Game Prep: Oasis Mother and Oasis Children – Alien Plant Monsters!

As before, getting ahead of myself here since I haven’t actually run 4.10 and these things may not show up until 4.12 or 4.13 (maybe even later depending on the PCs), but that’s fine.

The Star Wars d20 adventure “Tempest Feud” identifies the oasis mother as a “species of sentient, predatory plant.” They are fifteen to twenty meters high, which turns out to a GURPS SM of +7 (twenty meters becomes ~21.8 yards.) In d20 terms, the important stats are thus:

Oasis Mother: Desert predator 10; Init -1; Defense 15 (-1 Dex, -4 Size, +10 natural); Spd 0m; VP/WP 115/50; Atk +10 melee (2d8+7, 7 tentacles); SA Fear; SQ Blindsight 50m, damage reduction 5, immune to critical hits, telepathy; SV Fort +14, Ref +6, Will +2; SZ G; Str 28, Dex 8, Con 25, Int 6, Wis 12, Cha 7
Fear: The oasis mother can generate a 20-meter-diameter fear effect at will. Those within the are must succeed at a Will save (DC 13) or become panicked.

So looking at that, I find a couple of ways to go here. In “Creatures of the Night, Volume 5”, I see the Dreadstalk (which is only SM +1) which is probably the closest, while “Lands Out Of Time,” there is the Carnivorous Plant (SM +2). Neither of these is exactly right, though and “Banestorm” has the Kraken, which is actually probably a little closer to what the Oasis Mother fits. So let’s mix them together!

Oasis Mother, 279-point plant monster

ST 50 {80}; DX 11 {12}; IQ 6 {-80}; HT 12 {20}

Damage 5d+2/8d-1; BL 500lb; HP 90 {24}; Will 10 {20}; Per 12 {30}; FP 12 {0}; Basic Speed 5.75; Basic Move 0; SM +7

Advantages

  • Damage Resistance 5 (Tough Skin) {15}
  • Extra Arms 8 (Extra-Flexible; Weak (1/4 ST) (80)
  • Extra Attack 4 {100}
  • Injury Tolerance (Homogenous; No Blood; No Eyes) {50}
  • Mindlink (10-99 “people”) {20}
  • Terror (Will-3) {60}
  • Universal Digestion {5}
  • Vibration Sense {10}

Disadvantages

  • Blindness {-50}
  • Deafness {-20}
  • Dependecy (Soil/Water; Very Common; Constantly) {-25}
  • Invertebrate {-20}
  • No Fine Manipulators {-30}
  • No Legs (Sessile) {-50}

Skills

  • Brawling (E) DX+2 {28} – 13

Melee Attacks

  • Punch – sw 5d+6 cr; Reach C,1-10

Ouch. Potentially very lethal, what with the whole average 21 points of crushing damage but, at the same time, the PCs are likely going to be equipped with their standard gear and just a couple of blasts from their weapons could ruin this things day. Although … the injury tolerance really gives this puppy staying power. The Terror ability is really the most powerful tool at this thing’s disposal, I think. Still, once PCs get clear of it’s “tentacles” (which is what? 22 yards away?), the only thing the mother can really do is a zerg rush with its children …

Which leads to the children. They are described as “nocturnal predators that resemble headless great apes. Their bodies are made of fibrous material and resemble dolls woven out of reeds and sticks. They have no visible sensory organs but they do detect motions and heat around them. They have extremely long and powerful arms ending in poison-tipped claws. This poison serves to immobilize their prey, which they drag back to the oasis mother for consumptions. The oasis children themselves do not eat and live only for a few short weeks.” Pertinent d20 stats for these are:

Oasis Children: Desert vermin 7; Init +1; Defense 17 (+1 Dex, +1 Size, +5 natural); Spd 16m (8m when moving on two legs); VP/WP 24/9; Atk +4 melee (1d3-1, 2 claws); SA Improved Grab; poison; SQ Blindsight 50m, empathic link, vermin; SV Fort +4, Ref +5, Will +2; SZ S; Str 9, Dex 12, Con 9, Int 1, Wis 11, Cha 2
Poison: With a successful claw attack, an oasis child delivers a poison that causes paralysis for 1d6 minutes unless a Fortitude save (DC 16) succeeds. After 1 minute elapses, a second save (DC16) is required to avoid taking 1 point of Strength damage.

Frankly, the flavor text makes them sound a lot more impressive than their actual d20 stats indicate so I’m intentionally going to reference the flavor text more than those weak stats. Regardless, they still strike me as little more than zombie-like creatures although the paralytic claws brings to mind Ghouls. So, it’s to GURPS: Zombies that I turn.

The Paralyzing Scratch (Zombies p50) Affliction is perfect, so that’s going into the critter (which isn’t going to be that tough against PCs with anything more than a nanoweave bodysuit.) Looking at Short Lifespan in Basic (154) maxes out at 4 levels but even it is way too long since they specifically state such a thing can live up to 5 years but the flavor text gives them only a few weeks; with that in mind, add Terminally Ill (B158) with the -100 point version which is “up to one month.” They need Vibration Sense as well but clearly don’t have vitals so Injury Tolerance is in order. The improved speed is also interesting; in Star Wars d20, an average person moves 10m a round, but they’ve got these guys at 16m (or 8m when walking) which could be Enhanced Move (Ground), I suppose.

This is what I came up with:

Oasis Children, 16-point plant vermin thing

ST 13 {30}; DX 12 {40}; IQ 2 {-160}; HT 12 {20}

Damage 1d+1/2d+1; BL 34lb; HP 13 {0}; Will 10 {40}; Per 12 {50}; FP 12 {0}; Basic Speed 6; Basic Move 6; SM -1

Advantages

  • Affliction (Paralyzing Claws; Follow-up (Claws); Paralysis) {25}
  • Claws (Sharp Claws) (5)
  • Doesn’t Eat or Drink {10}
  • Enhanced Move 1/2 Ground {10}
  • Indomitable {15}
  • Injury Tolerance (Homogenous; No Blood; No Eyes) {50}
  • Long Arms (2 Arms) {20}
  • Mindlink (1 “person”) {5}
  • Striking ST 2 {10}
  • Vibration Sense {10}

Disadvantages

  • Blindness {-50}
  • Deafness {-20}
  • Invertebrate {-20}
  • Terminally Ill (Up to one month) {-100}

Skills

  • Brawling (E) DX+1 {24} – 13
  • Stealth (A) DX+1 {2} – 12

Melee Attacks

  • Punch – sw 1d cut (plus Affliction); Reach C,1

Game Prep: Contragrav Bikes aka “Swoops”

In the course of various game prep, Haank’s player told me that he intended for his character to become enamored of “swoop racing” (a callback to when I ran Star Wars with him as a player) and, conveniently enough, in the coming 3rd adventure, there are several swoop gang bad guys who shall make an appearance. Thus, I figured I should make sure to have stats for them.

I glanced through a number of GURPS and struggled a bit. The Grav Bike in Basic (p465) seems pretty darned close when you boil it down and I used it as a template. This version only seats 1 instead of the occupancy of 1+1 that is with the Basic grav bike; it is also a bit faster than the original version and, as a result, is a slightly more fragile.

ST/HPHnd/SRHTMoveSMOccDR
30+4/21025/100012

Game Prep: Quopist

Adventure 3 is going to take the crew to this world.

According to the official wiki entry, this world has “an unbreathably thin atmosphere and a lack of surface water making habitation by sophonts difficult.” It is also designated as an Amber Zone, but the wiki offers no explanation for why (which works well for me.) For the purposes of the adventure, the amber zone is due to a planet-wide plague that has not spread to other worlds as of yet.

I further note that the wiki states that 60% of the population are Jonkeereen who are a variant human race with the following adaptations: “Protective membranes shield his eyes and ears from windblown sand; changes to his metabolism allow survival on the scant resources of arid plains. A highly efficient perspiration system and a large body surface area work to cool him in temperatures often exceeding 50°C — far above human tolerance. His dark complexion shields him from the radiation of Jonkeer’s lurid red sun.” This sounds a lot like the Drylander parahuman template from Biotech (p71), so that part is easily covered.

In the original Star Wars d20 adventure, this world is known as Endregaad which is “an arid, dusty world of plateaus, mesas and colorful rock formations of red sandstone and blue granite.”

Note that the UWP is B551679-A with “High Law” (no weapons out of home) which probably translates to GURPS Control Rating of CR5 or Repressive. This is going to definitely be problematic for Haank who has Honesty, but I’m hoping to get across that this CR5 is a “theoretical” control rating. Thanks to the plague, society has basically broken down so authorities don’t really give a frak if someone is walking around with a sidearm; break out the military-grade weapons, though, and they do start to notice…

The main city on Quopist is going to be named Tel Bollin and I’m going to use NiJedah from Rogue One as a visual image, complete with it being up on a high plateau.

In GURPS terms, Quopist is considered TL10^ (since it’s listed as Traveller TL A), so that means I’m not going to be worried about having the Traveller equivalent of a “swoop bike” (which are repulsorlift bikes.) Stats for those are likely forthcoming in a future post.

Quopist is also home to the “oasis mother” which is a species of sentient, predatory plant. Stats for that are also forthcoming.

Game Prep: Traveller, 4.11 (Maybe) – Vargr Pirate Crew

As before, getting a little ahead of myself here since I haven’t actually run 4.10, but that’s fine.

In the original scene from part one of “Tempest Feud,” there are a total 12 hostiles (including the commander which I posted my GURPS stats for earlier.) This was using Star Wars d20 rules with the commander – Heedron Bomu – being an 8th level Scout, his number two – Ormann Bomu – as Soldier 7, and the rest split into two groups with 5 of them being Rodian Thug 4 and 5 being Human Thug 4. Rather than create the number two with separate stats, I’m just going to have him use the Commander’s stats as well – they’re twins! – but the other guys definitely need stats. Considering they were Thugs in d20 Star Wars which was a NPC class, I’m going to put them at only 100 points. I’m also ditching the Humans and making them all Vargr.

In building them, I used the Updated Traveller Racial Templates found on Reverend Pee Kitty’s site. I also used the Starship Deckhand template from Traveller: Interstellar Wars (although I did tweak skills so it no longer matches the requirements any longer.)

Dzarukh Pirate Crew, 100-point vargr merc

ST 10 {10}; DX 12 {20}; IQ 12 {40}; HT 10 {0}

Damage 1d-2/1d; BL 20lb; HP 11 {2}; Will 12 {0}; Per 13 {0}; FP 9; Basic Speed 5.5; Basic Move 5

Templates and Meta-Traits

  • Vargr Male – linked to Reverend Pee Kitty’s racial stats; includes Reputation (Chaotic, Easily Swayed) -1 (Always, Everyone) {5}; Heavily influenced by Pack Reputation {-1}; Attribute Modifiers {12}; Acute Taste and Smell 3 {6}; Acute Vision 1 {2}; Claws (Blunt Claws) {3}; Damage Resistance 1 (Tough Skin, -40%) {3}; Enhanced Move (Ground) (1/2) (Fatigue every 5 seconds, -5%) {10}; Teeth (Sharp Teeth) {1}; Temperature Tolerance 1 {1}; Fur {1}; Cannot Kick {-5}; Chummy {-5}; Curious (12 or less) {-5}; Easy to Read {-10}; Proud {-1}.
  • Starship Deckhand (Traveller: Interstellar Wars)

Advantages

  • Combat Reflexes {15}
  • Fit (5)
  • Improved G-Tolerance (0.5G) {10}

Disadvantages

  • Greed (12 or less) {-15}
  • Intolerance (Non-Vargr; Total Intolerance) {-10}
  • Miserliness (15 or less) {-5}

Skills

  • Administration (A) IQ-1 {1} – 11
  • Brawling (E) DX+1 {2} – 13
  • Carousing (E) HT+0 {1} – 10
  • Free Fall (A) DX+0 {2} – 12
  • Freight Handling/TL10 (A) IQ+0 {2} – 12
  • Guns/TL11 (Shotgun) (E) DX+0 {1} – 12
  • Guns/TL11 (Submachine Gun) (E) DX+0 {1} – 12
  • Savoir-Faire (Merchant) (E) IQ+1 {2} – 13
  • Shortsword (A) DX+0 {2} – 12
  • Spacer/TL10 (E) IQ+2 {4} – 14
  • Vacc Suit/TL10 (A) DX+0 {2} – 12
  • Wrestling (A) DX-1 {1} – 11

Equipment

  • Cutlass (Vibroblade) – sw 2d+2(3) cut; thr 1d-1(3) imp
  • Urban Assault Weapon (TL10) – SMG 3d(3) pi; Shotgun 4d+4 pi++
  • Nanoweave Vacc Suit (TL10) – DR 30/15

Game Prep: Traveller, 4.11 (Maybe) – Vargr Merc Commander

As before, getting a little ahead of myself here since I haven’t actually run 4.10, but that’s fine. Having stuff ready beforehand is always a good idea, yeah?

Presuming the PCs finish Adventure 2 (Corporate Retreat) this coming Saturday (3/31), we’ll be going into part one of “Tempest Feud” the following week (unless someone else in the group decides they need to run a game and I get bumped.) As stated in previous posts, Tempest Feud was originally a Star Wars d20 three-part adventure that I’m converting over to Traveller. In the first part of this Part One, there is an encounter with a Vargr corsair which I already stated out; there exists the possibility that the PCs may take the fight to the Vargr in some way (e.g., letting them board, then counter-boarding or perhaps disabling the ship in space combat, then boarding themselves) so having the stats for the Vargr is almost a must. Not to mention, I can always use them again later should it be necessary.

In building them, I used the Updated Traveller Racial Templates found on Reverend Pee Kitty’s site. I also used the Soldier template from Traveller: Interstellar Wars (although I did tweak skills so it no longer matches the requirements any longer.)

Dzarukh Commander, 200-point vargr merc

ST 12 {30}; DX 13 {40}; IQ 12 {40}; HT 11 {10}

Damage 1d-1/1d+2; BL 29lb; HP 16 {8}; Will 12 {5}; Per 13 {0}; FP 10; Basic Speed 6; Basic Move 6

Templates and Meta-Traits

  • Vargr Male – linked to Reverend Pee Kitty’s racial stats; includes Reputation (Chaotic, Easily Swayed) -1 (Always, Everyone) {5}; Heavily influenced by Pack Reputation {-1}; Attribute Modifiers {12}; Acute Taste and Smell 3 {6}; Acute Vision 1 {2}; Claws (Blunt Claws) {3}; Damage Resistance 1 (Tough Skin, -40%) {3}; Enhanced Move (Ground) (1/2) (Fatigue every 5 seconds, -5%) {10}; Teeth (Sharp Teeth) {1}; Temperature Tolerance 1 {1}; Fur {1}; Cannot Kick {-5}; Chummy {-5}; Curious (12 or less) {-5}; Easy to Read {-10}; Proud {-1}.
  • Soldier (Traveller: Interstellar Wars)

Advantages

  • Combat Reflexes {15}
  • Fit (5)
  • High Pain Threshold {10}

Disadvantages

  • Bloodlust (12 or less) {-10}
  • No Sense of Humor {-10}
  • Overconfidence (6 or less) {-10}

Skills

  • Armoury/TL10 (Small Arms) (A) IQ+0 {2} – 12
  • Beam Weapons/TL10 (Pistol) (E) DX+0 {1} – 13
  • Beam Weapons/TL10 (Rifle) (E) DX+2 {4} – 15
  • Brawling (E) DX+1 {2} – 14
  • Camouflage (E) IQ+1 {2} – 13
  • Computer Operation/TL10 (E) IQ+0 {1} – 12
  • Electronics Operation/TL10 (Communications) (A) IQ-1 {1} – 11
  • Electronics Operation/TL10 (Security) (A) IQ-1 {1} – 11
  • Electronics Operation/TL10 (Sensors) (A) IQ-1 {1} – 11
  • First Aid/TL10 (Vargr) (E) IQ+0 {1} – 12
  • Free Fall (A) DX+1 {4} – 14
  • Gesture (E) IQ+0 {1} – 12
  • Gunner/TL10 (Beams) (E) DX+1 {2} – 14
  • Gunner/TL10 (Missiles) (E) DX+0 {1} – 13
  • Guns/TL11 (Rifle) (E) DX+1 {2} – 14
  • Hiking (A) HT+0 {2} – 11
  • Knife (E) DX+1 {2} – 14
  • Leadership (A) IQ+0 {2} – 12
  • Navigation/TL10 (Hyperspace) (A) IQ-1 {1} – 11
  • Navigation/TL10 (Space) (A) IQ+0 {2} – 12
  • Piloting/TL10 (High-Performance Spacecraft) (A) DX+1 {4} – 14
  • Savoir-Faire (Military) (E) IQ+2 {4} – 14
  • Scrounging (E) Per+0 {1} – 13
  • Shiphandling/TL10 (Starship) (H) IQ-2 {1} – 10
  • Shortsword (A) DX+0 {2} – 13
  • Soldier/TL10 (A) IQ+0 {2} – 12
  • Spacer/TL10 (E) IQ+0 {1} – 12
  • Stealth (A) DX-1 {1} – 12
  • Survival (Desert) (A) Per+0 {2} – 13
  • Tactics (H) IQ-1 {2} – 11
  • Throwing (A) DX+0 {2} – 13
  • Vacc Suit/TL10 (A) DX+0 {2} – 13

Equipment

  • Cutlass (Vibroblade) – sw 2d+2(3) cut; thr 1d-1(3) imp
  • Laser Rifle (TL10) – 6d(2) burn
  • Space Armor (TL10) – DR 75/45

Into the Badlands

Watching “Into the Badlands” on Netflix. Was aware of this show but never got around to watching it until now. It’s kind of ridiculous in a lot of ways but the fight scenes are everything “Iron Fist” should have been but wasn’t. And “The Widow”? Wow, she’s gorgeous.

Cancelled Game … And That’s OK

We were already down two players with expected absences but a third was a no-show – found out later that he slept through his alarm; since he’s in Australia and it’s morning there, that’s a believable excuse – so we ended up cancelling this session and will pick up next week. Given how freaking tired I am from sleeping poorly last night and working most of the day today, I’m strangely okay with it. Gives me more time to plan, I suppose.