metal Earth as aresult. In the Iron Time, most War Worms serve as mercenaries for evil sorcerers or live as bandits and pirates. Although, they do at times maintain their own settlements, these usually occupy ruins or other villages they have overrun. War Worms make nothing but war. Like the other Worms of the Metal Earth, they eat anything they can get. War Worms are sadistic and cruel; they are also thought to have twisted sexual apatites, but this may be mere myth inspired by their shape.
Physically they are about five meters in length with putrid gray boil ridden hide. They fight with any available weapon, but prefer firearms and energy weapons; however their jagged teeth will do in a pinch.
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| Sun Apr 19, 2009 2:39 pm |
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