Domibian Spirits

In a couple of posts I made back in 2015 regarding elements/elementals and spirits I mentioned that I was up in the air about how to model spirits and elementals in Domibia. I still am, to an extent.

For elementals I think that I will just go with the defaults in Magic, partly out of laziness, elements graphicbut it is already well integrated into the magic system. I just need to come up with stats for Light & Darkness elementals.
Here is a refresher on Domibia’s elements…

 

 

 

 

Ok, now spirits. This one is still eluding me a bit (maily the details).
I am leaning towards the ghost description from GURPS Voodoo (3rd edition) (pg 55). Instead of using Fatigue I will be using Energy Reserve (Magical) (which everyone on Domibia has equal to their Will²/10-Magery). So when you die you make a Will roll to resist dissipating and joining your god. If they make the roll they start with ER of 1 which increases by 1 per day til it is back to normal. Each month they must make a Will roll or have their HT lower by one. The Will roll has several modifiers including a +1 to +5 for propitiation by friends or family.

This fits with my idea of ancestor worship for a lot of the world’s cultures.

Back to elementals: I think that using the defaults will cover the “animism” worry that I had in my earlier post about spirits. If you summon an elemental it represents whatever local spirits of that type is around. The worry about people worshipping the elementals isn’t an issue on further reflection; people *know* that their deity is greater than a stream spirit (or whatever), and such beings are simply tools to be utilized.

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Domibian Races: #4 The Ready

Here is another villain race. This time made up of literal murder hobos.

The Ready look like standard humans, however, they are able to change their appearance by concentrating. No clothing or equipment will change, only facial/body features and hair and skin color. They can only mimic features that they are aware of, so if they impersonate a person that they have only seen clothed, they will not be able to mimic any features of that persons torso or legs. All stats will stay the same and the Ready’s voice will remain unchanged. They will not receive any of the skills or abilities of the person that they are mimicking.

The Ready live in tightly knit clans of up to 10 – 30 people. A single charismatic individual, usually a male who is often the “father” of many of the members, usually leads them. Members of the clan will often try to emulate the leader and the clan he leads will often try to mirror his personality.

The Ready suffer from a psychological need to commit murder. Going longer than a week without killing requires control rolls to avoid lashing out and slaying someone you may not want to. Often times the group, while posing as traveling entertainers of mercenaries, will adopt a member just so they have a victim when needed.

The Ready have two ways to procreate. The first is the traditional way, with a male and female Ready. The second way is by having sexual contact with a male Ready. This causes a two week long process that they refer to as Baking because of the fever that the victim runs. After the two weeks are over the victim must make a HT+5 roll to avoid dying and if successful, they have become one of The Ready.

Their deity, Selrok, is only worshipped on a “familial” level.
They speak whatever languages that members of the group know, there is no language specific to the race and Selrok seeded them throughout the human(oid) inhabited regions of Domibia.

The males are average 5’7″ and 140 lbs, the females average 5’5″ and 125 lbs. “Baked” members of different races will have whatever height and weight they had when they were converted.

Attributes

Going by my original SAFUG stats, male Ready have a Sanity and Willpower of 8 and an Education of 4. Females are the same but also have a Strength of 9.

In GURPS terms they should have -2 Will [-10] (if converted from a different race, the new Ready would lose two points of Will). The lower Sanity would probably be best modelled by giving 10 points in mental disadvantages. The low Education (murder hobos have no time for school!) could be modeled with Social Stigma: Uneducated  [-5], but a convert would not neccessarily have this. Non-convert Ready should probably have Illiterate [-3].
The lower Strength for the females can be ignored if you dislike sexual dimorphism in your games, but is pretty common on Domibia (for NPC’s at least). If you are going to use it, it should be modeled with (non-canonical) Lower Arm ST -1 [-5].

Should The Ready have a -30 point Secret? The trouble is that most people have no idea that they exist. Violence in a world like this is fairly common and the limited shapeshifting could be attributed to magic of some sort, assuming it was noticed at all. The Ready have become pretty good at blending in and not drawing attention to themselves. As long as all the individuial members of the clan can join in the weekly murder, it satisfies their craving. That keeps the body count pretty low.

Special Abilities

Shapeshifting (Morph); Cosmetic Only, takes 10 seconds [50].

Dominance: Infectious Procreation, No Slave Mentality (instead they have a +2 reaction bonus to their “father”), Roll HT+5 to avoid death after 2 weeks of fever (treat as Drowsy B428). Only male Ready have this ability! [20]

Uncontrollable Appetite: Murder (12), Mitigator (Weekly murder) [-5] The control number of 12 is pretty typical, but individual Ready may have higher or lower values.

Summary (adding all the suggested disadvantages)

Ready male [37 points]:

Attribute Modifiers: None [0]

Secondary Characteristic Modifiers: Will -2 [-10]ready male

Advantages: Dominance [20], Shapeshifting (Morph) [50]

Disadvantages: Illiterate [-3], Social Stigma (Uneducated) [-5], Uncontrollable Apetite (Murder) [-5], Various mental disadvantages [-10]

Features: None.
***********************************
Ready female [12 points]:

Attribute Modifiers: None [0]

Secondary Characteristic Modifiers: Will -2 [-10]G rated ready female

Advantages: Shapeshifting (Morph) [50]

Disadvantages: Illiterate [-3], Lower Arm ST -1 [-5], Social Stigma (Uneducated) [-5], Uncontrollable Apetite (Murder) [-5], Various mental disadvantages [-10]

Features: None.

Other Racial Write-Ups

#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Domibian Races: #2 Spawn of Enegala

A quick disclaimer: I am in the process of rewriting (or rather redrawing) my map of Domibia and nailing down the final dispersion of the various cultures. Until I get that done I am going to be concentrating on races that are either isolated (and don’t require as much geographic info) or are without a culture hearth (usually these are predatory races that prey on and live amongst the human cultures.

If anybody actually read my Arajay creation story/poem they may remember reference to the Other. The Other has come to be called Enegala and functions as the Devil for both the Arajay and the newer human/demi-human races. For millenia Enegala has brooded beneath the surface of the world, remembering that Araj, his creator tried to destroy him.

He is the personification of unrestrained creation, spawning a multitude of creatures and mutating others through his taint. He isn’t neccessarily evil but he does appear that way to those he mutates or those slain by his creations.

I’ll deal with bargaining with him for magicical power when I tackle Domibian magic.

For now I want to deal with Enegala’s spawn. This is one of the more difficult “races” to convert from my SAFUG system. Because of the huge variety of types that Enegala creates it is hard to make up an average set of stats. Anyone with a knowledge of Runequest’s Glorantha can think of Enegala as a slightly more benign source of chaos and chaotic features.

Originally (in SAFUG) each attribute was rolled on 1d8 d6’s, for an “average” of 16 for each attribute. But I don’t want to have to introduce d8’s to GURPS (but if you have a d8 just use it). If you choose to not use a d8, for each of the attributes (I treat Perc & Will as distinct from IQ) roll 2d-3 (min 1) and roll that many dice for the attribute. This gives an average of 16 but makes the lower and higher ends less likely. Some Enegalan spawn have Magery, if you want to roll randomly, then use 5d-25.
For attractiveness (or lack thereof) roll 3d: 17-18:Horrific, 15-16:Monstrous, 13-14:Hideous, 11-12:Ugly, 9-10:Unattractive, 8-7:Average, 6:Attractive, 5:Handsome/Beautiful, 4:Very Handsome/Beautiful, 3:Trancendent.

For size, roll 2d-5 for the size modifier and then approximate the height and weight using the table on B19.

Then we need to figure out what sort of “chaotic features” or mutations it has. Currently I only have the “chaos” tables for the Savage Worlds system (swiped from the Realms of Cthulhu book), so I need to convert it all to GURPS.

Here is the Savage Worlds system chaotic features table (I am in the process of converting it to GURPS). Use it as follows.
Chaos Abilities: Make a Will roll, a success grants a roll on the Chaos Abilities Table, every four points the roll succeeds by grants an additional roll.
Chaos Edges: Make a Will roll, a success grants a roll on the Chaos Edges Table,
every four points the roll succeeds by grants an additional roll.
Chaos Gifts: Make a Will roll, a success grants a roll on the Minor Chaos Gifts Table, every six points the roll succeeds by grants an additional roll.
Hindrances: Each failed Will roll (above) requires that a Chaos Hindrance be rolled.

The spawn of Enegala can be found in any locale, with some regions being tainted to a greater extent than others. Some form groups with some form of leadership, others are solitary. They sometimes speak a local language but often can speak (or understand) their own tongue, refered to as Primordial by scholars. Use Basque as an analog for naming purposes (for the more intelligent spawn).

Here are some examples of Enegalan spawn.

enegalan girl
Here is a fairly human looking Enegalan.
enegalan blob
Here is a totally non-human looking Enegalan.
Moop_the_Hideous_Balloon_by_capsicum
Here is a freakish Enegalan abnormality.

Racial Write-Ups

#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Domibian Races: #1a Feral Arajay

As mentioned in my previous post about the Arajay, after their god died and the world was overrun with humans and demi-humans, the Arajay slowly retired back to their Mountain Home. In many cases they simply abandoned their homes and anything they couldn’t carry. In some cases though, they left guards behind. This was very common with highly magical locations or sites with sentimental value.

These guards were chosen from individuals who showed little aptitude for the racial memory that Arajay usually have. The reason was that it had already become apparent that the mortality rate in newborns and their mothers was going up without Araj’s divine blessings. They figured that the guards would breed but have a better chance at survival without the enlarged brains that were causing the troubles. This worked fine in many cases.

Some of these “rear guards” were overrun in the following centuries by various human cultures that encountered them. But in some areas that didn’t have any human culture hearths nearby and the Arajay were unmolested for in some cases up to 800 years and their own culture changed. Without the racial memory and because the original “guards” had in a lot of cases been the dregs of their society, they slowly became more and more debased.

These now feral Arajay are still encountered in ancient ruins and what had been isolated nature preserves a millenia ago. They no longer even remember that the ruins they guard were once created by their own race.

Let’s take a look at their GURPS stats (some of it is the same as the civilized Arajay).

Physical Stuff
As with their still-civilized bretheren the feral Arajay are stronger than a normal human. The males have a ST of 16 [60] and the females have ST 14 [40]. They don’t really have a size modifier since they would need to be 9 feet tall to get a SM +1. For their being more robust than even their high ST accounts for they get 2 extra HP [4]. I felt they should have a HT of 11 because only the healthiest would probably survive their lifestyle. So that would give them HT +1 [10]. They have tough skin that gives them DR 1 [3] on their torso (their skin is thicker there than elsewhere on their bodies). Their trunk acts as an Extra Arm (Extra Flexible, Weak 1/2 ST) [13]. They no longer have the Racial Memory or the Extended Lifespan.

They don’t have much in the way of physical disadavantages (as a race), but they are a bit slower than you would expect which gives them a -0.25 Basic Speed [-5]. Due to their rather clumsy, large-fingered hands they suffer from Ham Fisted 1 [-1] (modified because it doesn’t affect their trunks). They have -1 to IQ and Will [-15] (Perception stays at 10) due to their inbreeding and general feral nature.

Cultural Stuff
Feral Arajay are TL 0 while the rest of the world is primarily TL 3, so Feral Arajay will have Low TL -3 [-15].
Most feral Arajay will have an Intolerance of non-Arajay [-10] and they will have the Social Stigma (Uneducated) [-5] and be illiterate [-3].
Male Feral Arajay total out at [36] points and females total out at [16]. I would never expect these guys to be PC’s so I am only including point values for the sake of completeness.

feral arahjay male
A feral male Arajay with their common spear-thrower/clubs (they hold spare javelins with their trunk).
feral arahjay female
A feral female Arajay. This pic really shows the detail of their two-fingered hands.

Other Domibian Racial Write-Ups

#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Domibian Races: #1 The Arajay

I am restarting what I began way back in 2015 when I started this blog, and am working on my fantasy world of Domibia again.

So I am restarting things with one of the more important races on the planet, the Arajay.

The Arajay were the first race created by the god Araj and they thrived for thousands of years. Besides occasional factional fighting life was peaceful for most of their history. Sometimes there would be an outbreak of Enegalan monstrosities that needed to be eradicated, but mostly they explored the world and made advances in science and magic. A large percentage of the Arajay lived in the area called Ee-Onamay (Mountain Home), which included a huge “hand” crafted (by the god Araj) mountain, riddled with passages and huge galleries.

When Araj died (during the act of trying to create another race) the Arajay were understandably devastastated. They were confused by the sudden appearance of scores of different races all over their world (except for the continent where Ee-Onamay was). The Arajay who lived on teh other continents fought against the new races in some cases and avoided them in others. Their magic still worked, but any and all attempts to contact Araj were dismal failures. Most of the Arajay returned to Ee-Onamay or in the case of six small cities, they magically lifted the cities off the surface and now float around the planet about 4000 meters above the ground.

Nowadays, (one thousand years after the death of Araj) the Arajay are rarely encountered unless you travel to Ee-Onamay. They have completely withdrawn from all the other continents (not counting the floating cities). An occasional excursion to face some grave Enegalan menace is about all the contact they Arajay have with the current world.

The Arajay are bipedal anthropomorphic elephants. The males weigh around 420 lbs and stand 7’0″ tall, the females weigh 325 lbs and stand 6’8″.

arajay male
The males look like this…

Physical Stuff
The Arajay have several physical advantages and attribute modifiers (I will discuss cultural ads & disads a bit later). Obviously the Arajay are stronger than a normal human, given their size. The males have a ST of 16 [60] and the females have ST 14 [40]. They don’t really have a size modifier since they would need to be 9 feet tall to get a SM +1. For their being more robust than even their high ST accounts for they get 2 extra HP [4]. They have tough skin that gives them DR 1 [3] on their torso (their skin is thicker there than elsewhere on their bodies). They have a passive Racial Memory [15] from their ability to access their ancestor’s memories. This ability is why they are dying out slowly (see below). They live twice as long as a human and so get Extended Lifespan 1 [2]. Their trunk acts as an Extra Arm (Extra Flexible, Weak 1/2 ST) [13].

They don’t have much in the way of physical disadavantages (as a race), but they are a bit slower than you would expect which gives them a -0.25 Basic Speed [-5]. Due to their rather clumsy, large-fingered hands they suffer from Ham Fisted 1 [-1] (modified because it doesn’t affect their trunks). They also have a 0 point feature I call Difficult Births. Without the divine magic that assisted them with delivery, they now suffer around a 75% chance of dying in childbirth. The reason is that over the centuries their skulls have enlarged somewhat to keep up with the racial memories they can access, while their birth canals have stayed static.

Cultural Stuff
The majority of Arajay will be comfortably TL 4 with TL 5 in medicine. The rest of the world is primarily TL 3, so most Arajay will have High TL +1 [5].
When Araj was still alive they considered themselves stewards of his world and the practiced what we would call conservationism. Even with Araj no longer around, many Arajay still feel this way, and more importantly it is assumed that you should feel that way (if you are an Arajay). This is a “culturally expected” Vow (Preserve Nature) [-5]. By culturally expected I mean that Arajay society expects them to feel that way, so not acting that way may carry a reaction penalty. Some Arajay may have this as a Quirk, some may lack it completely and simply pretend to have it.

****There are a lot of “culturally expected” traits in the various cultures of Domibia, so I will be using this fairly often.

Male Arajay total out at [96] points ([91] if they have the culturally expected Vow), and females total out at [76].

EDIT: I totally forgot that the Arajay should probably have Ham Fisted 1 [-5] with their hands, but be able to use their trunks for fine detail work. I’m not sure how that would affect the value of Ham Fisted…

As per a suggestion from Anders on the SJGames GURPS forum I have gone with a value of [-1] for Ham Fisted 1. I have included this in the main article.

Racial Write-Ups

#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Random Monster Creation

As I mentioned in an early post I played a lot of Runequest way back in the day, and I still have a liking for random creation (even for NPC’s). Because of that I came up with this system for creating random monsters using the various motifs given in GURPS 3rd edition Fantasy Bestiary.

In my world of Domibia there are no “natural” monsters. All monsters are the result of magical energies spilling into the ecosystem and warping it in some way. This is the result of magical fumbles. My magical fumble table for Domibia uses 1d100 so it isn’t pure GURPS (I will probably rewrite it to used 3d at some point).

Magical Fumble Table

The different classes of monsters that appear on the chart are used with the monster creation tables. I had originally used the somewhat tongue-in-cheek acronym of CRUNCH (Creating Random Universal Nasty Creatures Heuristically).

Here are the charts and tables:

GURPS motif tables

This one is to determine how many rolls to make on the following motif lists.

Monster Motifs

This one lists the various motif types that are listed in in the motif table.

 

Sometimes it seems that the results aren’t very impressive, but don’t discard them without giving some serious thought to how the result could be intelligently played.  For example, in the Domibian campaign I ran for some time the characters were given a landholding on the outskirts of the small kingdom they lived in.  When they moved in they heard from local farmers that the area was menaced by a black-winged wolf with glowing red eyes and the ability to produce clouds of smoke.  The locals would leave offerings of food for the beast which was called the Baleful Hound of the Twin Pines.  It was actually a rather plump dog that had near-human intelligence, could speak, and had large owl type wings on its shoulders.  It could cast two spells, Charm Person and Darkness (this was a 3rd Edition D&D game…).  With these rather unimpressive abilities I was able to have the characters running scared for several game sessions.  They were setting traps, posting guards all night and generally fearing this awful beast.  Even though they never saw glowing eyes, smoke or anything demonic about the dog they still assumed he was really tough.  Of course they could blame that on the farmers, but what farmer is going to say that he was menaced by a fat collie with wings?

In general the more magical energy was used the worse the fumble (obviously), but even a Class 1 monster could theoretically be more powerful than a Class 6 monster, with the right rolls.  In general though, the greater the class, the more likely the monster will be some sort of grotesque blimp, laying waste to all in its path.

 

One thing that I haven’t come up with yet is a way to select what kind of animal (or plant) to have be affected by the magical fumble. The choice of exactly which animal or plant is left to the GM’s discretion, based on what would be most common in that area and using the general pattern of higher classes to larger creatures. The plant or animal involved need not be within sight of the casting place or even closer than several miles (generally no more than 1 mile per class). I am pondering digging up the old Animal Encounters from the original “black book” Traveller from GDW. That would give a class of animal geared to the ecosystem (if I am remembering it correctly…)