Thursday, July 6, 2023

Bolds

"We heard them in the corridor ahead of us, their tiny claws scraping on the metal deck plates, yipping and growling at each other, preparing for our approach. Just as our weapons were ready and we were about to launch our attack - they dropped out of the ceiling tiles! Blades flashing, spears goring - and one had a burner! The frothing furry freak began vaporizing holes in the bulkheads! In a moment, the hull would begin to implode!"

Kobolds have long been a staple of fantasy RPGs. They are tiny and gross and dangerous and frightening and, dare I say, alien. On one hand, the thought of an armed and armored chihuahua is comical, but in numbers, that comical band of warrior poodles can (and have!) committed more than one TPK.

Their alien-ness makes them an interesting and somehow comforting opponent in a sci-fi setting. They are as at home in a space based campaign as any Space Elf (Vulcan) or Space Orc (Gamorrean). And just when your players are getting ready for an easy "W" - they realize that there is a mutated one and one with psychic powers - and they begin writing up a new character just in case!

"Bolds" can be introduced into nearly any sci-fi scenario - just as they are presented on page 419 of the Dungeon Crawl Classics core book. The following are a list of variants that might be found in a typical tribe or warren. These may also be found as labor aboard a vessel or perhaps conducting piracy or performing mercenary services. To randomly determine if any of the following are in a given situation, roll a d5. On a 1, roll a d20 and consult the table below.

  1. Spear Bold: These are armed with spears instead of swords. The spears can be simple sharpened sticks, cut tube steel or constructed of salvaged plastic rods, tipped in plate glass.
    Appearing d6-1, Init +1; Atk tiny spear -2 melee (1d4); AC 11; HD 1d4; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  2. Bow Bold: Some fool armed these pups with 3d printed bows! Duck!
    Appearing d3, Init +1; Atk tiny bow -2 missile fire (1d6-1, 90', d6 arrows); AC 11; HD 1d4; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  3. Armor Bold: Nearly all Bolds wear armor, but this one found a good suit somewhere that fits him.
    Appearing 1, Init 0; Atk tiny sword -2 melee (1d4-1); AC 14; HD 1d4; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  4. Bang BoldPupper picked up a small slug thrower pistol!
    Appearing 1, Init +1; Atk hold out slugger -2 missile fire (1d6+1, 100', d6 shots remaining); AC 11; HD 1d4; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  5. Zap Bold: This little woofer has found themselves a pocket laser pistol. Yipe!
    Appearing 1, Init +1; Atk hold out laser -2 missile fire (2d3, 200', d6 shots remaining); AC 11; HD 1d4; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  6. Daze BoldStunning! (I slay me!!)
    Appearing 1, Init +1; Atk hold out dazer -2 missile fire (Stun, 50', DC 12 Fort save to resist, d6 shots remaining); AC 11; HD 1d4; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  7. Dart Bold: Bolds are not known for their ranged weapons use, but blow darts fashioned from industrial waste are favored for hunting by certain tribes.
    Appearing d6-1, Init +2; Atk blow dart -1 missile fire (1d3-1, 30', 6d12 darts); AC 10 (no armor); HD 1d4; MV 30’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  8. Boom Bold: Salvage is where you find it. Sometimes a lucky pup chances over something they should have never found. This one found itself a grenade...
    Appearing 1, Init +2; Atk tiny sword -2 melee (1d4-1) or grenade -3 missile fire (10', see below); AC 11; HD 1d4; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.

    Roll d100 on the following list to determine what kind of grenade the Bold is about to toss:

    Roll Result
    1-25 Dud - Just fizzles
    26-35 Dud - 1d3 damage to the Bold
    36-45 Live, low - 1d4 damage to 10'
    46-55 Live, medium - 2d4 damage to 20'
    56-65 Live! - 4d4 damage to 25'
    66-70 Frag! - 6d4 damage to 25'
    70-79 Smoke - vision reduced to 3', d3 1-Red, 2-Green, 3-Yellow
    80-95 Flashbang - Everyone in '30 stunned for d4 turns, Ref save for half.
    96-97 Riot - Chemical agent; burning eyes, itching skin to everyone in 30', all actions and rolls reduced by -6, Ref save for -4. Sticks to clothes and walls, must leave area and remove residue to stop effects. Residue lasts for d4 hours.
    98-99 Pop! Confetti! It's a party!
    100 Popcorn! Exactly what it says on the tin. Salty!!

  9. Hexa Bold: Bolds have frequently been found to be mutated, by an environment or on purpose. This one is a little taller, a little heavier and has four arms!
    Appearing 1, Init +1; Atk tiny swords -2 melee (1d4-1); AC 11; HD 1d6-1; MV 20’; Act 1d20, 1d16, 1d12; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  10. Hexa Spear BoldThis mutant doggo is a little taller, a little heavier, has four arms - and likes spears!
    Appearing 1, Init +1; Atk tiny spears -2 melee (1d4); AC 11; HD 1d6-1; MV 20’; Act 1d20, 1d14; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  11. Uni Bold: Most Bolds have small horns, these have a single horn from their foreheads and they like to use them!
    Appearing d3, Init +1; Atk tiny sword -2 melee (1d4-1) or horn -1 melee (1d3); AC 11; HD 1d4; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  12. Bully Bold: Bigger and taller than the average, can't find armor to fit and just wants to hurt people.
    Appearing 1, Init +2; Atk club -2 melee (1d6-1); AC 9; HD 1d6; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  13. Bigger Bully Bold: EVEN bigger and taller than the average, really can't find armor to fit and just wants to hurt A LOT of people.
    Appearing 1, Init +2; Atk club -1 melee (1d6); AC 9; HD 1d6+1; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  14. Basher Bold: Oops - he found some armor! And a helmet!
    Appearing 1, Init +1; Atk club -1 melee (1d6); AC 12; HD 1d6+1; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  15. Buggy BoldThis mutated mutt seems to have grown a chitinous carapace - Eww!
    Appearing 1, Init +1; Atk tiny sword -1 melee (1d4-1); AC 14; HD 1d4; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  16. Blinder BoldThe protruding forehead with bulging veins indicates this doggo has a psychic trick - but he can probably only do it once!
    Appearing 1, Init +2; Atk psychic; AC 8; HD 1d4; MV 20’; Act 1d20; SP infravision 100’, Cause Blindness - d3 targets, d6 rounds, Fort save for half, does d3+1 damage to Bold ; SV Fort -2, Ref +0, Will -2; AL N.
  17. Warper BoldUNLIMITED COSMIC POWER!! Teeny-tiny brain case!
    Appearing 1, Init +3; Atk none; AC 8; HD 1d4; MV 20’; Act 1d20; SP infravision 100’, Warp to Location - can move self and up to d3 targets 300' in any direction, does d3+1 damage to Bold ; SV Fort -2, Ref +0, Will -2; AL N.
  18. Shroom Bold: These fellas are MESSED UP on some kind of fungus they found. Unfortunately, it seems the fungus is mad at YOU!
    Appearing d6-1, Init +1; Atk tiny spear +1 melee (1d4); AC 9 (no armor); HD 1d4+2; MV 20’; Act 2d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  19. Monk Bold: Do Bolds have cults? Yes! These particular Bolds have forsaken all material desires. They have meditated and prayed to their gods. Their bodies and their souls are the ULTIMATE in warrior per---Snik! HAHAHAHAHA! I couldn't get through it - sorry!
    Appearing d6, Init +1; Atk unarmed +2 melee (1d4); AC 10 (no armor); HD 1d4+2; MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
  20. Jetpack Bold: Ummm - yeah. No idea what you should do with this...
    Appearing d4-1, Init +1; Atk tiny spear -2 melee (1d4); AC 10; HD 1d4; MV 50’ - ceiling 100', Hover, must roll Piloting at DC15 beginning of each round, failing roll is a crash result, including falling damage, crit fail should be extra spectacular; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.

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