1) Quake Alley Mayhem is available in print now. That means you can go here:
https://www.drivethrurpg.com/product/244989/Gathox-Vertical-Slum-Quake-Alley-Mayhem
to grab a physical copy! Go get some and murder your PCs, it'll always be worth it!
2) Jesse Goldshear from the Yenemvelt blog wrote a kickass carousing table for Gathox. You should check it out here:
http://yenemvelt.blogspot.com/2018/09/party-like-you-mean-it-gathoxian.html
I dig the three-axis generation process for the results, that's super hot - and everything's tied tightly into the functional fiction and geography to boot. Jesse's also been kind enough to assist in organizing a collection of player-made game content for Gathox, which will eventually be a free .pdf! Huzzah!
The Mi-Chiw optional class for Gathox
From GVS1, Chapter 6 Monster Section |
As monsters, they typically travel in bands of 3d4 members and warren with anywhere from 12-60 individuals. Every group of 5 or more Mi-Chiw will be accompanied by a mutated 4+2 HD Shell Priest, who casts as a 3rd level Mentalist.
As PCs, the lives of Mi-Chiw trend toward short and brutal. Their horrific countenances and penchant for violence render them simultaneously unsuited to lives of socialization and talented at adventuring.
Mi-Chiw Race Abilities
Character Advancement: Mi-Chiw advance as Militants, and may typically advance as far as 6th level. They use Militant Hit Dice, To-Hit scores, and Saving Throws.
Weapon and Armor Restrictions: Because of their strange shape and hard shells, Mi-Chiw may only wear armor on their arms and legs, and can wear up to four pieces of armor. They may carry a small shield as well. They may only use one-handed melee or ranged weapons.
Natural Weapons and Armor: The Mi-Chiw's shell provides natural armor, which continues to harden through age and exposure to the hardships of adventuring. At level 1, a Mi-Chiw has a natural AC of 7[12]; this improves by one point each level, until at level 6, where a Mi-Chiw has a natural AC of 2[17]. Additionally, the Mi-Chiw possesses jagged, devastating claws that function as incredible natural weapons. At level 1, the Mi-Chiw's barehanded attacks do 1d6 damage. At level 3, damage improves to 1d4+2. At level 5, damage improves again, this time to 1d6+3. At level 6, their claw attacks continue to do 1d6+3 damage and are treated as magical weapons in terms of ability to damage enemies resistant to mundane attacks.
Fighting Zhezhn: Gathox's antibodies, the Zhezhn, have a difficult time adapting to the bizarre psychology of the Mi-Chiw, and thus find them difficult to engage in combat; Zhezhn only inflict half the normal damage against Mi-Chiw.
Keen Detection: Mi-Chiw are naturally subterranean and can navigate below ground with ease. On checks for spatial orientation underground, detecting slanting passages, or spotting traps, Mi-Chiw are considered to have a +2 to WIS.
Saving Throws: The Mi-Chiw intellect is so foreign that psychic attacks, whether magical or biological, trend toward failure. The Mi-Chiw has a +4 bonus on Saving Throws against all psychic attacks.
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