Gamma World Critters & Things

Tchklinxa's picture
Tchklinxa
November 9, 2014 - 3:22pm

I liked Gamma World with all it's crazy wacky campy stuff. One critter I always liked was the Centisteed which appears to have survived through the various changes the game went through:

I have the GW1 rules so here it is in that format:
Centisteed
# appearing 1
AC 9 (which for a PC would be shield only)
Movement 30
Hit Dice 7 (d6)
This long-bodied mammal was once a horse, but the mutations it has undergone have given it an almost insect-like appearance. A centisteed can trot at full speed on its 16 legs carrying two human-sized riders. Although not intelligent by human standards, the centisteed is totally immune to all forms of mental attack and possesses force field generation. While they make desirable mounts, these beasts also require enormous quantities of fodder because of their increased metabolism. In a combat situation, the centisteed is almost more trouble than it is worth, as one of its riders must devote all of his efforts towards keeping the centisteed under control.
Force Field Generation: This endows the mutant with the power to create an invisible wall of energy through which physical objects may not pass. The wall forms around the body of the mutant (about 15 centimeters out) and will take 5 dice of accumulated damage (as though it were the mutant) before being forced down. The force field requires no effort to maintain once it is established and will last up to one hour (unless it is driven down by damage) before it dissipates. Only one such force field may be generated by the mutant in a 24 hour period.
Increased Metabolism: This defect forces the mutant to spend great amounts of time feeding. it must carry large quantities of food when traveling, and in combat, must stop every 5th melee turn and spend one turn eating, before returning to battle, or lose 1 point of physical strength and 2 hit points each melee turn thereafter. NOTE: these losses are temporary 
*A melee turn equals 10 seconds. 


Okay I want to salvage this critter:
In general fan material on the web several changes have been made, first this creature has been suggested as a herd animal, so can be found in small herds... large herds would probably be bad for the environment, which is probably why it says 1 in the original material (that and the game designers probably wanted to make it hard for PCs to acquire). Also there is of course debate as to wether or not this is a natural mutation because of Gamma World environment or an escaped GMO developed for racing before civilization collapsed. Also there seems to be a tendency to imagine this animal as a trotter or pacer or ambler in gate.


I converted speed as follows:
1 GW1 melee turn = 10 seconds. The movement rules for creatures indicates the speed per turn in meters is average normal speed (walking along), and then you multiply by 5 to find the maximum speed. So a GW1 creature of 30 can move a maximum of 150 meters ever 10 seconds. Multiply this by 6 melees equals 900 meters a minute, multiply by 60 would give a speed of 54,000 meters per hour or 54 km per hour maximum. 30 x 6 = 180 meters per minute x 60 = 10,800 meters per hour or 10.8 km per hour for normal movement. In SF the turn is 6 seconds so that is 10 turns to equal 1 minute. 180 meters divided by 10 would equal 18 meters normal gait per turn or 90 meters per turn top speed. 
I like my Centisteeds to look a bit more insect/horse fusion than just horses with a lot of legs. When comparing Gamma World, SF Alpha Dawn & SF Gamma Dawn there are some differences… SFGD states: 

Force Field Generation 
Mental; Activated, SL
The mutant is able to create an invisible barrier of force around himself that protects him from physical danger. This includes energy attacks and radiation.The force field forms a smooth surface about half a meter from the mutant's skin.
The GW1 Centisteed only generates a 15 centimeter field versus 50 centimeter field, but 1/2 a meter is a good range and seems reasonable.
The character cannot make physical attacks while the force field is up, but can use mental powers.
There is no indication in GW1 that it can not make physical attacks or engage in physical activity.
The force field absorbs 5xSL points of damage. It renews itself at a rate of 5 + SL points per round. It can be kept up 5 + SL rounds. After that, the character must drop the force field for an hour before using it again.
In GW1 it appears to be a total of 5d6 or 30 points of damage, which would mean the Centisteed would be equal to SL 6 or SL 5. If I go with the SFGA rules as a guide that means it renews the field at the rate of 5 + 6 SL = 11 points per turn, and it can be kept up for 11 rounds (turns) as well for a total of 66 minutes. Or if using the lower number 10 points per turn, and 1 hour.
If the force field takes enough points physical damage to destroy it, the character must make a STA check or fall unconscious. Any excess damage is applied to the character. If the character falls unconscious due to a mental attack or some special circumstance, the force field shuts off at the end of the round.
My understanding is combat round and turn in SF are interchangeable terms.


So here is what I am suggesting for SF. Input is most welcome.


Background: If this is a general setting it could be a domestic GMO or if your space includes a colony/planet that got heavily nuked say by the Sathar... maybe this critter just appeared, and with the planet being reclaimed it has been discovered and has become a creature that can be encountered in the wilds of said planet, perhaps Centisteeds have even become a popular racing animal, or future rodeo animal that is now exported from said world to the rest of the UPF. Some fan sites suggest that wild Centisteeds can actually through a rider with their force field alone, and require specialized tack and saddles to ride... no bareback riding these ponies.


Suggested SF Stats: Centisteed:
Type: Large Herbivore
Number: 1-5 in the wild, can be kept in larger herds in domestic settings.
Move: Fast: (Paces 90 m/t, Fast Ambles 30 m/t, and normal ambles/walks 18 m/t)
IM/RS: 7/65
Stamina: 200
Attack: 55
Special Defense: Force Field Generation
Special Attack: n/a
Damage: 4d10 (all those hooves)
This long-bodied mammal was once a horse, but the mutations and or genetic modifications it has undergone have given it an almost insect-like appearance. The Centisteed has tougher hide that is more of an exoskeleton like hide than what occurs on normal equines and they posses compact eyes. This hide can be very beautiful, striped, spotted, brightly marked and even posses iridescent qualities. A Centisteed can pace at full speed on its 16 legs carrying two human-sized riders, at slower speeds the animal has various gaited or ambling gaits that give an incredibly smooth ride. Although not intelligent by human standards, the Centisteed is totally immune to all forms of mental attack and possesses force field generation. While they make desirable mounts, these beasts also require enormous quantities of fodder because of their increased metabolism. In a combat situation, the natural Centisteed is almost more trouble than it is worth, in combat one of its riders must devote all of his efforts towards keeping the Centisteed under control. The only exceptions to this would be very rare Combat Modified Centisteeds, such beasts would probably have implants or be part of further genetic modification breeding experiments by governments or corporations working on improving the wild Centisteed type for military use. A natural Centisteed attacks with it's hooves but will usually choose to flee if it has that option.
Force Field Generation SL5: This endows the Centisteed with the power to create an invisible wall of energy through which physical objects may not pass. The wall forms around the body of the mutant (about 50 centimeters out) and will take 30 points of accumulated damage before being forced down. The force field requires no effort to maintain once it is established and will last up to one hour (unless it is driven down by damage) before it dissipates. In combat the field renews at the rate of 5 + 5 SL per round. Only one such force field may be generated by the Centisteed in a 20 hour period. If the force field takes enough points of physical damage to destroy it, the Centisteed must make a STA check or fall unconscious. Any excess damage is applied to the Centisteed.
Increased Metabolism: This defect forces the Centisteed to spend great amounts of time feeding. In combat it must stop every 8 turns and spend one turn eating, before returning to battle, or lose 1 point of strength and 2 stamina points each melee turn thereafter. NOTE: these losses are temporary.


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 "Never fire a laser at a mirror."
Comments:

jedion357's picture
jedion357
November 9, 2014 - 6:04pm
Something like the centisteed exists in SF. The 10 harmless frontier creatures that the sathar took and made harmfull versions of that are listed in the back of Sundown on Starmist. There is a catepillar like mount.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Tchklinxa's picture
Tchklinxa
November 9, 2014 - 6:45pm
You must be referring to the Creepspine: Based on the genetically monkeyed with Sathar one a normal one might be: 

The Creepspines

Type: Large herbivore
Number: 1-5
Move: Slow
IM/RS: 4/40
Stamina: 70
Attack: ? 
Damage: ?
Special Attack: None
Special Defense: None
Native World: All character planets

A large caterpillar like creature about 3 m long and 1 m wide in diameter. It stands about 1 m off the ground on a multitude of legs. The furry creature is used as a tire-less riding animal on many worlds. It has a soft furry exterior.

This seems to be a very docile endurance based beast of burden, and probably a furry fuzzy wuzzy brightly marked colored critter. 
 "Never fire a laser at a mirror."

Abub's picture
Abub
November 9, 2014 - 7:19pm
I ran a d20 open source GW game recently (I've run alt:GW and a few earlier versions also)

Obbs were impossible for my relatively low level PCs to hit cause they have crazy high AC.

In the older editions I remembered obbs as an easier monster.  My PCs had to retreat which the obbs were only protecting thier nest so they were happy to let them leave.
-----------------------------------------------

bossmoss's picture
bossmoss
November 9, 2014 - 8:16pm
I always thought of the Creepspine as something like a giant inchworm.  Based on the description, it seems like all these modified creatures are actually common (in their normal, unmodified forms).  I often have players use Creepspines when exploring planets where vehicles are impractical.  I also use tick-tock trees, especially on Vrusk planets.  Sailsnails are popular pets for kids (kind of like having a pet goldfish).  When my kids were playing SF, my youngest had a character with a pet sailsnail.  I also make use of Sapes.

I also love the Centisteed, and have a planet where they can be found in Star Frontiers.  I like the write-up for them above.  Few people know about them in my campaign, thus they are rare.

centisteed


Other GW creatures I have used:


Arn
  - kind of like a dragonfly, but about 1 meter long
  - will follow commands, and can be trained like a dog
  - a popular pet in the Frontier
  - sometimes used as flying pack animals
Herp
  - a flightless beetle the size of small dog
    (in GW it is normally much larger, up to 3.5 meters)
  - its carapace repels sonic attacks
  - excellent trackers in all weather
  - able to spit acid
  - a popular pet with Saurians, Thyrann, Vrusk
Sleeth
  - humanoid lizard men, about 7' tall
  - telepathic, peaceful, well-educated
  - I needed a civilization that had been wiped out by the Sathar,
    leaving nothing but ruins behind, and these guys fit the bill nicely

Tchklinxa's picture
Tchklinxa
November 10, 2014 - 8:29am
On the Centisteed do you guys think I should lower the FF back to the original 15 cm? Also sense SF is set up a bit different than all the various GW or d20 systems does that STA seem reasonable or too high?

Bossmoss: I like that image of the Centisteed, looks like a good fusion attempt, the extra "mane" areas are cool and I really like the head.

On the Arn, do you have a write up? If not I can crunch one... 

I sort of decided it would would not hurt to do a write up on each of the Creatures in the original GW1 book that converts the whole system to something workable with Alpha Dawn & Gamma Dawn... I never used Zebs rules so if something needs tweaking for that I will need help. People can then use or not use this as they see fit, I just sort of thought with Gamma Dawn out & some folks having Old Terra or at least Terran like critters in SF the critters might be a good salvage. Also there are some other fun things I have found that would fit 100% nicely into SF, I the plan to take stabs at salvaging some aliens from long forgotten TSR sources... but first GW1. 
 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
November 10, 2014 - 9:22am
You know I am looking at the Arks right now and figuring out how to convert them and the Gamma Dawn versions of the mutated powers seem considerably stronger than the original GW1... Abub the obbs may have been pumped up through the changes to GW and Gamma Dawn may reflect these pumped up changes...

 I understand some of the changes in GD for SF reasons but it seems the powers are pumped up to a point they could over power a game quick. I think I am going to tone it down, people can always pump them up to GD strength if they prefer.
 "Never fire a laser at a mirror."

bossmoss's picture
bossmoss
November 10, 2014 - 2:19pm
Yes, I agree.  GW creatures are definitely overpowered compared to SF.  Whenever I use one, I tone it down.

The Arn are described in the 2nd or 3rd edition - I don't quite remember which one.  I adapted them years ago.  I know that I used editions 1-3, as well as the d20 Sword & Sorcery version.  I didn't really care for the other editions.

Tchklinxa's picture
Tchklinxa
November 11, 2014 - 7:56am
Well the GW1 versions of powers seems more limited and very taxing on the PC/NPC which helps with balance... I am trying to mesh the ideas in GD & GW1. GW1 has mutations that did not make it into GD... like the Ark's Weather Control, a powerful mutation yes but very hard to pull off successfully and then there are limitations on what a mutant can do, no going all super hero over the top Xmen. But it could be used in cleaver and patient ways. In a space setting the Weather Control would be even more limited in space, but less so planet side.
 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
November 11, 2014 - 8:38am
Here is the first draft on the Ark:
Ark:
Type: Medium Carnivore
Number: 1-4
Move: Slow (average 10 m/t)
IM/RS: 5/50
Stamina: 55
Attack: 40
Special Defense: ?Weather Manipulation
Special Attack: Telekinesis, Life Leech
Damage: Bite 2d10,
Ability Modifiers:
STR/STA +10 DEX/RS +0 INT/LOG -10 PER/LDR +0

The intelligent dog man stands just short of 3 meters tall and always walks on its well-developed hind legs. It has a mental strength and radiation resistance of 10. All arks have the following mutations: telekinesis, weather manipulation, and life leech. Arks fear large winged creatures and carry wicker shields and large clubs as weapons. They consider human hands to be a great delicacy.
Telekinesis (SL1-6): The Ark is able to move objects up to 15 meters away, plus 5 meters for every SL point, with his mind. The STR that he uses to lift the object is equal to 20xSL. The Ark can use telekinesis for 9 turns, then he must rest 9 turns, before again using the power. Telekinesis cannot be used for fine manipulations, like a hand operating a machine. It can only lift, carry, move, throw or rotate an object. It cannot wield a weapon, except for throwing big heavy things. Lifting and carrying objects telekinetically is just as fatiguing as carrying them physically. The character cannot lift himself. Any attempt to lift a creature requires a mental attack. The same is true for attempting to manipulate an object in someone's hands. An Ark that is using this mutation, even just to hold an object, cannot attack unless he is allowed multiple actions per round.
Weather Manipulation: This allows the Ark to manipulate the weather in the area he is in. The newly-created weather conditions will last as long as the mutant concentrates on them. (Note that if the mutant is hit in combat his concentration will be broken.) The mutant must concentrate for a full minute (10 turns) before the weather begins to changing, and it takes another 2 minutes (20 turns) for change to be completed. The weather will be affected in a 10 kilometer radius around the mutant. The weather cannot be radically changed, i.e. from below zero to 100 degree heatwave. The extent of manipulation possible depends upon the prevailing conditions.
Aspect of Weather   Prevailing Conditions   Possible Change

Cloud Cover/            Clear                             Very Clear

Precipitation                                             Partly Cloudy/Hazy

                                 Partly Cloudy                 Clear

                                                                    Cloudy

                                                    Misty/Light Rain/Light Snow

                                                                Sleet/Small Hail

                                   Cloudy                  Partly Cloudy

                                                                Deep Clouds

                                                                Fog/Heavy Rains

                                                     Heavy Snow/Driving Sleet

                                                                Large Hail

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Temperature            Hot                Sweltering Heat

                                                                 Warm

                                Warm                        Hot

                                                                 Cool

                                Cool                         Warm

                                                                  Cold

                                Cold                         Cool

                                                                Arctic Cold

Wind                       Calm                     Dead Calm

                                                            Light Wind

                               Light Wind             Calm

                                                             Strong Wind

                          Strong Wind              Light Wind

                                                             Gale

                                Gale                    Strong Wind

                                                            Strong Gale

                            Storm                     Gale

                                                         Hurricane/Typhoon

All three aspects of the weather can be manipulated, but only as shown: For example, a day which is clear and warm with a light wind can become hazy, hot, calm day. Contradictions are not possible, fog and strong wind, for example. Success is not automatic SL above 1 increases the % chance by +5: There is a base 65% chance of causing one of the possible changes. If it is desirable to cause a change one degree away (from clear to light rains, for example) the chance of success drops to 35%, and double the time is required (20 turns of initial concentration, 40 turns to accomplish the change). If a change two degrees away from prevailing conditions is desired (such as warm to arctic cold, the chance of success is only 10% and triple the time is required (30 and 60 turns). The percentile dice are rolled after the initial concentration is completed, but the new conditions are not fully effective until the change in weather is completed. If the mutant is unsuccessful in changing the weather (either through failing the percentage roll or being interrupted after the initial concentration), he must rest a full week before attempting weather manipulation again. This mutation is usable a maximum of once per day. 

Life Leach: The mutant is able to drain the life force from all semi-intelligent or intelligent beings, friend and foe alike, within a 10 meter radius of the mutant. Small animals and normal plants are not affected by life leech. Most common animals over half a meter in size qualify. Plants only qualify if the are mobile or sentient. The character drains 2xSL STA points from all such creatures within 10 meters each round. He can continue to use this power for 5+SL rounds, but then must rest it for at least 20 hours. Range increases by 3 meters for each SL over level 1. The STA points drained from nearby creatures are first used to heal any damage he has taken. Any leftover points are put into a special pool of STA points. All subsequent attacks do damage to this STA point pool. Only when the pool is empty do attacks affect the creature's original STA points. After four hours, what remains of any of these "phantom" STA points in the pool begin to fade at the rate of 5 per round. The STA pool cannot exceed the character's SL x 10.

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 "Never fire a laser at a mirror."

bossmoss's picture
bossmoss
November 15, 2014 - 3:43am
Nice.

Tchklinxa's picture
Tchklinxa
November 15, 2014 - 6:07am
There are a couple things I still need to hammer out on the arks to SF standards one is Radiation Resistance the other is Mental Strength... I forgot to convert those it seems (I am still working on conversion rules so I need to work on those things next), I am trying to use the ideas in Gamma Dawn without over powering the creatures from Gamma World 1. If people use GD rules the creatures will be more powerful... I made Weather Manipulation more difficult than GW1 because the SL system of SF GD will eventually make it the same as GW1. I am trying to blend the best from both systems, my biggest concern is over powering creatures.

The Arks could be very dangerous in an Old Terra setting, or as an alien species, or as escaped lab experiment in SF. I bumped the STR/STA up & lowered the LOG/INT scores to try and reflect their more primitive cultural development stage and the fact that a nearly 3 meter tall creature is probably pretty strong... I added the stats in case people wanted to play them as the intelligent deadly creatures they are NPC or PC.
 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
November 15, 2014 - 5:18pm
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Stat Conversion

Well Mental Strength in Gamma World is an unique ability that allows all beings to defend themselves from mental attacks and for those so gifted/mutated to attack, in Gamma Dawn the LOG stat serves this purpose sometimes with modifiers based on SL. I checked out various conversion ideas on the web, but I did not like how some of them worked out for SF Stats. So I started fiddling around with stat conversions of course no matter what I do it will not be a perfect conversion as GW1 uses the 3d6 or 3 highest of 4d6 rolled rule to create the stats, while SF uses a d100 roll with a chart... and of course the max scores top out at 18 & 100 respectively, but in SF a PC can only get a base max score to tweak of 70 whereas in GW1 it is possible (though rare) to get max scores of 18, so a GW1 PC could start at 100 in theory if 18 is meant to mean 100 points... I decided to go with 18 being the same as 70 and 3 being the same as 30, that gives a range of 38 points to divide by 14 other points.So I decided to try this: Note this is not math perfect in that every GW1 ability point will not be constant as I am trying to reflect the ideas of the abilities for a guideline more than saying each GW stat point equals x amount of SF stat points, because if I do that the math seems to skew the curves worse than what I am suggesting.

GW1 = SF

3 = 30 Feeble/Weak

4 = 32 Feeble/Weak

5 = 34 Feeble to Poor/Weak

6 = 36 Poor/Weak

7 = 38 Poor/Weak

8 = 40 Below Average/Weak

9 = 42 Average/Average

10 = 44 Average/Average

11 = 46 Average/Average

12 = 48 Average/Average

13 = 50 Above Average/Above Average

14 = 55 Good/Above Average

15 = 60 Excellent/Above Average

16 = 65 Remarkable/Above Average

17 =  68 Remarkable/Above Average

18 = 70+ Incredible/Above Average 

So Arks have a Mental Strength of 10 in the Average range and based on the feel of SF I would go with 45 being their base LOG for this... What do you all think? 

 

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 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
November 16, 2014 - 8:20am
I transcribed the wrong numbers... I made several different conversions using different systems

So it should look more like this I think: Input welcome.
<!--[if gte mso 9]> Normal 0 0 1 61 351 2 1 431 11.1539 <![endif]--><!--[if gte mso 9]> 0 0 0 <![endif]-->       GW1 = SF

3 = 30 Feeble/Weak 
 4 = 32 Feeble/Weak 
 5 = 34 Feeble to Poor/Weak 
 6 = 36 Poor/Weak 
 7 = 38 Poor/Weak 
 8 = 40 Below Average/Weak 
 9 = 45 Average/Average 
 10 = 46 Average/Average 
 11 = 48 Average/Average 
 12 = 49 Average/Average 
 13 = 50 Above Average/Above Average 
 14 = 55 Good/Above Average 
 15 = 60 Excellent/Above Average 
 16 = 65 Remarkable/Above Average 
 17 =  68 Remarkable/Above Average 
 18 = 70+ Incredible/Above Average      

So the Ark should be LOG 46 as a base.

 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
November 16, 2014 - 12:27pm
Well as I understand it Radiation Resistance in GW1 equals the CON of the PC so that would be STA in in SF NPCs/PCs

So 10RS would be in the SF Average range and should be probably 46... So I think the Ark should be finalized as follows: (I also tweaked the PC Stats a bit more, to try and reflect better the MS & RS, made them less strong) In put welcome: Foot in mouth

Ark:
Type: Medium Carnivore
Number: 1-4
Move: Slow (average 10 m/t)
IM/RS: 5/50
Stamina: 46
Attack: 40
Special Defense: ?Weather Manipulation
Special Attack: Telekinesis, Life Leech
Damage: Bite 2d10,
Ability Modifiers (For PCs):
STR/STA +0/+3 to  DEX/RS +0/+0 INT/LOG -3/+3 PER/LDR -3/+0

The intelligent dog man stands just short of 3 meters tall and always walks on its well-developed hind legs. It has a mental strength:LOG 46 and radiation resistance:STA of 46. All arks have the following mutations: telekinesis, weather manipulation, and life leech. Arks fear large winged creatures and carry wicker shields and large clubs as weapons. They consider human hands to be a great delicacy.
Telekinesis (SL1-6): The Ark is able to move objects up to 15 meters away, plus 5 meters for every SL point, with his mind. The STR that he uses to lift the object is equal to 20xSL. The Ark can use telekinesis for 9 turns, then he must rest 9 turns, before again using the power. Telekinesis cannot be used for fine manipulations, like a hand operating a machine. It can only lift, carry, move, throw or rotate an object. It cannot wield a weapon, except for throwing big heavy things. Lifting and carrying objects telekinetically is just as fatiguing as carrying them physically. The character cannot lift himself. Any attempt to lift a creature requires a mental attack. The same is true for attempting to manipulate an object in someone's hands. An Ark that is using this mutation, even just to hold an object, cannot attack unless he is allowed multiple actions per round.
Weather Manipulation: This allows the Ark to manipulate the weather in the area he is in. The newly-created weather conditions will last as long as the mutant concentrates on them. (Note that if the mutant is hit in combat his concentration will be broken.) The mutant must concentrate for a full minute (10 turns) before the weather begins to changing, and it takes another 2 minutes (20 turns) for change to be completed. The weather will be affected in a 10 kilometer radius around the mutant. The weather cannot be radically changed, i.e. from below zero to 100 degree heatwave. The extent of manipulation possible depends upon the prevailing conditions.
Aspect of Weather   Prevailing Conditions   Possible Change

Cloud Cover/            Clear                             Very Clear

Precipitation                                             Partly Cloudy/Hazy

                                 Partly Cloudy                 Clear

                                                                    Cloudy

                                                    Misty/Light Rain/Light Snow

                                                                Sleet/Small Hail

                                   Cloudy                  Partly Cloudy

                                                                Deep Clouds

                                                                Fog/Heavy Rains

                                                     Heavy Snow/Driving Sleet

                                                                Large Hail

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Temperature            Hot                Sweltering Heat

                                                                 Warm

                                Warm                        Hot

                                                                 Cool

                                Cool                         Warm

                                                                  Cold

                                Cold                         Cool

                                                                Arctic Cold

Wind                       Calm                     Dead Calm

                                                            Light Wind

                               Light Wind             Calm

                                                             Strong Wind

                          Strong Wind              Light Wind

                                                             Gale

                                Gale                    Strong Wind

                                                            Strong Gale

                            Storm                     Gale

                                                         Hurricane/Typhoon

All three aspects of the weather can be manipulated, but only as shown: For example, a day which is clear and warm with a light wind can become hazy, hot, calm day. Contradictions are not possible, fog and strong wind, for example. Success is not automatic SL above 1 increases the % chance by +5: There is a base 65% chance of causing one of the possible changes. If it is desirable to cause a change one degree away (from clear to light rains, for example) the chance of success drops to 35%, and double the time is required (20 turns of initial concentration, 40 turns to accomplish the change). If a change two degrees away from prevailing conditions is desired (such as warm to arctic cold, the chance of success is only 10% and triple the time is required (30 and 60 turns). The percentile dice are rolled after the initial concentration is completed, but the new conditions are not fully effective until the change in weather is completed. If the mutant is unsuccessful in changing the weather (either through failing the percentage roll or being interrupted after the initial concentration), he must rest a full week before attempting weather manipulation again. This mutation is usable a maximum of once per day. 

Life Leach: The mutant is able to drain the life force from all semi-intelligent or intelligent beings, friend and foe alike, within a 10 meter radius of the mutant. Small animals and normal plants are not affected by life leech. Most common animals over half a meter in size qualify. Plants only qualify if the are mobile or sentient. The character drains 2xSL STA points from all such creatures within 10 meters each round. He can continue to use this power for 5+SL rounds, but then must rest it for at least 20 hours. Range increases by 3 meters for each SL over level 1. The STA points drained from nearby creatures are first used to heal any damage he has taken. Any leftover points are put into a special pool of STA points. All subsequent attacks do damage to this STA point pool. Only when the pool is empty do attacks affect the creature's original STA points. After four hours, what remains of any of these "phantom" STA points in the pool begin to fade at the rate of 5 per round. The STA pool cannot exceed the character's SL x 10.

 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
November 16, 2014 - 1:23pm
Here is my stab at the Arn I found some GW2 info to include: 

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The Arn (Dragon Bugs)

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Type: Medium Carnivore

Number: 1-6

Move: Medium 3 (on the ground) 16-75 (flight)

IM/RS: 5/50

Stamina: 50

Attack: 55

Special Defense: N/A

Special Attack: N/A

Damage: Bite 1D10

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This 1 to 2 meter long mutated insect (dragonfly) is often domesticated by small humanoids and used as a riding mount or beast of burden. Arns cannot fly with more than 6-20 kilograms on their backs and must be caught and trained while young to be of any use. The arn has large mandibles, which can bite doing 1 dice of damage. It can fly backwards, change direction in mid-air and hover for up to a minute (10 turns). It possesses six legs, but cannot walk well. It eats any other small creatures (land, aquatic if on surface of water, or aerial) it can catch. They are usually found around marshes, lakes, ponds, streams, and wetlands because their larvae, known as "nymphs", are aquatic.

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 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
November 16, 2014 - 4:59pm
<!--[if gte mso 9]> Normal 0 0 1 140 801 6 1 983 11.1539 <![endif]--><!--[if gte mso 9]> 0 0 0 <![endif]--> <!--StartFragment-->

ANDROIDS:

                        Thinker         Worker        Warrior 

Type: Mechanical

Number:              1-6               1-6               1-6

Move:                   12               12                 15

STA:                     70               45                 100

IM/RS: varies

Attack: ½ DEX or STR

Special Defense: varies

Special Attack: varies

Damage: varies

Planet of Origin: Terra

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Androids look like Pure Strain Humans. All have the basic attributes: STR/STA, DEX/RS, INT/LOG and PER/LDR… all to be determined by the referee randomly except for the following guidelines: All Androids have a low INT score of and have a -20 at creation. The thinker has a 70 LOG and 70 STA, and the warrior has an 70 in all categories except STA which is 100 & LOG is random rolled. All workers have a STA 45 all other abilities are random. Androids consider humans to be a threat to their existence, travel heavily armed, and will always fight to the death.

<!--[if !supportEmptyParas]--> <!--[endif]-->

(GW1)

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 "Never fire a laser at a mirror."

Rum Rogue's picture
Rum Rogue
November 16, 2014 - 7:19pm
nice work
Time flies when your having rum.

Im a government employee, I dont goof-off. I constructively abuse my time.

Tchklinxa's picture
Tchklinxa
November 23, 2014 - 1:42pm
I am working up a simplified Dangerous Conditions Alert system for the human colonies that would have been based on old Terra ideas. Since GW in it's original form is very much a product of the cold war impending nuclear war fears and what that waste land might be like via pulp sci-fi, I figured I should use older ideas for threat assessment, & warning the populace of that sort of thing. I spent some time reading through various systems, naturally every country has their own systems... but I don't want something that is confusing and fragmented... so I decided to tweak the heck out of the USA system of DefCon, EBS, and Civil Air Defense warning systems. I know DefCon is nuclear war specific in RL, I just wanted to simplify all the XCons I read. So here is my basic idea:

Human Alert Systems: Defense Condition/General Condition:
Human Colonies use a readiness system based on Old Terra’s DefCon system which had been used by some of the ancients, they have modified it. All colonies us a 1-5, normal - delta system with the same warning colors with public announcements and warning sirens and signals to tell the populace what they are preparing for. DefCon announcements with numbers refer to military defense in response to other powers and terrorist threats. Normal through Delta are used to describe various dangerous conditions as are numbers 5 through 1. Conditions caused by nature such as extreme weather, disease, and astronomical conditions for example are referred to as GenCon and followed with further instructions. GenCon means General Condition of the base, colony or station for all conditions not involving Defense. The color code used for all conditions goes blue, green, yellow, red, to white (with blue being normal, and white being worse condition.) For instance a PC might hear or read on a human space station announcement board: 

“All Conditions Normal GenCon 5 Condition Blue” or  “GenCon Delta, Repeat GenCon Delta, Condition White, Shelter in place until further notice.”

(There would also be a 5 colored panels through out the base with the right light lit up for the condition and all Emergency Alert System Signals have been retained as has Civil Defense Siren Signals.).

Readiness condition

Exercise term

Description

Readiness

Color

DEFCON 1

GenCon Delta

COCKED PISTOL

War is imminent. Terrorist attack is taking place or has just occurred in the area. Epidemic. Storm occurring.

Maximum readiness, lock down, extreme security measures, martial law, shelter in place and or directed to shelters. Extreme quarantine measures. All emergency preps should be done, be evacuated or in lock down to ride out emergency.

     White

DEFCON 2

GenCon Charlie

FAST PACE

Next step to war, terrorist attack has occurred or local threat is imminent, 24 hours out. High number of ill.

Armed Forces ready to deploy and engage in less than 6 hours, rigorous efforts in security, 24 hours before emergency: Adhere to evacuation orders or lock down orders.  Enforced quarantines.

     Red

DEFCON 3

GenCon Bravo

Beta

ROUND HOUSE

Increase in force readiness above that required for normal readiness,  terrorist threat highly possible. 48 hours out. Confirmed contagion medium amount of patients.

Armed Forces ready to mobilize in 15 minutes, security measures taken, 48 hours before emergency: continue preparing, secure loose items (base), review evacuation routes. Populace should be taking precautions, masks, gloves, limit travel, limited enforced quarantine.

     Yellow

DEFCON 4

GenCon Alpha

DOUBLE TAKE

Increased intelligence watch and strengthened security measures,

Small and general terrorist threat. Approaching dangerous weather condition 72 hours out. Possible or confirmed contagion few cases.

Above normal readiness, possible increased security, review of security. 72 hours before emergency: stock up emergency supplies, prepare for emergency, copy important documents, prepare to evacuate. Report to medical facility if showing symptoms follow instructions. Report illness, follow instructions, self quarantine of people who show no symptoms but may have been in contact.

     Green

DEFCON 5

GenCon Normal

FADE OUT

Lowest state of readiness,

No current terrorist activity

Normal readiness, normal routine security.

     Blue

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Anyhow I think this will work for Human Colonies in space...
 
 "Never fire a laser at a mirror."

iggy's picture
iggy
November 24, 2014 - 9:08am
This sounds fun to use with the players but I would change the color progression by moving white from "blue, green, yellow, red, to white" to "white, blue, green, yellow, to red".  This way the station, ship, city, etc could have room light change color from standard everyday white to the most critical red.  This sets the mood of the encounters if the room lights are constantly changing or are different in different rooms as the PCs approach the area of a threat.
-iggy

Tchklinxa's picture
Tchklinxa
November 24, 2014 - 9:55am

I like the idea of the whole base/station/ship's lighting changing on human built facilities... Drals would be all why is every freaking out the lights only dimmed? It would indeed be a good mood setter. Culturally it would key into white = peace, red = danger/war.

Thanks... good idea.

I looked at some other versions by other countries... 

the Bikini State is (white, black, black special, amber, red) I have no idea why they have 2 black levels? But it does make Red Dwarf jokes about condition Marigold or Mauve make more sense.

BIKINI alert states (most serious at top)
RED
Information has been received about an attack on a specific target. It can also mean "red alert", meaning the United Kingdom is at war, especially if there's a likelihood of a nuclear strike.
AMBER
There has been specific information received and there is a substantial threat to government targets. It can also mean "high alert", which could be atransition to war.
BLACK SPECIAL
There is an increased likelihood of an attack, but no defined target. It can also mean "potential terrorist threat".
BLACK
There has been an assessment made that there is the possibility of an attack, but no defined target. It can also mean "possible civil unrest", meaning safety can't be guaranteed.
WHITE
No information available about a specific threat. It can also mean "situation stable"

UK HANDLE:
MessageHow it's receivedAction to be takenNotes
Attack warningWarbling note followed by message: "Attack warning RED!" This would be followed by a control signal, activating the powered sirensSound warning by activating sirens, the attack warning will be a rising and falling note.Attack warning will be broadcast on all television and radio stations.
Fall outwarningHigh pitched pip signal followed by a spoken message. For example: "Fallout warning BLACK, London!"Fire warning maroon (firework) three times. Though in some areas, it can be three gongsor whistles creating one long note followed by two short notes forming the morse note "D-".Fall out warning will be broadcast on the radio.
Fall out expected within the hourHigh pitched pip signal followed by spoken message. For example: "Fallout warning GREY, Canterbury!"Sound siren producing one long note but interrupted in short succession. Can also be given by church bells or word of mouth from the police and civil defence wardensFell out of use by the late 1960s
All clearHigh pitched pip signal followed by a spoken message: "Attack message WHITE!" A steady control tone will activate the powered ones.[clarification needed]Sound siren giving a steady noteFurther warnings may be broadcast on radio, along with information on aid for survivors and morale boosting broadcasts (There was also a "confidence tone" that demonstrated the system was working and told you to stand by for a warning at anytime).


NATO Counter-Surprise alert states (most serious at top)
SCARLET
Enemy attack expected within minutes (the alert may have been triggered by enemy aircraft penetrating NATO airspace). Deployment as ORANGE alert state where time permits, plus anti-aircraft weapons manned. Aircraft awaiting combat orders.
ORANGE
Triggered by Intelligence reports suggesting the enemy are preparing to launch an attack within 36 hours. NATO forces go to a high state of operational readiness. Communication networks, War Headquarters and C & R manned. Forces dispersed and moved to operational locations.

FRANCE:
Alert levelColorSignificanceMeasures taken
0
WhiteNo dangerNo danger
1
YellowVague threat / raise vigilanceRaise security levels to face real yet still uncertain dangers, through measures that are local and minimally disruptive of normal activity, while preparing to switch to "orange" or "red" within a few days.
2
OrangePossible threat / prevent terrorist actionTake measures against plausible risks of terrorist action, including the use of means that are moderately disruptive to normal public activities, while preparing to switch to "red" or "scarlet" on short notice where possible.
3
RedHigh chance of threat / prevent serious attackTake measures against a proven risk of one or more terrorist actions, including measures to protect public institutions and putting in place appropriate means for rescue and response, authorizing a significant level of disruption to social and economic activity.
4
ScarletDefinite threat / prevent major attackNotification of a risk of major attacks, simultaneous or otherwise, using non-conventional means and causing major devastation; preparing appropriate means of rescue and response, measures that are highly disruptive to public life are authorized.

 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
November 24, 2014 - 10:46am
I also decided each race had it's own currency system prior to UPF Credit...

Human Currency Prior To UPF:

2145 Old Terra adopted uniform currency (the domar) established worldwide which then spread to space as a trade currency. The “Dollar Marker” is an all-but indestructible coin of dense plastic that, due to holographic designs imprinted in it, was next to impossible to counterfeit.  The term “Dollar Markers” was soon verbally shortened to “Domars”. Thus all Human Colonies that survived the collapse of  Old Terra continued to use the Domar. All surving Human Governments in Human Space still use the same color coding but each government has it’s own unique holographic designs. Domars in the Frontier where used by Human Colonies until the adoption of the Credit by all UPF Members. All Frontier Domars have an equal exchange rate for UPF Credits, but as they are now rare they are considered collector items. Gamma Terra (Old Terra) economies no longer know what the colors or markings mean on the domars and as a result all colors currently carry a value of  5 Domars to one 1 gold piece (1 oz). 

I am thinking of using these colors for Domars...
White, $1
Red, $5
Blue, $10
Grey, $20
Green, $25
Orange, $50
Black, $100
Pink, $250
Purple, $500
Yellow, $1000
Light Blue, $2000
Brown, $5000


 "Never fire a laser at a mirror."

iggy's picture
iggy
November 25, 2014 - 3:32pm
I imagine that patterns are mixed in with the lights to aid dralasites.  The pattern progression could be none with white, small dots, fixed barber pole, rolling barber pole, and finally cross hatched rolling barber pole for red.
-iggy

jedion357's picture
jedion357
November 25, 2014 - 4:19pm
Imagine, doillars, ruppees, yen or British pounds in the Frontier? Its just so much paper and only has value as historical documents, not for the printed denominations. Sort of like Confederate States of America paper money no longer backed by a government for all intents and purpises since Earth is so far away.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Tchklinxa's picture
Tchklinxa
November 25, 2014 - 4:20pm
A standardized panel would also work for them... if every human station has a panel with 5 lights spread around the base, redundant system, that lights up a specific panel light maybe with a number &/or Greek symbol on it & flashing. Dral bases would totally do a pattern thing of some sort, colors as we think of them would be less useful... they have colors in the form of grey scale, but your right patterns would be more useful to Drals... also their threat levels might be different too.

I am sort of musing over what each species tech/culture look would be specifically for them, built for them by them before UPF cooperation push. 


 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
March 12, 2015 - 5:04am
What sort of warning system do you all think a Vrusk only ship or base might have?

I am thinking they use octogons in their building of things... I am trying to use shapes to help set the cultures apart.

So I am thinking an Octogon panel, but past that I do not know, maybe colors in the infra-red and sounds in a different pitch?
 "Never fire a laser at a mirror."

Malcadon's picture
Malcadon
March 12, 2015 - 10:06am
Tchklinxa wrote:
I am thinking of using these colors for Domars...
White, $1
Red, $5
Blue, $10
Grey, $20
Green, $25
Orange, $50
Black, $100
Pink, $250
Purple, $500
Yellow, $1000
Light Blue, $2000
Brown, $5000


Every time I see a list like that, the first thing that comes to mind is:



Just saying...

(WTF is with the quote boxes? I think they are broken?)

Tchklinxa's picture
Tchklinxa
March 12, 2015 - 3:18pm
Laughing

I know, but I am working on some Pre-Frontier Cultural aspects for the different cultures... so happily pilfering TSR products/ideas of old for the humans.
 "Never fire a laser at a mirror."

Malcadon's picture
Malcadon
March 12, 2015 - 10:06pm
Wait, is that list accurate? I thought it was:

White, $1
Pink, $5
Light Yellow, $10
Mint Green, $20
Sky Blue, $50
Medium Yellow, $100
Golden Yellow, $500

...or is that Monopoly money? Tongue out

(Also, I dont know if this is at all helpful to anyone, but what I list prices in Domars, I use this symbol: Ð )

Tchklinxa's picture
Tchklinxa
March 13, 2015 - 4:36am
Ð what script is that found in?

 "Never fire a laser at a mirror."

Malcadon's picture
Malcadon
March 13, 2015 - 5:56am
I found it on Wikipedia as "D with stroke", "Eth" and "African D", with more notes about them.