Category Archives: Homebrew

BRP Character: Secret Agent G-6155

Wherein your humble scribe presents an NPC for use with Basic RolePlaying.

Secret Agent G-6155 (codename “Interceptor”) is one of the most respected wheelmen working for the Agency. He is an outstanding driver and a fair shot with the weapons that are frequently built into the types of cars used by the Agency. Interceptor is cool under fire, even when his arch nemesis, “The Mad Bomber” takes to the skies in his custom helicopter in an effort to destroy G-6155. The agents of FANGS are all well aware of Interceptor’s skills and do their best to drive him off the road whenever this spy hunter winds up on their tail.

STR 13 CON 12 SIZ 12 INT 13 POW 15 DEX 16 APP 16
Hit Points 12 Major Wound 6 Power Points 15

Damage Bonus: +1d4
Weapons: Medium Pistol 60%, damage 1d8
Armor: none
Skills: Artillery 75%, Brawl 65%, Dodge 70%, Drive (Car) 85%, Fast Talk 45%, Grapple 65%, Hide 35%, Listen 50%, Martial Arts 15%, Navigate 40%, Pistol 60%, Research 50%, Spot 60%, Stealth 45%

A Dangerous Foe: Nezatl Xomec

Somewhere in the world lies the lost valley of Tlactoztlan. The strange natives of this hidden place practice human sacrifice, pray to bizarre gods, adorn themselves with brightly-colored feathers, and – it is rumored – live in cities made of gold. Only the bravest and luckiest adventurers find their way to Tlactoztlan!

In his hidden lair deep beneath the city of Xotepeclan, the sorcerer Nezatl Xomec patiently waits, like a malignant spider, weaving his plans of deceit and corruption with steely purpose and twisted, maniacal glee. The sorcerer has been a bane to the people of Tlactoztlan for more than 100 summers. Despite his great magical prowess, Nezatl Xomec is physically frail as a result of his great age and his obsession with the darkest magics.

In his pursuit of power Nezatl Xomec has entered into a pact with Mictlantecuhtli, a demon that rules over the lowest levels of hell. In exchange for his incredibly long life and the skills that he has developed as a sorcerer, Nezatl Xomec must supply Mictlantecuhtli with a steady stream of sacrifices. Further, Nezatl Xomec must consume the flesh and organs of these sacrifices on a regular basis or else he will falter and finally fall into complete decrepitude.

As if this weren’t enough, Mictlantecuhtli has cursed the sorcerer with a strange recurring malady – at the eleventh hour of every day, the flesh of Nezatl Xomec’s head melts away, leaving him with just a hideous bare skull until the twelfth hour arrives. It is frequently during this hour that Nezatl Xomec performs his sacrifices, as Mictlantecuhtli delights in souls that pass into his realm already filled with terror.

Nezatl Xomec is a master of many spells, but perhaps more terrifying is his willingness and ability to summon forth terrible demons to terrorize his foes and do the things that he himself is no longer physically capable of.

Like all Izatacli (the sorcerers of Tlactoztlan), Nezatl Xomec wears a headdress comprised of white parrot feathers, with his own right-of-passage emerald Quetzalcoatl feather at the center.

Essences
Lifeblood 7
Arcane Power 17
Villain Points 5

Attributes
Strength -1
Agility 1
Mind 4
Appeal 0

Combat
Brawl 0
Melee 0
Ranged 2
Defense 2

Careers
Sorcerer 5
Scholar 4
Artificer 3
Noble 1

Boons
Power of the Void

Flaws
Delicate
Cravings: Human Flesh
Mictlantecuhtli’s Curse

Languages
Tlacuatl, Outlander, Sorceric, Demonic

Equipment
Obsidian Spider Knife, 1d3 plus paralyzing poison (hard Strength task to resist)
Amulet of Tepeyollotl (d6-2 of “armor”)

BoL Character: Acaxochitl

Somewhere in the world lies the lost valley of Tlactoztlan. The strange natives of this hidden place practice human sacrifice, pray to bizarre gods, adorn themselves with brightly-colored feathers, and – it is rumored – live in cities made of gold. Only the bravest and luckiest adventurers find their way to Tlactoztlan!

The daughter of Xuchitl, one of the renown silver artisans of Quanoac, Acaxochitl now serves among the honor guard at the temple of Xochiquetzal. Chimanihuatl, the high priestess of Xochiquetzal, clearly favors Acaxochitl and has made the young warrior maiden something of a celebrity among the nobles and priests in Tecali, often choosing her to serve as the priestess’ personal guard during processions and public services. And though she is truly happiest on the field of battle, Acaxochitl finds her current life more than a little pleasing.

Acaxochitl wears a silver hummingbird pendant made for her by her father for her coming-of-age ceremony. She treasures this piece above all else and will fight to the death to retain or defend it. A person who managed to acquire it from her could almost certainly demand nearly any form of payment from her in exchange for the pendant. The evil sorcerer Nezatl Xomec is aware of this weakness and has plans to exploit it one day, when the stars are right and a certain high priestess must be slain by the hand of a maiden…

Like all Coztli (the warriors of Tlactoztlan), Acaxochitl wears a headdress comprised of yellow parrot feathers, with her own right-of-passage crimson Quetzalcoatl feather at the center.

Essences
Lifeblood 11
Hero Points 3

Attributes
Strength 1
Agility 2
Mind 0
Appeal 1

Combat
Brawl 0
Melee 2
Ranged 1
Defense 1

Careers
Guard 2
Warrior 1
Metalsmith 1
Noble 0

Boons
War Cry
Thick Skin
Escape Artist

Flaws
Arrogant

Languages
Tlacuatl

Equipment
Macuahuitl (obsidian-toothed wooden sword), 1d6+2 (-1 to hit)
Atlatl (dart thrower), 1d6-1
Ichcahuipilli (quilted cotton armor) & chimalli (shield), d6-1

BoL Character: Yayauhqui

Somewhere in the world lies the lost valley of Tlactoztlan. The strange natives of this hidden place practice human sacrifice, pray to bizarre gods, adorn themselves with brightly-colored feathers, and – it is rumored – live in cities made of gold. Only the bravest and luckiest adventurers find their way to Tlactoztlan!

A charming, though somewhat anxious, young priest of Tlaloc, the rain god of the Tlactozotl, Yayauhqui travels between villages and cities in Tlactoztlan, bringing news and, if Tlaloc is pleased, rain. Yayauhqui is an accomplished agrarian and an amateur alchemist who believes that mixing the two disciplines will allow him to better understand the world around him.

Grounded as he is in the physical world and the plight of his people, he often finds himself at odds with his superiors in the great temples of Xotepeclan and Tecali. Additionally, unlike many within the priesthood Yayauhqui is not immediately suspicious of the handful of outsiders who have found their way into the lost valley. In fact, he may well be sympathetic to their plight.

Like all Texotli (the priests of Tlactoztlan), Yayauhqui wears a headdress comprised of blue parrot feathers, with his own right-of-passage green Quetzalcoatl feather at the center.

Essences
Lifeblood 13
Hero Points 5

Attributes
Strength 1
Agility 0
Mind 1
Appeal 2

Combat
Brawl 0
Melee 1
Ranged 1
Defense 2

Careers
Priest 2
Farmer 2
Laborer 0
Alchemist 0

Boons
Sling Fighter
Hard-To-Kill

Flaws
Insubordinate (roll an extra die when dealing with “superiors”)

Languages
Tlacuatl, Outlander

Equipment
Jade parrot mace, d6+1
Sling, d6-2
Very light armor (feathered cloak) & shield (chimalli), d3

The Demons Of Adad Untash: Muaamta

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

As the skeletal jaws closed around her throat, Nara Mudhul’s body went limp and lifeless. The blackness that engulfed her consciousness whispered dark and terrible words to her, coxing her to join the war against her people. Though she no longer felt the pain of the hideous hound’s raking claws and razor-sharp teeth, her soul burned with an agony she never feared possible. And slowly the darkness continued to offer its vile offer of nightmarish power and release.

Seeing his beloved fall to the beast, Bar-Ganin felt the rage of the desert storms well within him. He tossed aside the holy mace he had been given by the high priest of Marduk before he, the Champion of Dnaniri, and the sorceress had departed for the other world and drew the one weapon he knew he could count on: his grandmother’s ancient iron sword. In the same instant that curved blade leapt into his hands from its enchanted scabbard, Bar-Ganin could only stare as the demon warped and shuddered, reconfiguring itself into a disgusting new form.

Now before him loomed a giant, armed with massive, torturous weapons that glinted evilly off the large multi-faceted eyes that looked down upon him. The tumors that swelled and swarmed across its grey and black skin blasted his mind with their soul-rending resemblance to the face of Nara Mudhul.

“Yes,” the thing’s brush-dry voice spoke, “Your mate is mine now. But fear not, pathetic worm. She is coming to rejoin this battle shortly.”

Casting a glance at the creature’s feet, Bar-Ganin saw with horror that Nara Mudhul’s body was beginning to make its own terrifying transformation…

Muaamta (Higher Order Demon)
No. Enc.: 1d3 (1d3)
Alignment: Chaotic (evil)
Movement: 150’ (50’) or 90’ (30’)
Armor Class: -3
Hit Dice: 12
Attacks: 3 (2 claws, 1 bite) or 2 (weapons)
Damage: 3d8/3d8/3d10, level drain or 2d12/2d12, poison
Save: F12
Morale: 12
Hoard Class: XXII
XP: 7,600

Muaamta possess two distinct forms: the first is of a large, skull-headed coal-black hound with burning red eyes and fur that teems with maggots and worms; the second is of a 12’ tall humanoid with a spider’s head, the tail of a viper, and necrotic flesh that undulates with tumors that resemble screaming, agonized human faces. Both forms reek of dead owls. Any individual Muaamta may switch between forms only after successfully killing an intelligent creature in combat. This transformation is nearly instantaneous and does not leave the Muaamta vulnerable in any way.

In hound form, Muaamta attack with powerful claws and terrible bites. Any opponent struck by a Muaamta in hound form will lose 1 level (and the associated hit points, abilities, spell levels, etc.) unless they successfully save against Death at -10. A character drained of all of his levels rises 1d6 rounds later as a Tummahu Anang Gar or an Agara Muun, whichever is more appropriate based upon the dictates of the Tablets of Adad Untash. If neither form is deserved, the character will take the form of whichever demon is closest to the slain character’s original level.

In humanoid form Muaamta attack with giant multi-headed flails and cat o’ nine tail whips. Both of these weapons deliver a vicious poison that causes an additional 1d8 damage per round until a successful save is made. Further, those afflicted with this poison suffer a -5 to hit and a corresponding penalty to their armor class due to the intense burning pain that the poison causes.

In addition to these attacks, Muaamta have the following spell-like abilities, useable at will: Animate Objects, Animate Dead, Charm (Monster, Person, or Plant), Death Spell, Fear, Gaseous Form, Hypnotize, Magic Missile, Polymorph Self, Sleep, Speak with Animals, Speak with Dead, Suggestion

Additionally, Muaamta possess all of the abilities of a typical Higher Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Muaamta can only be damaged by +2 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Muaamta may Gate (10% probability of success) 2d6 Tummahu Anang Gar (25%) or 1d4 Agara Muun (75%).

Muaamta are occasionally found in graveyards, gloating over the tombs of their victims. More often, though, they are encountered when sent forth by the demon lords of Umaab.

The Tablets of Adad Untash tell the faithful that Muaamta are the souls of those who committed murder, whether in cold blood or motivated by passion, of their own free will.

A Dangerous Foe: Tlilpotonqui

Somewhere in the world lies the lost valley of Tlactoztlan. The strange natives of this hidden place practice human sacrifice, pray to bizarre gods, adorn themselves with brightly-colored feathers, and – it is rumored – live in cities made of gold. Only the bravest and luckiest adventurers find their way to Tlactoztlan!

Feared throughout Tlactoztlan, Tlilpotonqui is the high priest of the Tlactozotl death god, Omacatl. He resides deep within the jungles of the lost valley, in the great vine-covered temple of Omacatl, where he and his cadre of jaguar-masked enforcers live richly upon the offerings left to Omacatl at the shrines that dot the roads and rivers of the land. Though he freely uses his position and power to benefit himself, Tlilpotonqui is no charlatan. He and his charges are devout believers in the power of Omacatl and they treat their rites with the utmost of respect. Tlilpotonqui possesses a very dark sense of humor and is not afraid to openly mock or threaten even the great Tlatoani if it suits his needs. Like all Texotli (the priests of Tlactoztlan), Tlilpotonqui wears a headdress comprised of blue parrot feathers, with a single jet black Quetzalcoatl feather at the center.

Essences
Lifeblood 11
Arcane Power 11
Villain Points 6

Attributes
Strength 1
Agility 2
Mind 3
Appeal 1

Combat
Brawl 1
Melee 3
Ranged 1
Defense 2

Careers
Priest 3
Assassin 2
Magician 1
Torturer 1

Boons
Poison Immunity
Detect Deception
Marked by the Gods

Flaws
Unsettling
Cravings: Chewed leaves & roots that grant energy and mystical visions

Languages
Tlacuatl

Equipment
Jade Parrot Mace, 1d6+1
Obsidian Monkey Knife, 1d3+1
Very light armor (black feathered cloak) 1d3-1

BoL Bestiary: Quetzalcoatl

Somewhere in the world lies the lost valley of Tlactoztlan. The strange natives of this hidden place practice human sacrifice, pray to bizarre gods, adorn themselves with brightly-colored feathers, and – it is rumored – live in cities made of gold. Only the bravest and luckiest adventurers find their way to Tlactoztlan!

Quetzalcoatl, as they are called by the natives of Tlactoztlan, are 15′ long feathered snakes that fly by means of their brightly-colored wings. Revered by the Tlactozotl people, it is rumored that there are larger, more powerful Quetzalcoatl able to cast magical spells living deep within the jungles of the lost valley. The strongest Tlactozotl will, as part of their initiation into adulthood, seek out a Quetzalcoatl and challenge it to a duel. Victory yields a Quetzalcoatl feather that will be the centerpiece of the Tlactozotl’s head covering. Defeat results in nothing less than death.

Attributes
Strength 3
Agility 4
Mind 3

Combat Abilities
Attack with Bite +3; d6+3
Defense: 4
Protection: 1d6 (scales, feathers, and magical nature)
Lifeblood: 20

A Mutant Future Party

A group of adventuerersWherein your humble scribe, inspired by the picture to the right (from the venerable and legendary Metamorphosis Alpha) presents an Adventuring Party for Mutant Future. These characters are all 1st level and have a bare minimum of equipment. They were all created by the book (i.e., 4d6 drop the lowest). I almost did these up in Barbarians of the Aftermath, but I decided to stick a little closer to the source material.

“The Council of Wimson be damned”, thought Nyles Venck as he and his odd companions crossed the Atin Line. “They tell me not to venture into the ruins, but the answers to our peoples’ troubles can be found within that fabled pink dome. And I will not sit by as more children die from this damnable plague.”

Venck’s reverie was broken as the robot, WRD3N, came to an abrupt halt, its weapons loading with an audible click. His mutant companions fidgeted nervously, knowing that the robot’s sensors had detected some source of danger that remained unseen from the asphalt road they traveled.

“What do you sense, metal man?” asked the giant in his rumbling voice as his grip instinctively tightened on his trusted shotgun – so much smaller in his hands than it would be in those of a normal sized being.

“Nine lifeforms approaching from the south… bzzzz… west…” the machine responded mechanically.

Noknok, the little trickster, drew an arrow from his quiver and cocked his head to listen, his mutant ears able to pick up sounds that escaped the other flesh-and-blood members of his group.

“Me hear… thump-thump?” he announced quizzically.

Lysna, her tiny wings beating lightly, closed her eyes and began to draw up her mental strength, to better deal with whatever it was that sought their attention.

“I do not want this… encounter… to turn violent if it can be avoided,” Venck said as he placed his hand on WRD3N’s shoulder, as if to dissuade the machine from following its core programming. “We have important things to find in the ruins of the city and there is no telling what troubles we will face there. Noknok, can you use your power to keep us protected while we negotiate?”

“Me will,” the strange looking little man replied as the air about his body began to shimmer faintly…

Nyles Venck / Human 1 Lawful
STR 14 INT 15 WIS 14 DEX 12 CON 18 CHR 19
HP 82 AC 5 Gold 17
Long Sword, Breastplate, Gauss Machine Pistol (Battery has 9 shots left)

Lysna / Mutant Human 1 Neutral
STR 8 INT 15 WIS 12 DEX 17 CON 15 CHR 17
HP 55 AC 4 Gold 97
Mutations: Complete Wing Development, Dwarfism (1 ft. Tall), Energy Retaining Cell Structure, Increased Physical Attribute (Dexterity), Know Direction, Mind Thrust
Leather Armor

Noknok / Mutant Human 1 Chaotic
STR 15 INT 8 WIS 10 DEX 15 CON 14 CHR 12
HP 57 AC 5 Gold 110
Mutations: Bizarre Appearance, Dwarfism (4 ft. Tall), Increased Sense (Hearing), Body Adjustment, Greater Force Screen
Short Bow & 20 Arrows, Shortsword, Studded Leather Armor

Pragnus / Mutant Human 1 Lawful
STR 17 INT 11 WIS 13 DEX 11 CON 14 CHR 9
HP 7 AC 6 Gold 21
Mutations: Bizarre Appearance, Gigantism (9 ft. Tall), Natural Armor, Combat Empathy, Phobia (Snakes)
Shotgun (7 shells), Mace

WRD3N / Robot
Hit Dice: 20
Frame: Armature
Locomotion: Casters
Manipulators: Advanced Hands
Armor: Duralloy (AC 3)
Sensors: Class IV
Mental Programming: Artificial Intelligence
Accessories: Internal Storage Unit, Loading Mechanisms, Vocalizer, Weapon Mounts, Self-Repair Unit
Weaponry: Flame Thrower, Automatic Rifle, Smoke Grenades

LL/AEC Rogues Gallery: The Purple Herbalists

Wherein your humble scribe presents another entry in an irregular series of Adventuring Parties for Labyrinth Lord/Advanced Edition Companion. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order.

For reasons they appear to be unwilling to share, each member of this group of multifaceted magicians (and their one-dimensional bodyguard) always wears at least one article of clothing that has been dyed a deep purple. They are traveling in search of various rare herbs to use either as components for their spells or, perhaps, to sell to other, less adventurous wizards. Snickeringly referred to as The Purple Herbalists by several rival adventuring parties, this group does not seek fame for their exploits, so they have not bothered to name themselves anything else. If their choices in attire and bizarre mannerisms make them inscrutable to barman, inn keeper and highwayman alike, so much the better. They, too, possess some snappy headgear.

Loran Muir / Half-Elf Magic-User/Thief 1/1 N
Head Gear: A deep purple fez with a single tassel and a crescent moon embroidered in silver thread
STR 10 INT 14 WIS 10 DEX 16 CON 10 CHR 14
HP 5 AC 6 Gold 37
Long Sword, Silver Dagger, 3 Daggers,12 Darts, Leather Armor, Thieves’ Tools, Spell Book, 2 oz. Wolfsbane, 1 oz. Belladonna
Magic-User Spells: Magic Missile, Shocking Grasp, Unseen Servant

Zaarn / Half-Elf Fighter/Magic-User 1/1 NE
Head Gear: A conical brass helm with a deep purple plume
STR 14 INT 15 WIS 12 DEX 9 CON 10 CHR 7
HP 7 AC 7 Gold 54
Quarterstaff, Dagger, Studded Leather, Spell Book, 5 oz. Spiderwort, 4 oz. Feverfew
Magic-User Spells: Charm Person, Jump, Magic Missile

Oola Hadrin / Half-Elf Cleric/Magic-User 1/1 NG
Head Gear: A deep purple turban & a white ceramic mask that covers half her face
STR 10 INT 15 WIS 15 DEX 8 CON 14 CHR 10
HP 7 AC 5 Gold 25
Mace, Chain Mail, Sling & 10 Bullets, Shield, Silver Holy Symbol, Spell Book, 5 buds of garlic, 5 oz. Hollyhock
Cleric Spells: Create Water, Purify Food & Drink, Resist Cold
Magic-User Spells: Detect Magic, Floating Disc, Magic Missile

Grek Parr / Half-Orc Fighter 1 N
Head Gear: An open-faced helmet with a deep purple brush top
STR 16 INT 5 WIS 11 DEX 6 CON 13 CHR 8
HP 11 AC 4 Gold 18
Scimitar, Hand Axe, Banded Mail, Shield, 5 oz. Sage