Thanks to Eric Fabiaschi's recents posts about the Adventurer Conqueror King System (ACKS), I started reading my ACKS books again. I have to say this is a great system. B/X at the core of the game, but with some great versatility and character options that don't overwhelm this busy DM. So for fun I converted an old Marvel Comic's race for adventurers to encounter while exploring the deep subterranean depths.
Moloids
% in lair: 50%
Dungeon Enc: Work Crew (4d4) / Work Gang(1 union)
Wilderness Enc: Union (1d6 work crews)/Lair (1d10 work
gangs)
Alignment: Neutral
Movement: 60' (20')
Armor Class: 0
Hit Dice: 1d4 hit points
Attacks: 1 (weapon)
Damage: 1d3 or weapon -1
Save: 0 level human
Morale: -2 (in numbers fewer than 10, their morale is -3)
Treasure Type: Special (Moloids, do not value gems, coins or
jewelry, however, if encountered in their lairs, they could be working to
maintain powerful machines of the ancients).
XP: 2
Description
Moloids are short (4' tall average, advanced moloids can be
up to 5' tall) yellow-skinned, emaciated humanoids. Males and females are
almost indistinguishable from one another to non-moloids, in fact other than
the rare advanced moloids, to outsiders every moloid looks exactly the same;
short, thin, yellow skinned humanoids, with large pointed ears, no visible nose
and large, heavy lidded eyes, with very small pupils.
Moloids make terrible warriors, they are workers not
warriors, and will flee danger at the first opportunity, as well as, the second
and third opportunities. They don't have the drive or interest in making
weapons, and if forced to fight will use clubs or staves or whatever other
tools they have at hand.
Moloids live exclusively underground, and will only venture
onto the surface at the command of a powerful master, if commanded to the surface during daylight
and without some form of protective eye wear they will be at -3 to morale. They suffer a -2 penalty to all attack throws
when in full sunlight. However, they have superior infravision 90' and keen
hearing.
Moloids are believed to be descended from a slave race
created by some ancient peoples (Atlanteans?) thousands of years ago. They have lived in the deep earth for untold millennia,
and whatever they once looked like, or whatever their full potential once was,
countless generations of inbreeding has reduced the race to its current sad
state.
Moloids are not innovative or creative (other than the rare
advanced moloids), they usually wear simple rags as clothing, and beyond their
occasional use of protect eye goggles wear little clothing or gear. However,
they are exceptionally skilled at maintaining existing equipment and machinery.
Originally designed to service the great machines of the ancients, they are
innately skilled at keeping such forgotten devices in working order, however,
they cannot explain to others how they work or expand on what the machines
already do.
Subterranean Giant
Monster Training: The moloids have lived in their deep caverns underground
for generations, and share their lairs with a variety of subterranean large
monsters (perhaps also creations of the ancients). Somehow the non-creative
moloids have found a way to train these various giant monsters, in a way
equivalent to the Animal Training Proficiency. It takes many moloids working
together to train just one beast, but they have the time and the numbers, so
any given moloid work gang, and especially a moloid lair will have 1d6 such
beasts.
Moloids are innately docile and subservient, a strong,
and/or charismatic leader can seize control of a large group of these creatures
and bend them to his will. They are still cowards and do better as workers and
laborers rather than warriors.
Advanced Moloid
One in every 500
Moloids shows traits of the race's prior potential, and while still weakly and sensitive
to sunlight, these rare advanced moloids can be highly intelligent (16-18),
morale 0, (for an added twist give them
a chance to be a wild psionic, as per Richard LeBlanc's PX-1 Basic
Psionics Handbook , a great resource for B/X based games, I
highly recommend it!).
Adapted from the Moloids race found in Marvel Comics. First
Appearance : Fantastic Four #22 (January, 1964) No copyright infringement is
intended.
Special thanks to Mark Craddock for giving me the idea! Cross Planes
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ReplyDeleteNice write up for one of my favorite Marvel races. Great job my friend.
ReplyDeleteThanks Needles! As you would say..More to come! : )
ReplyDelete