Showing posts with label slaine. Show all posts
Showing posts with label slaine. Show all posts

Thursday, June 12, 2025

ELFRIC SERPENT-EYE (from Slaine/2000AD) for Basic Games

 

This handsome fellow from 2013, as opposed to David Pugh's monster, Massimo Belardinelli's bloke, or Dermot Power's & Glenn Fabry's blue imp in Demon Killer.
Art: Glenn Fabry.

From the Slaine comic strip in 2000AD. This is Elfric from first appearance in Time Killer, up to the solo gamebook adventures. System is approximately BX/OSE, with later-edition shading.

* = more optional than usual.

Elfric Serpent-Eye

Triple-eyed, blue (or yellow) - skinned extra-dimensional sybarite and sadist; changeling 'son' of the King of Norway, shape-shifter, connoisseur of horrors, equal-opportunity despoiler and degenerate, favoured lieutenant of the Cythrons, personal friend of the Emperor Nero.

Armour Class Unarmoured = Chain + DEX  Hit Dice 6+3  Movement Normal Human Morale 12

Charisma 16, Constitution 15, Dexterity 18, Intelligence 16, Strength 18, Wisdom 15

Elf 6 / Evil Outsider

Hit Dice: roll hp for a 6th level character plus CON adjustment and for a 6+3 HD monster, keep the higher total.

Elf: By name and by nature. All abilities of a 6th level Elf character (or multi-classed Elf Fighter/Magic User). 

*Consolidate/pick-and-choose class/race abilities for Elf characters/monster across available/compatible editions/systems.

Outsider: Elfric is from Els-Where, a dimension at right-angles to our own (get it?). This is where he returns to regenerate if slain on the mortal sphere; he can also return here at any time of his choosing.

Revise for your setting cosmology if you don't want to further muddy the dimensional waters.

*Reclassify Elfric as Fey if you want - he's one of Slaine's world's faerie folk, even if that means something different outside of D&D-ish.

Weapons and Armour: Elfric can use any weapon available, including those he's been impaled on.

Sometimes wields a scythe-axe, the equivalent of Slaine's axe, Brainbiter, but can impale on a crit.

No problems dual-wielding. Probably finds firearms amusing.

Treats armour as costume and cosplay (because - see below) but can improve AC by shield, magical plusses and/or armour better than Chain.

Invulnerable Monster vs. mortals wielding normal weapons (3rd level or less), and half damage from weapons wielded by 4th level or higher (including magical ones).

Fabry/Talbot (1985)

Immune to crits, decapitation, dismemberment, impales, massive damage effects and poison/venom.

Immune to 1st - 3rd level spells.

Vulnerable to Iron: Still only causes half damage, but the weapon doesn't need to be enchanted, nor wielded by a Hero.

In Els-Where (his native plane), an iron weapon will bypass his invulnerability and inflict double-damage. 

Cannot Be Killed: He regenerates/reincarnates in 2d6 rounds. 

Elfric even comes back from being impaled and energy-drained by Grimnismal (nine-dimensional dark god of the Cythrons).

Slaine never decisively defeats Elfric, despite slaying him on several occasions. 

Spells: Elfric does not need to prepare spells in advance, requires no components, patrons or spell book, and casts by thought (lowest possible casting time). He has slots equal to a caster of his level (plus bonus for Ability Scores, if applicable).

Prefers bondage, fear and trickery over simple destruction and mass damage.

*Select spells from any class/list, from any edition or supplement, from any compatible system.

Third Eye: As a Cythron's optical leyser, but only once per round, stun vs. 3rd level or less, and melts/shatters the weapon/device you're using against him on a crit. Can be used in melee.

Massimo Bellaridinelli (1985)

Shape-shifter: Can take on the appearance of a known or unknown person. It is sometimes said he cannot transform his third eye, but must physically disguise it.

*Treat as alter self or change self spell from AD&D, or as a Doppelganger (eg. OSE or BFRPG).

*I can't remember Elfric taking non-humanoid or animal form, but that doesn't mean he can't.

*Further Elaboration.

Law of Macrocosm: If you defeat Elfric three times, you have proved yourself immune to him, and he can no longer directly harm you.

He will, however, take delight in causing as much indirect harm to you as he can thereafter - especially via those people and things you value the most. Up to and including atrocities against your descendants, or even the future nation state that encompasses your homeland.

(This is doesn't feature again after the end of Time Killer, as far as I can tell, and maybe can be explained as only applying in Els-Where).

David Pugh (1985).

Summoning: Elfric is several times shown calling up monsters - Elementals at Clontarf; a swarm of bat-things in Els-Where; Diluvials in Roman Britain.

You can give him summoning abilities as a Vampire, reskinning the rats, bats and wolves or swapping them out for similar HD equivalents.

The Elementals are mindless, monstrous and hungry. They will stop what they're doing to feast on fallen mortals 1-2 on a d6 each round. They're more like Hordlings than D&D-ish elementals.

Favoured lieutenant of the Cythrons: It's not wholly clear (from my reading) whether Elfric's form and powers are entirely his, or whether they are gifts of the Cythrons.

Having been defeated three times by Slaine, Elfric asks the Guledig not to be sent back to Els-Where, that he enjoys human form, implying that both his form and freedom of movement are at the Guledig's sufferance.

The Fetch: Elfric can appear as the double of his chosen enemy, a traditional omen of death.

Being equally matched, the original cannot defeat the Fetch except by special means.

Mechanically, this is a lot easier than mythic narrative allows, but maybe rule that Elfric is otherwise completely immune to your attacks unless you are using a gae bolga (a traditional 'secret weapon' of Celtic myth) or a tathlum.

*El-Stones: Something like the amulet/talisman of a 1e AD&D devil or demon?

Not established as being part of the lore in the early stories featuring Elfric.

*El-Women: By no means as tough as Elfric (adding to the idea that some of his power is granted by the Cythrons), you can just use Drow stats and abilities with the vulnerability to iron added.

When you kill them they turn back into weird slug-like creatures - presumably also their and Elfric's original form. They don't regenerate.

Commentary.

Out of the 19 (maybe more now) Slaine comic books, Elfric's in only 2 as major antagonist - I had him down as Slaine's eternal nemesis and that's how I prefer to think of him. But that's what happens when you read in an achronological narrow band.

That the Replicant of Slaine in The Secret Commonwealth isn't Elfric, from my perspective, is a wasted opportunity - I have other criticisms, but that's my main one.

Slaine and Elfric are evil twins. Elfric is Slaine with no ties, no restraints - but compare the atrocities they commit during Demon Killer. Slaine thinks he is right. Elfric just likes it.

Elfric's queer-coding is all over the place, and doesn't leave a very good taste in the mouth. Slaine and Elfric do at least snog at one point (depending on choices made in a solo adventure).

My pet theory is that the reason the lore of Slaine is inconsistent is because of Elfric and Slaine's appearance at the Battle of Clontarf in 1014 (and presumably Elfric was embedded in the Norwegian royal family for at least some time before), and the paradoxes that spin-off from it.

Pretty sure this is by Glenn Fabry, but Dermot Power started his run during Demon Killer (1993).

He was yellow-skinned in the collected US reprints of Time Killer, but I think Pat Mills probably had good reasons for why he would be blue.


Monday, December 4, 2023

Slaine and Ukko for Basic games.

Massimo Bellardinelli

Stats for the duo up to about Dragonheist (before the time-travel and mysticism kicks in). The system is approximately BX/OSE.

Slaine Mac Roth.

Black-haired warped warrior, exile, adventurer, time-traveller, hero, thief, king; analogue of Conan, Cu Cuhlainn, and the Eternal Champion. Celtic barbarian in the time before the Deluge.

Charisma 15, Constitution 18, Dexterity 18, Intelligence 9, Wisdom 11, Strength 18

Fighter 4/ Thief 4 (4d12)

Brainbiter: a stone- or metal-bladed battle- or great-axe. It is Slaine's favoured/ signature/ specialist weapon. It is not a specific axe, except that it's the one he's using.

Wielded one- or two-handed, or thrown - all without penalty. Damage die can be d8, d10 or d12.

Other Weapons: sword, spear, gae bolga, bow and arrow, tathlum. Anything he likes, really - he's strong, skilled and adaptable.

He can dual-wield without penalty. He can also use the Fighter options in the BECMI Companion set, if you like.

He wears a sword in his early career, but always prefers Brainbiter. 

Unarmoured Fighter: does not wear armour or carry a shield; sometimes fights naked. 

Slaine gets +8 AC bonus for his Dexterity. He can still benefit from a shield and/or cover.

At this stage of his life, he will punch you if you even suggest he wears a helmet.

Salmon Leap: Slaine can do a standing jump as high as his own forehead.

Whether he uses it to strike over an opponent's shield (+2 attack bonus), or to dodge an attack (+2 AC/relevant save), he needs to make a successful Dexterity check. 

Usable once per encounter.

Spear Catch: Slaine can pluck a spear from the air and throw it back at his attacker if he has not already made an attack that round. Needs a successful Dexterity check.

Usable once per encounter.

Thief Skills: rarely uses them, except for climbing. 

Slaine probably has no Open Locks or Find/Remove Traps ability, these mechanisms not being part of his cultural background.

His code of honour does not stop him using Backstab/Sneak Attack, Move Silently or Hide in Shadows, but his warrior outlook means he rarely does.

He is illiterate and cannot Read Languages.

Warp Spasm: once per day, at will, for 8 rounds; +4d12 temporary hit points and double-damage.

Treat as ogre-sized.

If 3 HD/3rd level or less, make a Morale Check when being attacked by Slaine during a warp-spasm. 

Bellardinelli again. The first warp-spasm I was to see.

Saving Throws: Slaine saves as a 4th level Fighter normally and as an 8th level Fighter during a warp-spasm.

As a brutal and unimaginative barbarian, he receives a bonus of +4 to saves vs. illusion, fear, madness etc.

Ukko.

Dermot Power.

Slaine's larcenous sidekick, future royal parasite and immortal, companion in adventure and adversity.

His astute mind and artistic talent are keenly focussed on lechery and greed.

Surprisingly courageous for a coward.

Charisma 8 (16), Constitution 13, Dexterity 18, Intelligence 13, Wisdom 8, Strength 8

Dwarf/Thief 5 (5d8)

Non-combatant: except for the odd Backstab/Sneak Attack, Ukko will not engage with enemies and will retreat to a safe distance or cower behind Slaine.

Unarmoured: he gets a +4 AC bonus for his Dexterity.

He also gets a +2 AC bonus vs. adult human-sized (or larger) opponents, as long as he does not make an attack in the same round.

Can still benefit from a shield and/or cover; frequently does.

Thief Skills: Ukko is an especially accomplished Thief, and has higher skill % because of this.

  • Climb Walls 91%
  • Find/Remove Treasure Traps 50%
  • Hear Noise 1-3 on d6
  • Hide in Shadows 45%
  • Move Silently 60%
  • Open Locks 60%
  • Pick Pockets 60%

Dwarf Abilities: Ukko has the Basic Dwarf abilities of detecting construction tricks, detecting room traps, and listening at doors (1-2 on d6).

Dwarves in Slaine's world don't have infravision.

Ukko after using his Charisma/ Mike McMahon.

Charisma: as a Dwarf, Thief, sidekick and known con-artist, Ukko is viewed with contempt and suspicion wherever he goes.

He uses the higher Charisma value when dealing with Dwarves, Thieves, drunkards and rubes.

Saving Throws: Ukko always use the most advantageous saving throws of Dwarf or Thief.

He gets a +2 save vs. curses, taunts and humiliation.

Further Complexity.

Ba5ec Slaine: You will need to look up some 5e D&D, where you start out as heroes not zeroes.

Give Slaine the following Fighter abilities: Great Weapon Fighting, Second Wind, Action Surge (which he can use to have a warp-spasm), Martial Archetype - Champion with Improved Critical and Remarkable Athlete.

He also gets the following Barbarian abilities: Unarmoured Defence (CON bonus added to AC), Danger Sense, Reckless Attack, Path of the Berserker (bonus attack when warp-spasming).

Only comparable heroic characters get these extras - everyone else has to stick to the rules. Ignore anything that's incompatible with the target system.

(Slaine already has some benefits of the 1e AD&D Barbarian)

Slaine the King: He's now a 9th level Fighter and he can use his warp-spasm twice a day, for a total of 18 rounds.

If he's also Ba5ec Slaine, he gets additional abilities as a 9th level Fighter and Barbarian in 5e.

I toyed with modelling him after a 1e AD&D Bard - he becomes more mystical in his kingship and beyond. Also not a terrible plan for Gandalf.

Ba5ec Ukko: he can have the non-fighting abilities of a 5e Rogue of the same level.

Commentary.

Older edition D&D is surprisingly resistant to producing the heroic characters it is claimed to be based on, and has to break its own rules for most iterations.*

Obviously, I'm exhibiting my own bias and interpretation here:

Gray Mouser and Cugel have to be 10th level Thieves so that they can use magic. While this might work for Cugel, Gray Mouser's spell-casting comes much earlier in his career - he starts out as a wizard's apprentice.

Conan and Fafhrd both have to have Thief and/or Ranger levels because the Barbarian class doesn't yet exist, and still won't be a great fit when it does.

Is Elric that accomplished a swordsman or sorcerer without his ring and sword and ancestral demonic pacts? He is a pawn in a cosmic game (also, to a lesser degree, the Mouser and Fafhrd), not master of his own fate - he doesn't need hit points if the higher powers don't want him to die until they see fit.

* And later edition D&D feel/look like they tried to address this - it's a criticism of 5e vs. OS, for instance. It's legitimate to draw on those later editions, particularly as they're broadly mechanically compatible and mostly freely available, and I treat The Game like Lego plus off-brand compatible blocks, rather than a 3D printer.

As well as spotlighting 5e as a source, there's also:

  • 1e and 2e AD&D to boost Ukko's Thief skills (racial and high Dexterity bonuses).
  • AD&D for Ukko's Dexterity bonus to AC.
  • 1e AD&D Unearthed Arcana for the Slaine's (Barbarian) hit dice and Dexterity bonus to AC.
  • 2e's Celts Historical Reference, for Slaine's Salmon Leap and Spear Catch feats (without the WP and NWP requirements).

The idea is that these kinds of celebrities should be more powerful than the PCs, but not so much that they utterly outclass them. As long as the players are participants rather than spectators, it should be fine.

Slaine's warp spasm could be a whole sub-system, but here it's just the druidic animal growth spell. Another possibility: use the AD&D enlarge spell, with warped Slaine as an Ogre (stats a bit too close to the regular Slaine in this iteration) or a Giant depending on how powerful his rage was.

Wednesday, November 22, 2023

CYTHRONS (from 2000AD's Slaine) - Monster for Old School Fantasy & Horror

 

Glenn Fabry.

The Earth is a farm. We are someone else's property. (Charles Fort)

AC Unarmoured   HD 6+3 or 8+4    Movement 100% Normal Human    Morale 11

Time-travelling humanoid alien demons that inhabit Cythraul, a hell-dimension that is in fact the Earth millions of years before the appearance of earthly life. Imprisoned (in space, but crucially not in time) after losing a cosmic war, they are analogues in Slaine's world for the Great Old Ones and Old Ones/Elder Things.

They feed on the energy produced by human emotion, especially the negatives ones. As well as food, this energy can be harnessed towards the goal of awakening the dead/sleeping High Cythrons and freeing themselves from the Earth.

Alignment: We're nothing but stupid animals to them. Some of them like hurting us more than others. Some keep us (or merely a scrap) as pets. Mostly we're raw materials.

Three-way alignment, they're Chaotic, I suppose; nine-ways, they're a mix of Lawful and Neutral Evil - possibly representing the organic farmers (millions of year alien conspiracy) vs. the battery farmers (full-scale alien invasion).

Dexterity, Intelligence and Strength: min.12 in each; 13/15/13 min. array for 8+4 HD Cythrons.

Roll d6+12 for exceptional individuals. Modifiers as for stat/system.

Innate resistances: Half or no damage from cold, electricity and normal fire.

They are immune to acid, poison (inc. gas)/venom and the related abilities of jellies, oozes and slimes. These are variously cleansing, refreshing and therapeutic to Cythrons - they enjoy them.

Unless specially made, their armour, equipment and garments do not share any or all of these resistances.

And they hate it, spoils a good abduction.

Weapons and Armour: swords, axes, spears and pole arms of various levels of sci-fantasy sophistication but really anything they/you want, including their bare hands (prolonging their victory so they can feed on your desperate fear, puny mortal).

Can use leyser weapons (sci-fantasy magical energy weapons - swords, pistols, cannons) but - from the comics- favour minions, hand-weapons and optical leyser beams (see below).

Cythron Power Suit: the wearer look like a sci-fantasy ancient astronaut insect-skeleton stormtrooper (see above). Often look like ancient images/descriptions of deities.

  • As protective as chainmail, as encumbering as leather.
  • Activated by thought control:
    •  +5 bonus to AC* and saves vs. all attack forms, protection from normal missiles, resist cold, resist fire.
    • Non-Cythrons will need to be instructed or experiment in order to use the suits as more than passive protection, but even a brutal and unimaginative barbarian will find it easy enough.
    • 8+4 HD Cythrons get the added benefit of protection from mortals - immunity to non-magical attacks from 0 to 3rd level characters. 
  • Optical leysers: 2 beams per round for 2-12 hits, plus save vs. stun (1-4 rounds). Electricity or energy immunity works against the stun effect. Ranged touch attack, adjusted for cover (including shields).
  • Fly as a glowing energy ball. I'm going to rule that you can travel through any non-solid medium without ill-effect in this state.
    • Additional weight/living beings can be carried. In the comics, a Cythron abducts Nest (female human druid), and Slaine rescues both Tlachtga (female human fighter) and Ukko (male dwarf thief).
    • Non-Cythrons need to concentrate while doing this. Double-ones on 2d6 you botch landing/re-entry and materialise in an occupied space. 
    • I suggest contested saves to see who survives if it's a living being. If it's an object, roll, argue or judge to see if you have the reflexes and wit to turn back into energy and rescue yourself (still take a critical wound worth of damage). 

If one was to come onto the mortal market, it would as likely trigger an actual war as it would a bidding war.

It's sufficiently advanced technology that it's indistinguishable from magic. How it interacts with magic (and dispel magic) is up to you and your setting/system.

* Can stack with the passive protection, because I've based the Cythron power suit mechanics on Oard technology. However, I'd make protection from mortals the main effect and only use the higher AC bonus - but that's because I'm a low-armour kind of fellow.

Communication (8+4 HD only) with anything that has equal or lower species-average Intelligence than they do.

This is a universal translator ability, but they can also use telepathy - especially with minions.

Cythrons invented Common, and then took it away as a joke/punishment (symbolised in the Tower of Babel). 

The 6+3 HD Cythrons have a lesser and non-telepathic ability to speak with anything that has a language (within the range given above).

See Aura (8+4 HD only): As well as your emotional state they can easily determine your alignment, experience level and whether you are under a curse/spell. They will not be fooled (or not long fooled) by (human) disguise, polymorph or invisibility. 

The ability is a biological function and blocked by things that would foil normal vision. I'm going to say this includes magical darkness. In fog and smoke, they can probably tell you have an aura, but not the specifics.

What Was Left Out.

The Guledig (Praise Be His Name!) and the High Cythrons (Cthulhuvian in their nine-dimensional glory).

Myrddin, sired on a human mother by the Guledig, and by implication, other half-Cythrons.

The niceties of the bio-welder and the organic blender. 

Cythrons can re-make living things, for amusement and for utility. Reskin any monster as various forms of Orgot (organic-robot). AD&D Mongrelmen and Broken Ones/Shattered Brethren serve as abandoned experiments and grotesque pets. All these things are, at some level, human.

Cythron regeneration. Only one featured Cythron does this (three times, shedding its skin as it does so and extruding sucking tentacles). Slaine claims it was feeding on his energy, but he doesn't seem to suffer for it.

Cythrons vs. charm etc. As Nest is able to use the Talisman of Venus to charm the Cythron, Oeahoo, so at least the 6+3 HD Cythrons are not immune to mind-affecting magic.

How this translates to a D&D-ish system is up to you, but a quick rule could be that 8+4 HD Cythrons are immune (so Knuckles the Medium can't charm Pseudo-Osiris) and the 6+3 need two castings and to fail both saves.

Relationship to the Laws of Macrocosm - acts of so-called Good and Evil tip the balance in favour of the other side. A game of rock-paper-scissors in which you have to tell your opponent what you're going to play, and the least worst way to win is for nobody to take a turn.

Earth Power. There's at least two (1) (2) Slaine rpgs, so there's rules out there you could crib.

Commentary.

I stopped regularly reading 2000AD after the first part of The Horned God (early 1990s - switched to Fortean Times), and tended to re-read the earlier stuff in the time since (stuff I actually owned) - with the first part of Time Killer being one of the gaps in my collection.

Because it's a lot easier to access nowadays, I've speed-read c. 40 years of Slaine recently and that's the spark that lit the where's-the-Slaine-old-school-homebrew tinder. 

I can see why the Time Killer/Tomb of Terror arc wasn't remembered fondly, comparing it to what came before and (some) of what came after. Maybe the story/worldbuilding suffers because it's an episodic comic strip, put together week-to-week? I don't think the dungeon-crawl role-playing game tie-in did it any favours, either.

BUT: I was always able to squeeze a lot of juice out of it, and Glenn Fabry's art is great.

If this exercise wasn't about the Cythrons, then you could use/reskin Oards.

If you think they're a little bit low-powered for god-like beings, then graft on some later-edition types & sub-types (Aberration and Outsider?) onto them, maybe give them a d12 Hit Dice into the bargain.

Ian Sturrock did a piece on leyser weapons and Cythron characters (+2 Strength, +2 Wisdom, -4 Charisma, +4 bonus when making magical attacks) for the d20 Slaine rpg. 

Wednesday, November 8, 2023

DILUVIALS (from 2000AD's Slaine - Time Killer) - Monsters for Old School Fantasy & Horror

 

Glenn Fabry.

AC +5    HD 1+4    Move 100% Normal Human    Morale 8

Beetle-skeleton tribal humanoid monsters. Plucked from the remote past to serve as minions.

One weapon attack per round for d8 (or by weapon).

Champions have +6 AC, 2 HD and 9 Morale. One champion can act as leader for 2-12 lesser Diluvials.

Leaders have +6 AC, 3+1 HD (min. 16 hp), 9 Morale and +1 to damage. They are accompanied by 2-12 champions as bodyguards.

The special weapon of the Diluvials is a bone-conch triple-horn that acts as a horn of blasting that can also transmute rock to mud once per day.  These are non-magical durational effects (10 minutes) and 50% of lost hit points/structural damage is recovered if the target is not destroyed/slain in this time.

Maximum of one horn per 10 Diluvials. Must be wielded by a champion or leader.

Diluvials not commanded by a champion or leader will:

  • stop fighting and feast on fresh kills on a 1-2 on d6 each round
  • switch allegiance to the most obviously physically powerful character/monster if they fail a Morale Check

Diluvials of all types will not seek cover from magic or missile attack, nor do they make Morale Checks when subjected to same. This is because they are stupid.

Further Elaboration.

The triple-horn does damage tagged as sonic/sound/vibration, and its powers can be adapted to transmute rock to lava and stone to (lifeless) flesh. 

Transmuted flesh is permanent and used to feed the mass of Diluvials. 

They also like to use the triple-horns to liquify living victims so that they can drink them (traditionally irrevocable short of a wish) - this delicacy is usually reserved for leaders.

Higher-level Threat.

While they remain minions/sword fodder, use the leader statblock for all Diluvials to make them a higher tier threat. 

Number appearing is 2-12.

If there are at least 10, they have a triple-horn. Or, each has a 10% chance of carrying one.

Horror Monsters.

Number appearing is 1-3. Use the leader statblock. Claw/claw or claw/claw/bite if they are unarmed.

There is only one triple-horn.  It has all of the possible abilities. The Diluvials do not necessarily possess it at start of play.

If there are two Diluvials, together they can produce an infrasonic moan (as a Cloaker). If there are three, they can generate lethal vibrations (as a Death Watch Beetle, Giant).

These are the ones I'll convert for Call of Cthulhu.

Commentary.

First appear in Time Killer (1985), and that's where most of the basic information is drawn from.

Mechanically, they're the Giant Beetles with a bit of Goblin mixed in. 

There've been at least two Slaine rpgs and the Diluvials never made the cut.