Wednesday, November 25, 2009

Open Call for Artists

My kids--god love 'em--think that I am a good artist. I have no idea why, except that I can produce modestly amusing pigs and robots:



Anything else is really quite beyond me. Even my daughter--my biggest fan-- upon seeing my attempt at rendering her favourite super-hero Raven (from the Teen Titans)...

Actual Drawing by me


...said, "OK. Now do it better." Alas, my dear, that's about as better as it gets.

Unfortunately, I don't think any of that is really how I want Under the Dying Sun to look. When I picture the game, I picture this:




or, of course, this:



So, I'm just putting this out: I need a decent artist. Or ten. Whatever. If anyone draws art that looks more like the second two pictures than the first two would like to contribute to my little project, I'd be grateful. I'd be more than grateful: I'd be really grateful.

I'd also be happy to talk to anyone who wants to sell me some art. Preferably you will ask for semi-amusing drawings of piggies and robots in recompense.

Thursday, November 19, 2009

Animals & Monsters Under the Dying Sun

Animal life under the Dying Sun is extremely different from that of our experience. The notable animal types are reptiles, avians, and insects, many of which grow to unusual size when compared to our animals. The various species of Men are the only mammals; they are aberrations in the biosphere and might plausibly be considered “monsters”.

Monsters are, in general, weird and strange. A few creatures might be known, though perhaps only be reputation, but most should present characters with a fear of the unknown. “What is that thing?!” should be a common exclamation upon sighting a monster.

To keep the mystery of monsters, the Referee may wish to use the following Monster Generator tables. The first step is to pick a pre-defined monster, such as those appearing in the Spellcraft & Swordplay core rules, Book 3. This provides the “base” creature. Then roll on the following tables:





RANDOM MONSTER ABILITIES
(roll 1D-2 times)



Wednesday, November 18, 2009

Infra-Men: Crimson-Skinned Subhumans

No. Appearing: 3d6
Alignment: Neutral
Size: M
Armour Class/Defense: 2 (Hides)/0
Move: 90’
Hit Dice: 2 (8 HP)
Attacks: 1 Weapon (+2 damage) OR Unarmed
Modes: --
Disciplines: --
Special: Class Abilities on 11+; Enhanced STR (12); Resistant to Sorcery (+2 on Saves); Reduced INT (5)
Moral: +2
Treasure: 1 per individual
XP: 15 + 2/HP (31)



Infra-Men are hulking Quasi-Men of bestial appearance and mentality with a deep crimson-coloured skin and black hair. Of the same general type as Helots, Infra-Men are larger, generally stronger, and much stupider. They may have been a labour-class for the Old Men who became feral after the Collapse. In any case, they now wander the lands under the Dying Sun in small bands, warring with each other by and large, but are always happy to kill True Men, who the regard as racial enemies.

Some few Infra-Men possess Class Abilities. These inevitably become Chiefs and Shamans of their bands and can be fearsome foes indeed.