Tuesday, August 28, 2012

WotRP - The Mentalist


MENTALIST
Mentalists are individuals with unnaturally prodigious mental abilities. As Mentalists gain experience, they hone their prowess and add more options to their suite of powers. Mentalists may use any weapon, though they typically scorn much besides an ornamental dagger or pistol, and wear only the lightest armor, such as basic harness.
Mentalists roll 1d6 for each HD (max 10).

Mentalists may use a number of powers per day equal to their level before needing to rest and regain their strength. Mentalists with a Wisdom of 13 or higher may add 1 to the numbers of power uses per day. This usage may consists of any combination of the powers they know, so long as the total does not exceed their daily limit.

Mentalists with high Charisma may add their Basic Ability Modifier to powers that require a roll to-hit or damage.

Note: Due to the limited number of powers available to any individual Mentalist, one Mentalist may be very different from the next, making them as unpredictable as they are powerful. Upon gaining a level, the Mentalist may choose to “unlearn” a known power and choose a new one of the same level in its place.
Level XP              HD    Title           Powers per day (by level)
1       0                1       Aspirant     1/
2       2500           2       -                 2/     
3       5000           3       Initiate       2/1
4       10000         4       -                 3/2
5       20000         5       Seer           3/2/1
6       50000         6       -                 3/2/2
7       100000       7       Adept         3/2/2/1
8       250000       8       -                 3/2/2/2
9       500000       9       Savant       3/2/2/2/1
10     1000000     10     Mindlord    3/3/2/2/2/1

Hi-Res Photos from Mars

Unless you've been hiding under a (Martian) rock, you know the Curiosity Mars Rover touched down on Mars a couple of weeks ago. Its been sending back some pretty amazing hi-res images of the landscape surrounding the landing site. More photos available here.

Only a matter of time before a Banth wanders by....





Wednesday, August 15, 2012

Two Posts in Two Days? Crazy!


More Warriors of the Red Planet Creatures.

Arcris
AC: 7[13]
HD: 2
Atk: snout-stab
Dmg: 1d6
Save: F2
Move: 240’(fly) or 60’(crawl)
The Arcris is a flying predator with a single delta-shaped wing and a long, needle-like blade for a snout. They typically hunt in groups of 3-12. While the most common species is ochre, there is black variation that is nearly invisible after dark.

Armae
AC: 7[13]
HD: 1d3 hit points
Atk: bite
Dmg: 1d4+poison
Save: F1
Move: 150’
Armae are orange, beetle-like creatures that typically live in the shadows beneath rocks or within ruined buildings or wrecked ships. They are scavengers, but are not above running down live prey when they have the advantage of numbers. Their scything maws are mildly poisonous; victims bitten suffer a -2 penalty to attacks unless a save is made. They typically gather in swarms of 10-40.


Tuesday, August 14, 2012

Warriors of the Red Planet update!


It has been a long time! I must admit the John Carter movie took the wind out of me, I wanted it to be SO good, but it was only 'just ok'. Worse yet for Burroughs fans it totally failed on the character of John Carter himself. The noble gentleman of the South willing to dive into adventure and danger for his beautiful princess was reduced to a gold-grubbing reluctant hero.

The movie wasn't a total bust, but it failed on enough levels that fans and the uninitiated alike were turned off. Bad move Disney & Andrew Stanton!

However, we drive on undaunted to achieve our goal of making the best Sword & Planet RPG every devised by man! The eminently talented Al of Beyond the Black Gate has delivered a document of unparalleled brilliance, passion, and knowledge of this most venerable of science fantasy genres - and I have taken the responsibility of illustrating it with illustrations worthy of its subject matter! So, where have I been?

Glad you asked.

This has been an eventful summer. I've taken the duty of art direction for not just one, but two of Kabam's hit titles: first The Godfather and then Edgeworld. The work of an art director is more than you would think. While the conductor doesn't play First Chair Flute, he must understand every instrument and it's place in the orchestra to make beautiful music. I hope that these games are well art directed.

I have endeavored to make great art for Warriors of the Red Planet, this does not come without the burden of time well spent working on the illustrations. You will have to be the judge of the quality.

I present to you a couple of the fantastic creatures from WotRP. More sneak peeks are forthcoming. Enjoy!

Anthipode

AC: 2[18]
HD: 3
Atk: 1d6 needles
Dmg: 1d4 per needle
Save: F3
Move: 120’
When not cloaked in its illusions, the Anthipode is an unsettling humanoid creature with writhing tentacles for arms and a smooth, featureless face with a single hole in the center of unknown purpose. Typically though, the Anthipode wraps itself in illusions, appearing to be a beautiful courtesan, savvy merchant, or whatever else would further its latest con game or provide its next fresh meal. When unmasked (typically by a physical assault), the Anthipode defends itself by shooting needle-sharp projectiles from its tentacles.


Arodel
AC: 7[13]
HD: 2
Atk: pike
Dmg: 1d8
Save: F2
Move: 90’
The Arodel are a race of crablike humanoids, typically living in tribal groups in the most desolate wastelands, though there are rumored to be a few actual cities inhabited by the creatures. They sometimes trade with civilized lands, though they often have somewhat unique interpretations of standard business deals that occasionally result in the consumption of those they trade with. Arodels favor the use of a motley array of pikes and other polearms.

These are just the black & white drawings. I plan to have all the illustrations in color and provide a low cost b&w as well as a premium color edition of WotRP if all goes well.

Thanks for reading!