Sunday, January 1, 2012
XENO HUNT - SKETCH RULES
First of all, let me wish you all a happy new year. Last one wasn't exactly good, in any aspect; so we'd better keep our fingers crossed for this 2012.
Second, welcome to my last follower. I hope you find something to ignite your own imagination here.
Third, I have absolutely no idea why the display is broken. I haven't touched anything; simply, one day it was OK and the following everything was screwed up. It must have been either Blogger or Picassa, I don't know; and I don't know how to fix it... but I'll try to, anyway.
And so, without further ado, because honestly this update was due months ago, I'm presenting to you the sketch rules of "Xeno Hunt", the boardgame inspired by the Aliens movies franchise that takes place in my Galaxtar setting. Bear in mind that this game will be closely based on the "Doom boardgame" created by Fantasy Flight Games, so you may want to read its rules to have a better understandment of what I'm trying to achieve here. Let's start:
· It's a game of one player controlling the xenomorphs and "directing" the game against 3-5 players controlling the light infantry marines.
· It's played on a modular board composed of rooms and corridors, laid according to the map of the scenario created by the xeno player.
· The board is gridded. So movement and range is done counting squares.
· Said scenario determines not only the map, but also the goals for the marines, and everything that may be encountered, be it xenos, weapons, or ammo.
· The goal of the xeno player is to kill all of the marines. Anyway, "killed" marines won't be removed from play, but respawn (it is assumed they have "just" been impregnated).
· When playing with three marines, one is the sergeant, other the medic, and the last a grunt. If more marines are used, they are grunts, too.
· Xeno forces are drones, warriors, and the queen.
· Marine weapons are: contact taser for melee fighting, pulse SMG (for sergeant and medic) and pulse rifle (for grunts, it has a small grenade launcher), shotgun, smartgun, and flamer.
· Weapons have a maximum range at which they can be used. And that is divided (by two) in short range and long range. When shooting a target in the long range the attacker has a -1 penalty.
· Shotgun has the shortest range, 6 squares. But at short range it inflicts 1 extra damage whenever it hits.
· Smartgun has the longest range, 12 squares. And because of its auto-aiming system, all range is considered to be short range.
· Pulse SMG and rifle have a range of 10 squares. The rifle grunts use also has a small grenade launcher, with same range.
· Whenever a new section of the map is revealed, the xeno player will place "blip counters" to represent xenomorphs. The marines know there are enemies, but not how many of them. Once they come into line of sight, the blip is turned to see whether it was one, two or three xenos.
· Marines will find weapon crates and ammo crates, but the exact content will only be revealed when they get to it.
· Every turn two actions may be performed. Actions are: moving (up to the movement rating), attacking, or "interacting" (i.e. opening crates, activating machinery, registering corpses...).
· The sergeant can "give orders": he loses one or two of his actions but another marine gains that or those action(s).
· Marines will find first aid kits that allow to restore one point of health, or two if used by a medic.
· The xeno player gains "reinforcements" too, in the form of a deck that allows him to spawn more xenos, or have different effects. He begins game drawing as many cards as players (him included) plus two, and then must discard until he has only as many cards as players. Every turn he draws two cards, and again maximum size of hand is number of players.
· Xenos are sneaky buggers, so they can be deployed in line of sight of marines, and even in hand to hand combat.
· Xenos have acid blood. So when they are hit with a fireweapon they spill acid in all adjacent squares, causing one direct wound to any non-xeno miniature there.
· I want to include a homage to Doom, so there will be red, yellow and blue doors that can't be opened without the corresponding coloured key.
· There will be other keys, too, needed to open some lockers and crates. Unlike with the previous keys, these will never be needed to complete an scenario (but can be extremely useful).
· Combat is resolved by the attacker choosing the appropriate rating, MAR (Melee Attack Rating) or RAR (Ranged Attack Rating), rolling a standard d6, and adding both numbers. If the result is equal or greater than the defender's DR (Defense Rating), defender is hit. Attacker rolls di(c)e for damage according to weapon, and substracts defender's AR (Armour Rating) from result. That is the number of wounds inflicted.
Those are the bare bones of the system. Adapted they'll be the bones of the other two boardgames. If you have any auggestion just comment.
See you!
Second, welcome to my last follower. I hope you find something to ignite your own imagination here.
Third, I have absolutely no idea why the display is broken. I haven't touched anything; simply, one day it was OK and the following everything was screwed up. It must have been either Blogger or Picassa, I don't know; and I don't know how to fix it... but I'll try to, anyway.
And so, without further ado, because honestly this update was due months ago, I'm presenting to you the sketch rules of "Xeno Hunt", the boardgame inspired by the Aliens movies franchise that takes place in my Galaxtar setting. Bear in mind that this game will be closely based on the "Doom boardgame" created by Fantasy Flight Games, so you may want to read its rules to have a better understandment of what I'm trying to achieve here. Let's start:
· It's a game of one player controlling the xenomorphs and "directing" the game against 3-5 players controlling the light infantry marines.
· It's played on a modular board composed of rooms and corridors, laid according to the map of the scenario created by the xeno player.
· The board is gridded. So movement and range is done counting squares.
· Said scenario determines not only the map, but also the goals for the marines, and everything that may be encountered, be it xenos, weapons, or ammo.
· The goal of the xeno player is to kill all of the marines. Anyway, "killed" marines won't be removed from play, but respawn (it is assumed they have "just" been impregnated).
· When playing with three marines, one is the sergeant, other the medic, and the last a grunt. If more marines are used, they are grunts, too.
· Xeno forces are drones, warriors, and the queen.
· Marine weapons are: contact taser for melee fighting, pulse SMG (for sergeant and medic) and pulse rifle (for grunts, it has a small grenade launcher), shotgun, smartgun, and flamer.
· Weapons have a maximum range at which they can be used. And that is divided (by two) in short range and long range. When shooting a target in the long range the attacker has a -1 penalty.
· Shotgun has the shortest range, 6 squares. But at short range it inflicts 1 extra damage whenever it hits.
· Smartgun has the longest range, 12 squares. And because of its auto-aiming system, all range is considered to be short range.
· Pulse SMG and rifle have a range of 10 squares. The rifle grunts use also has a small grenade launcher, with same range.
· Whenever a new section of the map is revealed, the xeno player will place "blip counters" to represent xenomorphs. The marines know there are enemies, but not how many of them. Once they come into line of sight, the blip is turned to see whether it was one, two or three xenos.
· Marines will find weapon crates and ammo crates, but the exact content will only be revealed when they get to it.
· Every turn two actions may be performed. Actions are: moving (up to the movement rating), attacking, or "interacting" (i.e. opening crates, activating machinery, registering corpses...).
· The sergeant can "give orders": he loses one or two of his actions but another marine gains that or those action(s).
· Marines will find first aid kits that allow to restore one point of health, or two if used by a medic.
· The xeno player gains "reinforcements" too, in the form of a deck that allows him to spawn more xenos, or have different effects. He begins game drawing as many cards as players (him included) plus two, and then must discard until he has only as many cards as players. Every turn he draws two cards, and again maximum size of hand is number of players.
· Xenos are sneaky buggers, so they can be deployed in line of sight of marines, and even in hand to hand combat.
· Xenos have acid blood. So when they are hit with a fireweapon they spill acid in all adjacent squares, causing one direct wound to any non-xeno miniature there.
· I want to include a homage to Doom, so there will be red, yellow and blue doors that can't be opened without the corresponding coloured key.
· There will be other keys, too, needed to open some lockers and crates. Unlike with the previous keys, these will never be needed to complete an scenario (but can be extremely useful).
· Combat is resolved by the attacker choosing the appropriate rating, MAR (Melee Attack Rating) or RAR (Ranged Attack Rating), rolling a standard d6, and adding both numbers. If the result is equal or greater than the defender's DR (Defense Rating), defender is hit. Attacker rolls di(c)e for damage according to weapon, and substracts defender's AR (Armour Rating) from result. That is the number of wounds inflicted.
Those are the bare bones of the system. Adapted they'll be the bones of the other two boardgames. If you have any auggestion just comment.
See you!
Sunday, October 23, 2011
CURRENT PROJECTS
To start with, I'd like to welcome my latest four followers. That panel on the right is starting to become serious; let's see if I can live up to the expectation.
Something I haven't been able to lately, I'm afraid. The frequency of my posts are horrendous at best. Actually, I've been thinking a lot about that these last weeks. I've wondered why I just can't keep a steady output for the blog. Clearly there are many reasons, but one I'd like to address now is that I have too many ongoing projects, and a distinct lack of focus on one.
So which are my current projects and their status?
To start with, the three rpgs (Ajsalium, Necronomicon, and Galaxtar) that prompted me to start this blog. Because this was started as a place to post the background fluff for those settings, ideas for possible adventures, and to help me develop the rules with possible incomes from other people. Truth be told, this is all very stagnated. Well, not completely, as in August I invented a group of infernata for Ajsalium and began writing their little bios (I must finish writing that, damnit!). And I have been thinking, again, to play the Necronomicon adventure "Have you seen the Yellow Sign?" in a purely conversational way, that is, without any rules. A risky bet, I know, but I have faith in that that style of playing may fit well the Necronomicon setting.
There's the fourth rpg I brought up, Supers. Well, after some thought, I've given up on that, sorry. I don't think I'd be able to properly translate the superpowers with the ruleset I had in mind. But still, since I really like the superheroes thing, I want to write the background fluff of the setting, and more specifically, bios for superguys, in the manner of the Official Handbooks from Marvel comics. You can expect more of that... somewhen.
Also, all three original rpgs were going to be accompanied by their own boardgames. Did I give the names? If not, they are Dragonquest, Mythos Horror, and Xeno Hunt. Cheeky names, I know, but I wanted them to be cheeky. These have seen many different incarnations (in my mind), until I have reached a conclusion about how I want them to be: one player (director) against the others, on modular boards, and ultra-simple rules with only standard d6 dice. The main difference, apart from the setting, would be the nature of the modular board; Xeno Hunt will be played on narrow corridors and small rooms, for a claustrophobic effect; Dragonquest will be played on a modular cave, for that exploring effect; and Mythos Horror will be played on the whole Arkham city, because, you know, that city is doomed (and the world with it). These last two weeks I've been working on Xeno Hunt, thinking now specifically about the rules, and in my head they are very advanced. So that project at least has had some progress.
And finally, there's the neverending quest of finding and collecting the minis I can't live without, too.
And there's also my job with its odd shifts.
And moving house, and having to find the money to pay the mortgage, buy furniture, and all that.
And my other hobby, bodybuilding, that happens to be very demanding and tiresome (who would have thought, eh?).
Well, that's all for now. If I can keep focused enough on that Xeno Hunt boardgame, next post may be an overview of its rules. At least I have started to write them... and that's an improvement!
Something I haven't been able to lately, I'm afraid. The frequency of my posts are horrendous at best. Actually, I've been thinking a lot about that these last weeks. I've wondered why I just can't keep a steady output for the blog. Clearly there are many reasons, but one I'd like to address now is that I have too many ongoing projects, and a distinct lack of focus on one.
So which are my current projects and their status?
To start with, the three rpgs (Ajsalium, Necronomicon, and Galaxtar) that prompted me to start this blog. Because this was started as a place to post the background fluff for those settings, ideas for possible adventures, and to help me develop the rules with possible incomes from other people. Truth be told, this is all very stagnated. Well, not completely, as in August I invented a group of infernata for Ajsalium and began writing their little bios (I must finish writing that, damnit!). And I have been thinking, again, to play the Necronomicon adventure "Have you seen the Yellow Sign?" in a purely conversational way, that is, without any rules. A risky bet, I know, but I have faith in that that style of playing may fit well the Necronomicon setting.
There's the fourth rpg I brought up, Supers. Well, after some thought, I've given up on that, sorry. I don't think I'd be able to properly translate the superpowers with the ruleset I had in mind. But still, since I really like the superheroes thing, I want to write the background fluff of the setting, and more specifically, bios for superguys, in the manner of the Official Handbooks from Marvel comics. You can expect more of that... somewhen.
Also, all three original rpgs were going to be accompanied by their own boardgames. Did I give the names? If not, they are Dragonquest, Mythos Horror, and Xeno Hunt. Cheeky names, I know, but I wanted them to be cheeky. These have seen many different incarnations (in my mind), until I have reached a conclusion about how I want them to be: one player (director) against the others, on modular boards, and ultra-simple rules with only standard d6 dice. The main difference, apart from the setting, would be the nature of the modular board; Xeno Hunt will be played on narrow corridors and small rooms, for a claustrophobic effect; Dragonquest will be played on a modular cave, for that exploring effect; and Mythos Horror will be played on the whole Arkham city, because, you know, that city is doomed (and the world with it). These last two weeks I've been working on Xeno Hunt, thinking now specifically about the rules, and in my head they are very advanced. So that project at least has had some progress.
And finally, there's the neverending quest of finding and collecting the minis I can't live without, too.
And there's also my job with its odd shifts.
And moving house, and having to find the money to pay the mortgage, buy furniture, and all that.
And my other hobby, bodybuilding, that happens to be very demanding and tiresome (who would have thought, eh?).
Well, that's all for now. If I can keep focused enough on that Xeno Hunt boardgame, next post may be an overview of its rules. At least I have started to write them... and that's an improvement!
Thursday, August 4, 2011
ON THE ROAD AGAIN
It's been more than one year since my last post. What has been going on?
Well, a bunch of things, some good, some bad. I won't go into much (or any) detail, but suffice to say that I haven't got either time or enthusiasm to maintain steady posting here. Yet, three important things have happened lately that have prompted me back here.
First one is that I've gotten rid of a big burden. I bought a flat last year, and I've been completely reforming it. Nine months later, I'm still busy, looking for furniture and the like, but that's not as stressfull. So I have a little more time and spare energy.
Second, I've seen two people join my small group of followers. Welcome here! You must be brave, joining a blog that had had no updates in more than a year, lol. And to mend my previous lack of education, here's a welcome to my previous followers too.
And third, but not last, the sad news. One of the followers, 'Grekwood', won't be here any more. He was a young lad, in his twenty-something, welsh, and as full of enthusiasm as he was ill (CGD, a immune system disorder). With his death, without his light, the world is a darker place. To keep his legacy, it is our duty to make that extra effort to add a little joy to the world, as he did despite his unfavourable circumstances. That's why, tired as I may now be, I'm writing this.
Well, let's see you soon. What's to expect? A huge box is at my side, with an equally huge dragon, by Heresy Miniatures, inside. It can do with some 'unboxing review', don't you think? ;-)
Well, a bunch of things, some good, some bad. I won't go into much (or any) detail, but suffice to say that I haven't got either time or enthusiasm to maintain steady posting here. Yet, three important things have happened lately that have prompted me back here.
First one is that I've gotten rid of a big burden. I bought a flat last year, and I've been completely reforming it. Nine months later, I'm still busy, looking for furniture and the like, but that's not as stressfull. So I have a little more time and spare energy.
Second, I've seen two people join my small group of followers. Welcome here! You must be brave, joining a blog that had had no updates in more than a year, lol. And to mend my previous lack of education, here's a welcome to my previous followers too.
And third, but not last, the sad news. One of the followers, 'Grekwood', won't be here any more. He was a young lad, in his twenty-something, welsh, and as full of enthusiasm as he was ill (CGD, a immune system disorder). With his death, without his light, the world is a darker place. To keep his legacy, it is our duty to make that extra effort to add a little joy to the world, as he did despite his unfavourable circumstances. That's why, tired as I may now be, I'm writing this.
Well, let's see you soon. What's to expect? A huge box is at my side, with an equally huge dragon, by Heresy Miniatures, inside. It can do with some 'unboxing review', don't you think? ;-)
Sunday, May 2, 2010
EUROFORCE
Continuing with the superhero trend from the last post, I'm going to present the main group of superheroes that may make an appearance in a possible Supers RPG: Euroforce.
The setting will be roughly based in that presented in the first volume of the Ultimates, by Marvel Comics. There, the USA government create a team of superheroes to counteract terrorism by supervillains (i.e. Magneto). Later in volume two it's shown that the European Union is creating its own superteam; but instead of the boring "Captains" I prefer to create a team with more unique supers.
The given name is Euroforce, based on the term "international task force". Doing a bit of wiki-fu I've discovered that there was a short-lived team named "Euroforce", in Marvel Italy; so think of this as an ultimate reboot. This group is part of the European Super Heroic Defense Initiative, or E.S.H.D.I. for short.
What follows is a brief introduction of the main members of the group:
· FUSION
Real name: James Bertrand.
Nationality: French.
The leader of an international scientific research group into cold fusion, that got caught in an accident that made him the wearer of ultimate nuclear power.
His powers include super-strength, invulnerability, the ability to fly, and project beams of pure nuclear or calorific energy.
· S. T. ROID
Real name: Stephan T. Roissburg.
Nationality: German.
He's the abominable result of the abuse of hormones and steroids genetically engineered by a former R.D.A. scientist.
His main power is his top super-strength, as well as enhanced resistance and stamina.
· NIGHTSLIP
Real name: Dionne Backingsdale.
Nationality: British.
The last in a long tradition of London vigilantes that dates back to the XIX century, and the second one to don the "Nightslip" warname.
She has no true super powers, but she's been trained to become the pinnacle of human performance and she's an excellent shooter.
· AFTERBURN
Real name: Tuomo Heikkinen.
Nationality: Finnish.
This is a case of a cybernetic suit of armour using the pilot's nervous system as a C.P.U. to bypass the need of an ultra-advanced A.I.
His powers are: super-strength, super-resistance, flight, repulsion beams and a lesser wireless hacking ability.
· ZENITH
Real name: Antonio Ferrari.
Nationality: Italian.
A former athlete banned from competition accused of doping abuse, due to his constant breach of records, who's actually a mutant that became a superhero to clean his name.
Super-speed and super-agility are his super powers, along with ultra fast recovery from damage and injuries.
· GRIFFON
Real name: Ferenc Balogh.
Nationality: Hungarian.
He's a monstrous amalgamation of human, lion and eagle. A new incarnation of the mythological creature, he's actually a very late product of alien DNA mixing.
He can fly with his wings, has super-sight, and he also possess great strength and dexterity for close combat.
Also, alongside these supers, all the other countries from Europe demand to have a member in the group. In order to satisfy those demands ESHDI has developed a super-soldier program akin to that of the USA, and so there's always a reserve of enhanced humans for minor missions or support to the front team.
Finally, there are two superheroes waiting to enter the group; both of them with powers of mystical origin. Rasputina hasn't been able to enter yet because of diplomatic problems with Russia (her country of birth); and the morals of Diablo are the subject of much debate (he likes walking the thin line between superhero and supervillain).
· RASPUTINA
Real name: Anastasia Morzova.
Nationality: Latvian (Russian).
Anastasia has been trained since childhood to master the magical forces of Nature; she escaped Russia, though, to have more freedom in the use of her wizardry.
She's an accomplished mage, and that means she has telepathy, telekinesis, and conjuration abilities, among others.
· DIABLO
Real name: Eduardo Arregui.
Nationality: Spanish.
He's got a devilish look and hellish powers; thought by many to be a mere mutant, he claims to be a mystical embodiment of evil who plays the good side because it's more fun.
He's got superhuman strength and resistance, but his main power is the control of hellfire, with which he fights or hurls at enemies, and his capacity to induce fear.
The setting will be roughly based in that presented in the first volume of the Ultimates, by Marvel Comics. There, the USA government create a team of superheroes to counteract terrorism by supervillains (i.e. Magneto). Later in volume two it's shown that the European Union is creating its own superteam; but instead of the boring "Captains
The given name is Euroforce, based on the term "international task force". Doing a bit of wiki-fu I've discovered that there was a short-lived team named "Euroforce", in Marvel Italy; so think of this as an ultimate reboot. This group is part of the European Super Heroic Defense Initiative, or E.S.H.D.I. for short.
What follows is a brief introduction of the main members of the group:
· FUSION
Real name: James Bertrand.
Nationality: French.
The leader of an international scientific research group into cold fusion, that got caught in an accident that made him the wearer of ultimate nuclear power.
His powers include super-strength, invulnerability, the ability to fly, and project beams of pure nuclear or calorific energy.
· S. T. ROID
Real name: Stephan T. Roissburg.
Nationality: German.
He's the abominable result of the abuse of hormones and steroids genetically engineered by a former R.D.A. scientist.
His main power is his top super-strength, as well as enhanced resistance and stamina.
· NIGHTSLIP
Real name: Dionne Backingsdale.
Nationality: British.
The last in a long tradition of London vigilantes that dates back to the XIX century, and the second one to don the "Nightslip" warname.
She has no true super powers, but she's been trained to become the pinnacle of human performance and she's an excellent shooter.
· AFTERBURN
Real name: Tuomo Heikkinen.
Nationality: Finnish.
This is a case of a cybernetic suit of armour using the pilot's nervous system as a C.P.U. to bypass the need of an ultra-advanced A.I.
His powers are: super-strength, super-resistance, flight, repulsion beams and a lesser wireless hacking ability.
· ZENITH
Real name: Antonio Ferrari.
Nationality: Italian.
A former athlete banned from competition accused of doping abuse, due to his constant breach of records, who's actually a mutant that became a superhero to clean his name.
Super-speed and super-agility are his super powers, along with ultra fast recovery from damage and injuries.
· GRIFFON
Real name: Ferenc Balogh.
Nationality: Hungarian.
He's a monstrous amalgamation of human, lion and eagle. A new incarnation of the mythological creature, he's actually a very late product of alien DNA mixing.
He can fly with his wings, has super-sight, and he also possess great strength and dexterity for close combat.
Also, alongside these supers, all the other countries from Europe demand to have a member in the group. In order to satisfy those demands ESHDI has developed a super-soldier program akin to that of the USA, and so there's always a reserve of enhanced humans for minor missions or support to the front team.
Finally, there are two superheroes waiting to enter the group; both of them with powers of mystical origin. Rasputina hasn't been able to enter yet because of diplomatic problems with Russia (her country of birth); and the morals of Diablo are the subject of much debate (he likes walking the thin line between superhero and supervillain).
· RASPUTINA
Real name: Anastasia Morzova.
Nationality: Latvian (Russian).
Anastasia has been trained since childhood to master the magical forces of Nature; she escaped Russia, though, to have more freedom in the use of her wizardry.
She's an accomplished mage, and that means she has telepathy, telekinesis, and conjuration abilities, among others.
· DIABLO
Real name: Eduardo Arregui.
Nationality: Spanish.
He's got a devilish look and hellish powers; thought by many to be a mere mutant, he claims to be a mystical embodiment of evil who plays the good side because it's more fun.
He's got superhuman strength and resistance, but his main power is the control of hellfire, with which he fights or hurls at enemies, and his capacity to induce fear.
Monday, April 26, 2010
SUPERS !
Well, finally I've stopped resisting the urge to buy some superheroes minis. As far as I remember, I've always been a fan of superheroes' comics (I traditionally belonged to the Marvel "sect", although more recently I've become fond of DC goodness too). And lately there are two companies that are releasing some amazing sculpts of superhero minis: Pulp City, and Reaper Minis in its Chronoscope range.
The Pulp City minis have a coherent look to them, that can be easily compared with the modern and realistic designs of the Ultimate line from Marvel comics. The superheroes from Chronoscope are more diverse (as is always the case with Reaper minis), and lean more towards the old style of four-colour heroes. From these manufacturers I've selected some 15-20 minis that will be added to my collection. To these I'll add a conversion for a superhero player character I envisioned some years ago (a Devil's Child alter-ego).
Here are just some for your viewing pleasure (original studio paintjobs):



What will I do with these? Honestly, I'm not sure yet. I have limited myself to keep minis only for their use to represent PCs in roleplaying games. So in theory I should create a Supers RPG just to justify the minis! But I'm not sure if the common ruleset I'll be using (remember, that which adapts the Dragon Age RPG with my previous Arcade rules) is able to cope with the special powers that superheroes have. The most sensible course of action seems to be equating super powers to the special powers the PCs in the Ajsalium setting have. After all, their powers are not all that different to magic. Alternatively to the rpg, a Heroclix-like skirmish wargame would be a possibility, too. What is for certain is that those minis will look gorgeous in my display cabinet!
The Pulp City minis have a coherent look to them, that can be easily compared with the modern and realistic designs of the Ultimate line from Marvel comics. The superheroes from Chronoscope are more diverse (as is always the case with Reaper minis), and lean more towards the old style of four-colour heroes. From these manufacturers I've selected some 15-20 minis that will be added to my collection. To these I'll add a conversion for a superhero player character I envisioned some years ago (a Devil's Child alter-ego).
Here are just some for your viewing pleasure (original studio paintjobs):



What will I do with these? Honestly, I'm not sure yet. I have limited myself to keep minis only for their use to represent PCs in roleplaying games. So in theory I should create a Supers RPG just to justify the minis! But I'm not sure if the common ruleset I'll be using (remember, that which adapts the Dragon Age RPG with my previous Arcade rules) is able to cope with the special powers that superheroes have. The most sensible course of action seems to be equating super powers to the special powers the PCs in the Ajsalium setting have. After all, their powers are not all that different to magic. Alternatively to the rpg, a Heroclix-like skirmish wargame would be a possibility, too. What is for certain is that those minis will look gorgeous in my display cabinet!
Friday, April 16, 2010
GALAXTAR ADVENTURE: IN THE WORKS
After watching "2001: Space Odyssey" and having a look at the science fiction works by Arthur C. Clarke, I had the somewhat weird idea of an adventure based solely on the difficulties of life in space, instead of action and conflict. It's going to take place on the system of Stoicheyon, in the volcanic planet of Pyros. The surface of this planet is inhospitable, but that has been solved building a huge ring (a torus actually) around and above the equator, that receives just enough heat from the planet and light from the sun. But due to budget cuts and poor quality of materials a whole area has collapsed; logically, the contract with the building company is cancelled and a new one takes over the work. The PCs will be a group of engineers from said company, and they'll have to study the structure to guarantee its soundness before resuming the works; all the while trying to prove false the accusations of sabotage from the original company. To top that, a comet impacting on a nearby moon will shutter it, causing a cloud of asteroids to slowly drive towards Pyros attracted by its gravity, posing a serious danger to the ring. It's up to the PCs to devise a plan to avert that, if it is at all possible. No action, no shootings, no chases, no aliens... I know this adventure is a serious risk, but I hope to be able to make it interesting if I focus on the high stress of political, economical and technical problems each interfering and aggravating the rest. We'll see.
Sunday, April 4, 2010
PAPER MODELS
Lately, I've been up to paper models. I was randomly browsing the web when I came across the site of Topo Solitario (worth having a look, just click). Among other things, I found a very nice looking paper model of a dropship, named UD-12 Chickenhawk. I decided to build one for fun and also as a test to my own manual dexterity. Here you can see the result (minis shown for size reference):

It doesn't look bad from a distance, but once you get a closer look... ouch! Nonetheless I'm satisfied with it as it was printed on standard thin paper, instead of the heavyweight paper recommended for these models (not only does it make the model stronger, it also allows for an easier assembly).
As I like the model, I plan to use it as a prop in the Galaxtar adventure "Collateral Damage"; I'll personalize the model giving it the same colour scheme as the protagonists wear (khaki camo) and some logos of the company involved (Union Aerospace Corporation). Customization is easy because Topo offers the model as a UCM download, a little (and free) program that makes changing colour schemes a matter of a few clicks.
And a bigger plan is developing my own paper model based on this, the UD-13 Ironhawk, a little intrastellar ship (or perhaps an overpriced shuttle?). The idea is making it 50% bigger just by printing it in Din A3 paper instead of the usual Din A4, and probably giving it two extra engines, ans a dome for the black hole generator that would convert it into a interstellar ship. That ship, with a neutral grey colour, will be named "Winged Horse" and I'll use it as the prop for the spaceship of the group of scifi smugglers and criminals (Reaper's Sascha Dubois & Rosie and Heresy's Vincent B. Ruddock & Painless Joe).
And why this sudden urge for paper models? Well, their utility in rpg's is similar to that of minis (which I talked about here). Of course, they won't ever have the same level of detail; but they have the advantage that they don't need to be painted. In my opinion there are a couple (or three) of good uses for them:
· Counters / paper minis for combat encounters, as they are a very cheap alternative for minis, that can be printed on demand, thus saving storage space too.
· Props, for some elements of an adventure you want to give some extra importance to (as is the case with the dropship model I've shown you above).
· Also, for people with no storage problems, or very laborious, as scenery. Paper scenery is becoming very popular nowadays, and there are quite a bunch of companies selling very good looking packs. I can recommend World Works Games, which offers medieval, modern and futuristic buildings, sceneries and models.
So, to get you started, apart from the two sites linked above, here you have four more (thanks go to McFonz at the Forum of Doom for pointing me towards the first three):
Jay's Box of Sci-Fi CardToys
Fantasy Cutouts
Paper Model Directory
Ebbles Miniatures

It doesn't look bad from a distance, but once you get a closer look... ouch! Nonetheless I'm satisfied with it as it was printed on standard thin paper, instead of the heavyweight paper recommended for these models (not only does it make the model stronger, it also allows for an easier assembly).
As I like the model, I plan to use it as a prop in the Galaxtar adventure "Collateral Damage"; I'll personalize the model giving it the same colour scheme as the protagonists wear (khaki camo) and some logos of the company involved (Union Aerospace Corporation). Customization is easy because Topo offers the model as a UCM download, a little (and free) program that makes changing colour schemes a matter of a few clicks.
And a bigger plan is developing my own paper model based on this, the UD-13 Ironhawk, a little intrastellar ship (or perhaps an overpriced shuttle?). The idea is making it 50% bigger just by printing it in Din A3 paper instead of the usual Din A4, and probably giving it two extra engines, ans a dome for the black hole generator that would convert it into a interstellar ship. That ship, with a neutral grey colour, will be named "Winged Horse" and I'll use it as the prop for the spaceship of the group of scifi smugglers and criminals (Reaper's Sascha Dubois & Rosie and Heresy's Vincent B. Ruddock & Painless Joe).
And why this sudden urge for paper models? Well, their utility in rpg's is similar to that of minis (which I talked about here). Of course, they won't ever have the same level of detail; but they have the advantage that they don't need to be painted. In my opinion there are a couple (or three) of good uses for them:
· Counters / paper minis for combat encounters, as they are a very cheap alternative for minis, that can be printed on demand, thus saving storage space too.
· Props, for some elements of an adventure you want to give some extra importance to (as is the case with the dropship model I've shown you above).
· Also, for people with no storage problems, or very laborious, as scenery. Paper scenery is becoming very popular nowadays, and there are quite a bunch of companies selling very good looking packs. I can recommend World Works Games, which offers medieval, modern and futuristic buildings, sceneries and models.
So, to get you started, apart from the two sites linked above, here you have four more (thanks go to McFonz at the Forum of Doom for pointing me towards the first three):
Jay's Box of Sci-Fi CardToys
Fantasy Cutouts
Paper Model Directory
Ebbles Miniatures
Monday, March 22, 2010
ARCADE RULESET: REVAMPED
As I intended, last weekend I run the introductory adventure for the Dragon Age RPG. And as I expected, I liked it very much; and I think the players liked it too, if only for the fact that they were able to learn a new rpg in about half an hour and start playing.
So now its thinking time again. I want to use it as the basis for my generic system, but without totally discarding what I had done so far with my own Arcade ruleset. How can I adapt and merge the two systems?
To begin with, so far I'll keep the general basis of Arcade, but giving it the two main DA characteristics: the 3d6 roll as the only type of roll, and the "dragon die" and its utilities. You may want to re-read now the article that offered general overview of the Arcade ruleset before continuing.
HP: You begin with 5 points for free, and then buy dice of HP. Two construction points per die.
MOV: Based on race. 5 is the standard free stat; you can add 1 per construction point, or substract one for one extra construction point.
INI: A derived stat, equals AGI (free) + racial bonus (add 1 per construction point) + class bonus or special training (add 1 per construction point).
MAR: Very changed, as there won't be special combat dice anymore, but the catch-all mechanic of the 3d6 roll. MAR will now be a bonus to the 3d6 roll; add 1 per 2 construction points.
RAR: Again, changed similarly to above: RAR will now be a bonus to the 3d6 roll; add 1 per 2 construction points.
MDR & RDR: Very changed. To start with, I'm fusing them together. Also, DR is now the number you have to roll equal to or higher with the MAR or RAR test. If you succeed, then you roll for damage. Armour won't add to the Defense Rating, instead its rating will be subtracted from inflicted damage (like Damage Reduction in the d20 system). Add 1 per 2 construction points.
MP & MR: Only for Ajsalium. Lightly changed, as I adopt the Dragon Age system. There will be a Magic skill for everybody, which will be used for resistance rolls. Only magic users will have also Mana Points, needed for casting spells. A spell is cast by spending the MPs listed, and then succeeding in a difficulty test. Add 1 to MAG per 2 construction points; add 1 to MP per construction point.
FOR: As it was before, but now it's also a damage bonus to weapons based on strength (see below). This last use make it more expensive than before: add 1 per 2 construction points.
AGI: As it was before, but now it's also an initiative bonus. This last use make it more expensive than before: add 1 per 2 construction points.
DEX: As it was before, but now it's also a damage bonus to weapons based on dexterity (see below). This last use make it more expensive than before: add 1 per 2 construction points.
PER: As it was before (add 1 per construction point).
INT: As it was before (add 1 per construction point).
SOC: As it was before (add 1 per construction point).
KNO: As it was before (add 1 per construction point).
Specialities: As they were before. Standard price will be one speciality (or +1 to an existing one) per construction point. Maximun number of specialities per corresponding "mother" skill equals to said skill's stat. I need to rethink the way these will be used in Necronomicon; if I get rid of the "automatic success" rule, the value will be 1 per construction point spent; but that would be compensated with making PER, INT, SOC and KNO more expensive, as they will be more widely used in these games (add 1 per 2 construction points).
Powers: Only for Ajsalium. As they were before, each class will have their own, and their construction point value will range from 1 to 3 depending on how useful they are for life-threatening situations.
Weapons: They'll be classified in two broad groups, based on the key skill to use them: FOR (such as axes, mauls or swords) and DEX (such as daggers, quarterstaffs or bows). Each weapon will cause some damage (typically, 1d6 or 2d6), to which the corresponding skill stat will be added.
Sanity points: Only for Necronomicon. Basically remains unchanged; the sanity test will be a 3d6 roll.
Stunts: They will (very likely) be added, in the three settings. But I still need to think quite a lot about them, truth to be told.
Ummm... that's basically the new Arcade ruleset incorporating principles from the Dragon Age RPG. It's a big change, but actually not a profund one. Next thing, I'll check how this version looks like redoing the character sheets I had already done, and seeing if I need to tweak the construction points table yet once again.
More than ever, comments and suggestions would be very welcomed. Now, I'm off to buy a lot of d6's :-)
So now its thinking time again. I want to use it as the basis for my generic system, but without totally discarding what I had done so far with my own Arcade ruleset. How can I adapt and merge the two systems?
To begin with, so far I'll keep the general basis of Arcade, but giving it the two main DA characteristics: the 3d6 roll as the only type of roll, and the "dragon die" and its utilities. You may want to re-read now the article that offered general overview of the Arcade ruleset before continuing.
HP: You begin with 5 points for free, and then buy dice of HP. Two construction points per die.
MOV: Based on race. 5 is the standard free stat; you can add 1 per construction point, or substract one for one extra construction point.
INI: A derived stat, equals AGI (free) + racial bonus (add 1 per construction point) + class bonus or special training (add 1 per construction point).
MAR: Very changed, as there won't be special combat dice anymore, but the catch-all mechanic of the 3d6 roll. MAR will now be a bonus to the 3d6 roll; add 1 per 2 construction points.
RAR: Again, changed similarly to above: RAR will now be a bonus to the 3d6 roll; add 1 per 2 construction points.
MDR & RDR: Very changed. To start with, I'm fusing them together. Also, DR is now the number you have to roll equal to or higher with the MAR or RAR test. If you succeed, then you roll for damage. Armour won't add to the Defense Rating, instead its rating will be subtracted from inflicted damage (like Damage Reduction in the d20 system). Add 1 per 2 construction points.
MP & MR: Only for Ajsalium. Lightly changed, as I adopt the Dragon Age system. There will be a Magic skill for everybody, which will be used for resistance rolls. Only magic users will have also Mana Points, needed for casting spells. A spell is cast by spending the MPs listed, and then succeeding in a difficulty test. Add 1 to MAG per 2 construction points; add 1 to MP per construction point.
FOR: As it was before, but now it's also a damage bonus to weapons based on strength (see below). This last use make it more expensive than before: add 1 per 2 construction points.
AGI: As it was before, but now it's also an initiative bonus. This last use make it more expensive than before: add 1 per 2 construction points.
DEX: As it was before, but now it's also a damage bonus to weapons based on dexterity (see below). This last use make it more expensive than before: add 1 per 2 construction points.
PER: As it was before (add 1 per construction point).
INT: As it was before (add 1 per construction point).
SOC: As it was before (add 1 per construction point).
KNO: As it was before (add 1 per construction point).
Specialities: As they were before. Standard price will be one speciality (or +1 to an existing one) per construction point. Maximun number of specialities per corresponding "mother" skill equals to said skill's stat. I need to rethink the way these will be used in Necronomicon; if I get rid of the "automatic success" rule, the value will be 1 per construction point spent; but that would be compensated with making PER, INT, SOC and KNO more expensive, as they will be more widely used in these games (add 1 per 2 construction points).
Powers: Only for Ajsalium. As they were before, each class will have their own, and their construction point value will range from 1 to 3 depending on how useful they are for life-threatening situations.
Weapons: They'll be classified in two broad groups, based on the key skill to use them: FOR (such as axes, mauls or swords) and DEX (such as daggers, quarterstaffs or bows). Each weapon will cause some damage (typically, 1d6 or 2d6), to which the corresponding skill stat will be added.
Sanity points: Only for Necronomicon. Basically remains unchanged; the sanity test will be a 3d6 roll.
Stunts: They will (very likely) be added, in the three settings. But I still need to think quite a lot about them, truth to be told.
Ummm... that's basically the new Arcade ruleset incorporating principles from the Dragon Age RPG. It's a big change, but actually not a profund one. Next thing, I'll check how this version looks like redoing the character sheets I had already done, and seeing if I need to tweak the construction points table yet once again.
More than ever, comments and suggestions would be very welcomed. Now, I'm off to buy a lot of d6's :-)
Monday, March 15, 2010
NEWS AND UPDATED STATUS
Well, the return to normality I talked about just two post ago has gone pear-shaped very soon, hasn't it? I don't want to go into much detail, but let's say that a personal issue I have suffered recently have had a much bigger impact than I expected. I just wasn't feeling like doing anything, hobby related or otherwise. But I'm feeling better again now, and although I know it will still take more time to fully recover all my energies and be truly myself once again, I'm back at the rpg hobby.
And what am I doing? First, as I said when I reviewed the Dragon Age RPG, I'm going to direct an introductory adventure this weekend with my friends. I want to test the game and get a first hand impression of how the rules work. If things go as well as I expect, I would then start reverse-engineering the system, to make it a generic ruleset, and assign points to different stats, and adapting it to horror and science fiction (the fantasy adaptation will already be done by the guys at Green Ronin, publishers of Dragon Age). I'm rather excited to have found this game, as I feel this could be the end to my quest for the "perfect" rpg system.
I think I already mentioned somewhen that once I have the three rpgs done, I'll create lite rules for boardgames based on them. From the Ajsalium RPG will come a hack and slash game in the vein of Heroquest or Warhammer Quest. From the Necronomicon RPG I want to create a boardgame of pulp mythos action, somewhat based on the Arkham Horror game by Fantasy Flight Games. And from the Galaxtar RPG will come the "Xeno Hunt", a game of cleansing hordes of xenos infesting a spaceship, or dying in the process (for which I'll adapt the blips rules from Space Hulk). This last game is the one I'm focusing on right now, and I'm at the stage of thinking the general guides of the game, such as types of players and enemies, etc. I have created this thread about it at the Forum of Doom, to gain suggestions and comments, so soon I'll write down the first sketch of the game; which will be posted here.
Another thing I am very excited about too is that I have contacted, via the Forum of Doom, with Landreth, an extremely talented Russian painter of minis. I have commissioned him to paint my collection of rpg minis, and the first batch of them have just been posted to him. I'm so looking forward to own professionally painted minis... Don't worry, because I'll post pics of them on this blog once they are painted. If you want to check Landreth's talent, just visit his gallery at the Cool Mini or Not site.
And what am I doing? First, as I said when I reviewed the Dragon Age RPG, I'm going to direct an introductory adventure this weekend with my friends. I want to test the game and get a first hand impression of how the rules work. If things go as well as I expect, I would then start reverse-engineering the system, to make it a generic ruleset, and assign points to different stats, and adapting it to horror and science fiction (the fantasy adaptation will already be done by the guys at Green Ronin, publishers of Dragon Age). I'm rather excited to have found this game, as I feel this could be the end to my quest for the "perfect" rpg system.
I think I already mentioned somewhen that once I have the three rpgs done, I'll create lite rules for boardgames based on them. From the Ajsalium RPG will come a hack and slash game in the vein of Heroquest or Warhammer Quest. From the Necronomicon RPG I want to create a boardgame of pulp mythos action, somewhat based on the Arkham Horror game by Fantasy Flight Games. And from the Galaxtar RPG will come the "Xeno Hunt", a game of cleansing hordes of xenos infesting a spaceship, or dying in the process (for which I'll adapt the blips rules from Space Hulk). This last game is the one I'm focusing on right now, and I'm at the stage of thinking the general guides of the game, such as types of players and enemies, etc. I have created this thread about it at the Forum of Doom, to gain suggestions and comments, so soon I'll write down the first sketch of the game; which will be posted here.
Another thing I am very excited about too is that I have contacted, via the Forum of Doom, with Landreth, an extremely talented Russian painter of minis. I have commissioned him to paint my collection of rpg minis, and the first batch of them have just been posted to him. I'm so looking forward to own professionally painted minis... Don't worry, because I'll post pics of them on this blog once they are painted. If you want to check Landreth's talent, just visit his gallery at the Cool Mini or Not site.
Sunday, February 28, 2010
INFERNAL LORDS
The Infernal Lords are the most powerful fiends amongst those who live in Inferno (which means "damnation", and is a demiplane coexistent with Ajsalium). Depending on each one, they can be located in any of the five inner Circles, leaving unoccupied only the first and outermost Circle. These Lords were not always infernals, not at all; but rather, most of them were champions of good. But to further the interests of Hell during the Long War, Azeth the Overshadow, leader of the invading hordes, ordered later to be known as the eight Lords of Temptation, his lieutenants* and fiends of confidence, to tempt until total corruption twelve champions of good especially powerful, thus to totally unbalance the scales in favor of evil (but in return this caused the unexpected breakthrough in the fight of the dragons). From some of them there's not the slightest idea of what or who they were in their former lives, and from the rest there are only suspicions, rumors or speculations at best. Those listed and described below were the chosen ones, creatures that are now so dark and evil as bright and caring in their time, who live tortured because they remember their fall but know that there's no possibility of redemption; and today they project that torture and self-hatred against the world, which they yearn to break in its entirety. The power of the Infernal Lords is absolute respect of their subordinates, and only the Lords of Temptation, their creators (whom they love and hate alike) have the authority to give them orders; in fact, today the main task of Infernal Lords is to rule in Hell representing their too busy masters.
ABADDON
The infernal title of Abaddon is "Exterminating Angel", a title that gives a good account of the grim, violent and cruel mood of this terrible Lord. This abyssal fiend has established his dwelling in the Sixth Circle of Hell, a place usually avoided even by the rest of Infernal Lords (except Azrael, practically the only one so dark and gloomy as Abaddon, as to relate to him). Wherever he travels, Abaddon sows the most complete ruin, the total destruction, the irreversible desolation; he' a true destroyer in every sense, and therefore one of the best examples of what Hell is. A common way that he uses to wreak havoc in the world are the plagues, that he periodically breaks out, trying to capitalize on moments when mortals are weaker (for example, after a war or during a drought) to maximize the damage caused. It's no surprise then that he's the "Master of Locusts", which, according to some theories, are formed from souls dead at the hands of Abaddon, so every sighting of a simple lobster is considered a sign of bad omen. On what might have been Abaddon before being tempted and damned there's no notice; but so low you can only fall from the top, so if so he should have been a powerful celestial...
AZRAEL
Azrael's name is rarely uttered by mortals, as he's the one that causes the deepest fear, and there is a superstition that states that just by saying his name his curse is invoked. To refer to him it's often used the title of "Angel of Darkness" or "Angel of Death", both very suitable to describe this Lord, who dwells in the Sixth Circle of Hell, with only Abaddon. As usual there's almost no information on him, though some visionaries say he was once a mere mortal, a human pure and innocent, but extremely lonely, who finally embraced the angel of destruction (Abaddon?) who offered him a new fate, his destiny. Today he's a being of pure evil, so pure that he's even free from the malice present in other Lords: Azrael meets his duties with a coolness that scares even many fiends. As an angel of death, and in his infinite zeal, before killing his victims he destroys their personality; with a patient and insidious work, which is taken as his duty and honor; first he eliminates the dreams and hopes, then destroys the mind driving it into the pit of despair (perhaps that's the origin of his title of "angel of darkness"); and only after all that does he take the life, that the victims arrived at that point surrender voluntarily, believing that death is preferable to the prosecution and non-life imposed by the relentless Azrael.
BELIAL
The origin of Belial, although with some gaps in his history, is fairly well located and identified: it seems that Belial was already living at the time the Vortex appeared and the Long War broke. Supposedly, according to some sources, he was a half-elf (the offspring of a human and an elf); but most sources claim that he was a king of Vidolgreen, so then he should be a full-blooded elf. Anyway, what everyone agrees is that his small kingdom near the eastern limits of Vidolgreen was an embarrassment to the elven race, as indulgence had reached a less than unseemly peek. It's logical, then, that this incorrigible epicure, very fond of the very young, fell into the temptations of Hell, thereby becoming the patron of sodomites. His character, over the millennia, has only further fall in his vices, and today he's the most rebellious, disobedient, vain, wicked and incorrigibly liar Lord; but also most beautiful. Maybe that's why he's called the "Prince of Fire", comparing his way of being with this element; and is also known that his mortal followers usually held orgies in his honor and attempted invocation in January, in midwinter, when the "fire" that Belial provides is most welcomed. Fond of visiting the world of mortals, his lair lies at the Second Circle of Inferno.
BELPHEGOR
Truth to be told, Belphegor is one of the less known Infernal Lords, and probably also one of the less powerful (but this doesn't mean much at this level). Unlike other Lords he has no infernal race under his command, nor any of mortals either; yet actually there are more Belphegor worshipers than what might be supposed. And the relatively large number of followers comes from the fact that this Lord sponsors inventions, discoveries and wit. Of course these are typical of dwarves and humans, but nobody really thinks that there may be a relationship between these two races and Belphegor (except some elves and orcs perhaps). Yet, its sphere of influence assures enough allies among humans (almost in the manner of a Lord of Temptation), who are always anxious to advance their technology; and for this unpleasant coprophagous rites are run, either on statues with an open mouth and an obscenely phallic tongue that comes alive during the ceremonies, or on other statues of female appearance, in a vaginal variant of the same theme (in these rites there may also be involved demons sent by Belphegor, and occasionally even him, though rarely). In Hell he dwells among the sulfur deserts of the Fourth Circle, which explains the nickname of "Belphegor of the Sulfur Wells".
DAGON
Dagon is one of the Infernal Lords that has thrived the most since his conversion to the dark cause, and although himself is not amongst the most powerful ones, he has huge armies under his command, of both infernals and mortals, so nobody in his right mind would directly oppose him. He's an infernal fish, a monstrous creature of enormous size and bloated appearance; his origin has been tried to track back to the members of some of the evil aquatic species from Ajsalium (koprus, kuo-toas and sahuagin), but he might as well have come from another plane of existence with intelligent aquatic life. At his arrival to the oceans of Ajsalium he killed, with the now lost "sword of Dagon", the decadent Wuquosa, ancient god creator of the above mentioned races (a three-headed deity, who discussed among themselves so much that he finally went mad), and usurped his place in the worship of his subjects, who appreciated having a new sane Lord, even if infinitely evil. Since then Dagon has moved to the Second Circle of Hell, the only one that in some places has access to the oceans (remember that in the First Circle live no Lords, because it doesn't entirely belong to Hell). From there he pursues his patronage over evil aquatic beings, using the aquatic imps as his servants and slaves, and other powerful oceanic fiends as ambassadors and carriers of his will.
EBLIS
This Infernal Lord is well-known throughout the continent of Rynath, but much less elsewhere in the world, except by those who have more dealings with the sunburned rynathians. The reason for this is that Eblis is the master of the flying imps (called "shedim" in the near forgotten tongue of ancient Rynath), strange infernal bird-like humanoids, except for the absence of wings. The sighting of these creatures is common in this continent, and many legends include them as the greatest danger that can be encountered in the already quite dangerous deserts; and Eblis, as his master, is considered the incarnation of evil and the enemy (but really he's only one of the many that exist). His appearance, of course, is that of a bird, with plumage so dark that no gloss on his feathers helps to distinguish the shape, which always seems just a black silhouette outlined against the background. He lives in the Fifth Circle of Hell, a very hot place partly due to its connection to the heart of the planet Ajsalium, and mainly a vacuum so that it gives him plenty of room to fly, because this Lord does not like to set foot on land never, not even to copulate with his many consorts, an act that is performed in flight; if the results of these matings are the shedim, another unknown race, or whether they produce no offspring, is something that no one knows or will ever know.
HABONDIA
This is one of the three Infernal Ladies, and the only one that's really beautiful, although her dark way. She's certainly a fascinating infernal, helping to make her even more dangerous, because she has no moral or scruples, of course. Thanks to her charms and manipulative mood she has achieved a high position in the parody of infernal hierarchy, something that no one disputes. Habondia is also the mistress of couril, small infernals that look like a macabre underworld version fairies, who usually live among mortals, pestering until they are driven beyond the borders of despair. Another use this clever Lady gives couril is that of spying, something for which they are well gifted; and the vast amount of information she collects serves for her political intrigues. Habondia loves these little malicious creatures and lovingly caress them; although she's able to smash with one hand a paladin or celestial while with the other she tickles her subjects. These usually call her the "Queen of Fairies", a title known by mortals that and makes them wary of all the fairies, although the sylvan creatures (elves included) know that most of these are beings of great kindness, and that couril are nothing but an aberration. In Hell Habondia dwells in the Third Circle, where, for some reason, is where the three Infernal Ladies are concentrated (perhaps because of its morphology similar to a negative version of the Ajsalium fields).
LEONARDO
This Infernal Lord looks like a normal human, although endowed with a grave and melancholic appearance, with a long and well kept gray beard, and eyes of intelligent expression that seem to pierce the heart of those who are looked; his taciturn face also seems absent, as if Leonardo always were immersed in his own thoughts, much deeper and important than anything that can happen around him. Despite his human form, scholars generally agree that he is no man from Ajsalium, but must come from some alien reality, perhaps an alternative material plane. Anyway, Leonardo enjoys a high place in the hierarchy, something which is mainly due to two reasons. The first, that being the most serious and intelligent of the Infernal Lords he's the most trusted by the Lords of Temptation, who often use him as a messenger and spokesman to the rest of Lords. Furthermore, regarding the mortals, Leonardo is one of the most often associated with these, as he has the role of chairing the black masses and cults of greater importance throughout the world; hence he's a key part in the interaction between humans and infernals at the highest level. In Inferno, his abode settles in an almost unreachable rocky perch from the Fourth Circle, submerged in a cloud of sulfur.
MANIA
Another of the Infernal Ladies, of Mania there's no doubt about her origin and previous life: she's a nymph who was tempted to exploit her vanity, self-indulgence and narcissism, until once corrupted she was damned and turned into a horrible monster. Previously fatally beautiful (because she went to the point of enjoy killing mortals appearing naked in front of them), she now has a cadaverous thin body, with a skin so thin and transparent that she almost seems to be flayed. To hide her terrible appearance she has grown her hair to cover herself with it, and is therefore sometimes called "Mother of the Manes"; but as a part of her curse her hair has gotten a life of its own, and it withdraws to reveal her true aspect whenever she meets someone. As you might imagine, seeing her naked remains fatal, but now because of her infinite ugliness. She can be found in the depths of a twisted and black forest of the Third Circle of Hell, where she's surrounded by a legion of undead, the only ones who cannot be affected by her ugliness (can't even perceive it), and over time this has made her a "Queen of the Dead", a title she sometimes uses. To satisfy her sexual needs she continually calls to her presence incubus and succubus, but needless to say that only the most heinous of these are willing to copulate with her, which fills her with disgust and more resentment and hatred.
NOCTICULA
The third Infernal Lady, which as noted above lives in the Third Circle of Hell, is not as horrible as Mania, but she's certainly closer to this than to Habondia. Nocticula is the infernal matron of witches, so it is suspected that in her time she must have been a powerful sorceress, though her race or natal plane is unknown, as she didn't even need to be a mortal from Ajsalium. Her appearance is similar to that of witches, that of a crooked and hunched crone, with long but thin and dirty hair, and skin as rough as wrinkled, full of pimples and warts. Although her vision doesn't cause real harm it's sufficiently disgusting so most of the world (and this includes the infernals) ignore her; something that she actually prefers, because she's very lonely and prefers to live surrounded by the nauseating ingredients used to make new potions, the recipe of which she will then offer to mortal witches. With these she usually communicates through dreams, which explains why witches often get up in the middle of the night and start to work at these ungodly hours. But the fumes that are generated by manufacturing their potions are poisonous, and eventually end up transmuting any witch in a being so deformed as Nocticula; of course, to counter that they also make potions that allow them to change shape, adopting that of beautiful maids.
SAMAEL
This is the Infernal Lord most beautiful and attractive, although his appearance is far from resembling that of humans or any other humanoid race (and therefore his origin is completely unknown). Samael is a giant red serpent, with twelve wings of beautiful white feathers with multicolored iridescence, and that in his flight leaves a dark trail behind. Despite his bizarre appearance seeing him is certainly a beautiful show, something that of course he knows well, since he's a great sexual tempter. Moreover, his non-affiliation to any known race favors that all can relate to him alike. Samael is an incubus, and a very good and famous one as well, eclipsed only by Bitru, the Lady of Temptation who gave him the infernal immortality. He's, of course, frequent partner and ally of wayward Belial; although he doesn't live in his Circle but in the Fifth, more fit and pleasing for flying infernals like him, and where winds continuously carry moans of pleasure from one end to the other. Naturally, all those infernals of connotations and overtly sexual behavior are his soldiers, dedicated to extending sin amongst mortals, being their favorite victims innocent and ignorant girls, who accept their suggestions in ignorance of what is sin.
UPHIR
Uphir is the twelfth and last of the twelve former champions of good thatwere tempted until they succumbed and became the Infernal Lords who govern and control much of Inferno and which have been the penetration wedge of this in Ajsalium. Uphir is a great expert in chemistry, and so it's the alchemists who know him best and the most likely to become his servitors; cabalistic symbols and rituals soon turn into darkness and the invocation of evil, however much his original intentions might be pure. Uphir was pure at one time too, and he was perhaps the Lord that better remembered his previous life, what caused him deep and unbearable pain; and to avoid it he put all his alchemical arts in making a potion that would allow him to forget the past; the result was the resin distilled from nepenthe, which has become popular among mortals. Today Uphir doesn't remember his previous life, or even which of the Lords of the Temptation is his infernal "father"; he only recalls the struggle for dominance of Ajsalium. He divides his time between the Second Circle of Hell, where his real home and laboratory is, and the Fourth, where apart from sulfur many other chemical and magical elements can also be found, that are useful for his experiments; and he's one of the few that go to visit Nocticula in the Third Circle, too.
ABADDON
The infernal title of Abaddon is "Exterminating Angel", a title that gives a good account of the grim, violent and cruel mood of this terrible Lord. This abyssal fiend has established his dwelling in the Sixth Circle of Hell, a place usually avoided even by the rest of Infernal Lords (except Azrael, practically the only one so dark and gloomy as Abaddon, as to relate to him). Wherever he travels, Abaddon sows the most complete ruin, the total destruction, the irreversible desolation; he' a true destroyer in every sense, and therefore one of the best examples of what Hell is. A common way that he uses to wreak havoc in the world are the plagues, that he periodically breaks out, trying to capitalize on moments when mortals are weaker (for example, after a war or during a drought) to maximize the damage caused. It's no surprise then that he's the "Master of Locusts", which, according to some theories, are formed from souls dead at the hands of Abaddon, so every sighting of a simple lobster is considered a sign of bad omen. On what might have been Abaddon before being tempted and damned there's no notice; but so low you can only fall from the top, so if so he should have been a powerful celestial...
AZRAEL
Azrael's name is rarely uttered by mortals, as he's the one that causes the deepest fear, and there is a superstition that states that just by saying his name his curse is invoked. To refer to him it's often used the title of "Angel of Darkness" or "Angel of Death", both very suitable to describe this Lord, who dwells in the Sixth Circle of Hell, with only Abaddon. As usual there's almost no information on him, though some visionaries say he was once a mere mortal, a human pure and innocent, but extremely lonely, who finally embraced the angel of destruction (Abaddon?) who offered him a new fate, his destiny. Today he's a being of pure evil, so pure that he's even free from the malice present in other Lords: Azrael meets his duties with a coolness that scares even many fiends. As an angel of death, and in his infinite zeal, before killing his victims he destroys their personality; with a patient and insidious work, which is taken as his duty and honor; first he eliminates the dreams and hopes, then destroys the mind driving it into the pit of despair (perhaps that's the origin of his title of "angel of darkness"); and only after all that does he take the life, that the victims arrived at that point surrender voluntarily, believing that death is preferable to the prosecution and non-life imposed by the relentless Azrael.
BELIAL
The origin of Belial, although with some gaps in his history, is fairly well located and identified: it seems that Belial was already living at the time the Vortex appeared and the Long War broke. Supposedly, according to some sources, he was a half-elf (the offspring of a human and an elf); but most sources claim that he was a king of Vidolgreen, so then he should be a full-blooded elf. Anyway, what everyone agrees is that his small kingdom near the eastern limits of Vidolgreen was an embarrassment to the elven race, as indulgence had reached a less than unseemly peek. It's logical, then, that this incorrigible epicure, very fond of the very young, fell into the temptations of Hell, thereby becoming the patron of sodomites. His character, over the millennia, has only further fall in his vices, and today he's the most rebellious, disobedient, vain, wicked and incorrigibly liar Lord; but also most beautiful. Maybe that's why he's called the "Prince of Fire", comparing his way of being with this element; and is also known that his mortal followers usually held orgies in his honor and attempted invocation in January, in midwinter, when the "fire" that Belial provides is most welcomed. Fond of visiting the world of mortals, his lair lies at the Second Circle of Inferno.
BELPHEGOR
Truth to be told, Belphegor is one of the less known Infernal Lords, and probably also one of the less powerful (but this doesn't mean much at this level). Unlike other Lords he has no infernal race under his command, nor any of mortals either; yet actually there are more Belphegor worshipers than what might be supposed. And the relatively large number of followers comes from the fact that this Lord sponsors inventions, discoveries and wit. Of course these are typical of dwarves and humans, but nobody really thinks that there may be a relationship between these two races and Belphegor (except some elves and orcs perhaps). Yet, its sphere of influence assures enough allies among humans (almost in the manner of a Lord of Temptation), who are always anxious to advance their technology; and for this unpleasant coprophagous rites are run, either on statues with an open mouth and an obscenely phallic tongue that comes alive during the ceremonies, or on other statues of female appearance, in a vaginal variant of the same theme (in these rites there may also be involved demons sent by Belphegor, and occasionally even him, though rarely). In Hell he dwells among the sulfur deserts of the Fourth Circle, which explains the nickname of "Belphegor of the Sulfur Wells".
DAGON
Dagon is one of the Infernal Lords that has thrived the most since his conversion to the dark cause, and although himself is not amongst the most powerful ones, he has huge armies under his command, of both infernals and mortals, so nobody in his right mind would directly oppose him. He's an infernal fish, a monstrous creature of enormous size and bloated appearance; his origin has been tried to track back to the members of some of the evil aquatic species from Ajsalium (koprus, kuo-toas and sahuagin), but he might as well have come from another plane of existence with intelligent aquatic life. At his arrival to the oceans of Ajsalium he killed, with the now lost "sword of Dagon", the decadent Wuquosa, ancient god creator of the above mentioned races (a three-headed deity, who discussed among themselves so much that he finally went mad), and usurped his place in the worship of his subjects, who appreciated having a new sane Lord, even if infinitely evil. Since then Dagon has moved to the Second Circle of Hell, the only one that in some places has access to the oceans (remember that in the First Circle live no Lords, because it doesn't entirely belong to Hell). From there he pursues his patronage over evil aquatic beings, using the aquatic imps as his servants and slaves, and other powerful oceanic fiends as ambassadors and carriers of his will.
EBLIS
This Infernal Lord is well-known throughout the continent of Rynath, but much less elsewhere in the world, except by those who have more dealings with the sunburned rynathians. The reason for this is that Eblis is the master of the flying imps (called "shedim" in the near forgotten tongue of ancient Rynath), strange infernal bird-like humanoids, except for the absence of wings. The sighting of these creatures is common in this continent, and many legends include them as the greatest danger that can be encountered in the already quite dangerous deserts; and Eblis, as his master, is considered the incarnation of evil and the enemy (but really he's only one of the many that exist). His appearance, of course, is that of a bird, with plumage so dark that no gloss on his feathers helps to distinguish the shape, which always seems just a black silhouette outlined against the background. He lives in the Fifth Circle of Hell, a very hot place partly due to its connection to the heart of the planet Ajsalium, and mainly a vacuum so that it gives him plenty of room to fly, because this Lord does not like to set foot on land never, not even to copulate with his many consorts, an act that is performed in flight; if the results of these matings are the shedim, another unknown race, or whether they produce no offspring, is something that no one knows or will ever know.
HABONDIA
This is one of the three Infernal Ladies, and the only one that's really beautiful, although her dark way. She's certainly a fascinating infernal, helping to make her even more dangerous, because she has no moral or scruples, of course. Thanks to her charms and manipulative mood she has achieved a high position in the parody of infernal hierarchy, something that no one disputes. Habondia is also the mistress of couril, small infernals that look like a macabre underworld version fairies, who usually live among mortals, pestering until they are driven beyond the borders of despair. Another use this clever Lady gives couril is that of spying, something for which they are well gifted; and the vast amount of information she collects serves for her political intrigues. Habondia loves these little malicious creatures and lovingly caress them; although she's able to smash with one hand a paladin or celestial while with the other she tickles her subjects. These usually call her the "Queen of Fairies", a title known by mortals that and makes them wary of all the fairies, although the sylvan creatures (elves included) know that most of these are beings of great kindness, and that couril are nothing but an aberration. In Hell Habondia dwells in the Third Circle, where, for some reason, is where the three Infernal Ladies are concentrated (perhaps because of its morphology similar to a negative version of the Ajsalium fields).
LEONARDO
This Infernal Lord looks like a normal human, although endowed with a grave and melancholic appearance, with a long and well kept gray beard, and eyes of intelligent expression that seem to pierce the heart of those who are looked; his taciturn face also seems absent, as if Leonardo always were immersed in his own thoughts, much deeper and important than anything that can happen around him. Despite his human form, scholars generally agree that he is no man from Ajsalium, but must come from some alien reality, perhaps an alternative material plane. Anyway, Leonardo enjoys a high place in the hierarchy, something which is mainly due to two reasons. The first, that being the most serious and intelligent of the Infernal Lords he's the most trusted by the Lords of Temptation, who often use him as a messenger and spokesman to the rest of Lords. Furthermore, regarding the mortals, Leonardo is one of the most often associated with these, as he has the role of chairing the black masses and cults of greater importance throughout the world; hence he's a key part in the interaction between humans and infernals at the highest level. In Inferno, his abode settles in an almost unreachable rocky perch from the Fourth Circle, submerged in a cloud of sulfur.
MANIA
Another of the Infernal Ladies, of Mania there's no doubt about her origin and previous life: she's a nymph who was tempted to exploit her vanity, self-indulgence and narcissism, until once corrupted she was damned and turned into a horrible monster. Previously fatally beautiful (because she went to the point of enjoy killing mortals appearing naked in front of them), she now has a cadaverous thin body, with a skin so thin and transparent that she almost seems to be flayed. To hide her terrible appearance she has grown her hair to cover herself with it, and is therefore sometimes called "Mother of the Manes"; but as a part of her curse her hair has gotten a life of its own, and it withdraws to reveal her true aspect whenever she meets someone. As you might imagine, seeing her naked remains fatal, but now because of her infinite ugliness. She can be found in the depths of a twisted and black forest of the Third Circle of Hell, where she's surrounded by a legion of undead, the only ones who cannot be affected by her ugliness (can't even perceive it), and over time this has made her a "Queen of the Dead", a title she sometimes uses. To satisfy her sexual needs she continually calls to her presence incubus and succubus, but needless to say that only the most heinous of these are willing to copulate with her, which fills her with disgust and more resentment and hatred.
NOCTICULA
The third Infernal Lady, which as noted above lives in the Third Circle of Hell, is not as horrible as Mania, but she's certainly closer to this than to Habondia. Nocticula is the infernal matron of witches, so it is suspected that in her time she must have been a powerful sorceress, though her race or natal plane is unknown, as she didn't even need to be a mortal from Ajsalium. Her appearance is similar to that of witches, that of a crooked and hunched crone, with long but thin and dirty hair, and skin as rough as wrinkled, full of pimples and warts. Although her vision doesn't cause real harm it's sufficiently disgusting so most of the world (and this includes the infernals) ignore her; something that she actually prefers, because she's very lonely and prefers to live surrounded by the nauseating ingredients used to make new potions, the recipe of which she will then offer to mortal witches. With these she usually communicates through dreams, which explains why witches often get up in the middle of the night and start to work at these ungodly hours. But the fumes that are generated by manufacturing their potions are poisonous, and eventually end up transmuting any witch in a being so deformed as Nocticula; of course, to counter that they also make potions that allow them to change shape, adopting that of beautiful maids.
SAMAEL
This is the Infernal Lord most beautiful and attractive, although his appearance is far from resembling that of humans or any other humanoid race (and therefore his origin is completely unknown). Samael is a giant red serpent, with twelve wings of beautiful white feathers with multicolored iridescence, and that in his flight leaves a dark trail behind. Despite his bizarre appearance seeing him is certainly a beautiful show, something that of course he knows well, since he's a great sexual tempter. Moreover, his non-affiliation to any known race favors that all can relate to him alike. Samael is an incubus, and a very good and famous one as well, eclipsed only by Bitru, the Lady of Temptation who gave him the infernal immortality. He's, of course, frequent partner and ally of wayward Belial; although he doesn't live in his Circle but in the Fifth, more fit and pleasing for flying infernals like him, and where winds continuously carry moans of pleasure from one end to the other. Naturally, all those infernals of connotations and overtly sexual behavior are his soldiers, dedicated to extending sin amongst mortals, being their favorite victims innocent and ignorant girls, who accept their suggestions in ignorance of what is sin.
UPHIR
Uphir is the twelfth and last of the twelve former champions of good thatwere tempted until they succumbed and became the Infernal Lords who govern and control much of Inferno and which have been the penetration wedge of this in Ajsalium. Uphir is a great expert in chemistry, and so it's the alchemists who know him best and the most likely to become his servitors; cabalistic symbols and rituals soon turn into darkness and the invocation of evil, however much his original intentions might be pure. Uphir was pure at one time too, and he was perhaps the Lord that better remembered his previous life, what caused him deep and unbearable pain; and to avoid it he put all his alchemical arts in making a potion that would allow him to forget the past; the result was the resin distilled from nepenthe, which has become popular among mortals. Today Uphir doesn't remember his previous life, or even which of the Lords of the Temptation is his infernal "father"; he only recalls the struggle for dominance of Ajsalium. He divides his time between the Second Circle of Hell, where his real home and laboratory is, and the Fourth, where apart from sulfur many other chemical and magical elements can also be found, that are useful for his experiments; and he's one of the few that go to visit Nocticula in the Third Circle, too.
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