Showing posts with label Warlords of Atlantis. Show all posts
Showing posts with label Warlords of Atlantis. Show all posts

Sunday, January 9, 2022

The Atlantean Influence In Cepheus Engine Campaigns - Beyond Zozer Games Warlords of Atlantis

So we're gonna pick right up from yesterday's review & blog entry by expanding the scope of Warlords of Atlantis from Zozer Games.  

 Part of what we do as DM's is reading & research its how you gain a bit more knowledge to go outside of the of the normal curve. Take yesterday's Warlords of Atlantis post and let's expand on it after reading through one of Paul Elliot's comments to an internet Drivethru rpger Mathew S ;"Paul - I love anybody who wants to do something properly antediluvian. I don't know if it was your intent, but this feels to me like a Traveller-dude doing his personal version of the classic Arcanum-Atlantis. I'm curious, though: why have the Atlanteans culturally-colonized by non-Atlanteans? That seems a bit odd, at first glance." 
Paul Elliot responses  are  telling on several levels; "I was trying to do the jigsaw of who goes where when it sinks! Just fiction, but in this setting the Atlanteans flee east and settle as the Sumerians. But the Greeks describe Atlantis in Greek terms, so I merged the two ideas. Greeks aren’t Atlanteans, Atlanteans come from some other lost continent. And Plato does talk about a war between Atlantis and the Greek cities." 



" I wanted the Atlanteans to feel a little more alien and remote, a Greek-based Atlantean civilization wouldn't feel that way, it would be familiar. The Sumerian culture with an undercurrent of terrifying Lovecraftian magic and cults, sets up Atlantis as an untrustworthy and alien super-civilisation that is due a fall .." 

This bit right here is pretty interesting because it get's into a fact that many people seem to forget today. The Atlanteans had it coming! That's right the Atlanteans had it coming in Warlords of Atlantis. They were messing with Lovecraftian & dark powers that should have been left alone. If we take the Viking analog culture's magick  within 
Cartridge Games Runes for Barbaric ( a pay what you want title) as a bench mark for some of the magickal fall out from the Atlanteans magical machinations. Then we begin to see the signs that things are not good for the Atlanteans. 





















It is not out of the realm of possibility that the Atlanteans were selling slaves to the Greys during this time for Stella Gemma's 'These Stars Are Ours' campaign in exchange for either super science or sorcerous forbidden knowledge. 
The human population in 'These Stars Are Ours' didn't happen over night. This sector population explosion was well established during the latter ages. 



Some of the  Atlanteans could come along with their slaves as cultural consultants for the Greys. And then be seeded as a part of a colony project & these interstellar colonies could be some of the ruins found within the Clement Sector. Why would the Greys establish such large scale interstellar colonies out in the void of the Clement Sector??! 
The answer is simple  rare earths and radioactives! This could go a long way towards establishing some of the huge tracks of ruins within the asteroids of DM Steve's 'These Stars Are Ours!' campaign which laid the foundation for Stella Gemma's Uranium Fever. 




For myself it would not be unheard of for a group of Atlanteans & their slaves to be found within the confines of the Clement Sector. A long group of survivors trying to make it on the fringes of the sector. How they got there is a mystery and why their there remains to be seen?! 





Wednesday, May 12, 2021

The Zaarg - A Seventies Kaiju Monster Menace For Cepheus Atom & the Barbaric! rpg Adapted From War Lords of Atlantis 1978

 The zaargs are an invasive interstellar parasite Kaiju that came to Earth with the renagade Martian colonists who settled in the Bermuda Triangle. The Zaargs are armored creatures capable of adapting to a wide variety of atmospeheres & planetary conditions. These monsters are instinctively drawn to the works of Atlantis because of the psionic background noise of the power source. These things are heavily armoured & attack without mercy. .

Zarrg's have a highly destructive nature. And they  can easily survive attacks that would fell lesser beings easily. Zaargs attack with two wickely sharp claws. Zaargs lash out with wicked clawed flippers that will smash anything that they can. The Zaargs are well armored taking in & creating an armored back & plate shell along both the upper & lower bodies. The Zaargs are considered the armored pest or transgalactic  parasites  among many of the oldest ancient interstellar races. The reason is that the Zaarg eats literally anything while siphoning off any energy sources that it can including occult energies. Zaarg are known for being extremely temperamental lashing out at any all targets that disturb them durig thier brief seventy two hour life cycle.
 The Zaarg however can literally appear anywhere across space time where the Atlantians have trod. The Zaarg can develop from instellar spores borne by the star winds or by eggs left behind by mating pairs of Zaarg. Zarg have both male & female reproductive parts leading many scientists & men in authority to speculate if they are an ancient artificially created bio weapon species. 


The Zaarg -
Weird Reptilian Armored Kaiju Parasites 


24/50, Move 10m , Armor 13, Bite (melee 5D damage) and 2 claws (melee 2D each)
Regeneration -  will regenerate as a Troll see Sword of Cepheus for rules.
Combat-3, Physical-2, Survival-1.

Special Mutations 

Regeneration -  will regenerate as a Troll see Sword of Cepheus for rules.

 Enviromental Adaptability - The  Kuiju are able to adapt to a wide array of enviroments due to their incredible monster biology that would kill any ordinary monsters. 
Energy Drain - The Zaarg have a unique ability to siphon off occult or a wide variety of energies draining power packs, spells, etc once per day. This is a line of sight ability with the Zaarg making a physical roll to sense the energies with its strange Kaiju adapted senses & then a combat roll to do the drain. The Zaarg can make no other action during this process. 

The Zaarg's breed prolifically with a clutch of 2d6 eggs being produced every eight or so months. The Zaarg's grow to adulthood in 2 months after the first hatching. Zaarg's are always found where Martian Atlantian colonies are. They are  drawn to the occult tech energy sources of such colonies.