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  Warriors of the Lost Planet 
  Adapting Warriors of the Red Planet  
  for Tékumel’s Latter Times 
   
  By Brett Slocum 
  Version 1.0 
   
  Copyright 2016-2018 by Brett Slocum 
  Released under the Open Game License (OGL v1.0a) 
   
  Author, Layout: Brett Slocum 
  Editor: pookie 
  Playtesters: John Till, Krista Donnelly, George Hammond,  
  Howard Hendrickson, Don Kaise 
  Dedication 
  This book is dedicated to Professor M.A.R. Barker. He created a unique world that has 
  been so enjoyable to inhabit over the four decades since its publication. It is also 
  dedicated to Gary and Dave; your creativity set us free. Free to make our own worlds, our 
  own rules.   
   
   
  In accordance with the policies of The Tékumel Foundation: This work is a Fan Publication, an 
  unofficial work not approved for Tékumel. Tékumel, the Empire of the Petal Throne, and all related 
  products and materials are protected by national and international intellectual property law. For 
  additional information, please visit www.tekumelfoundation.org. 
   
   
  Weird Realm Games 
  
   
   
  Table of Contents 
  Tékumel History ....................................................................................... 2 
  Names ....................................................................................................... 5 
  Character Class House Rules .................................................................... 5 
  Warriors of the Lost Planet Rules ............................................................. 6 
  Humans ..................................................................................................... 6 
  Human ................................................................................................... 6 
  N’lǘss .................................................................................................... 7 
  Nonhumans (Exotics) ................................................................................ 8 
  Ahoggyá……. ......................................................................................... 8 
  Hláka…… ............................................................................................. 9 
  Páchi Léi….. ....................................................................................... 10 
  Pé Chói…… ........................................................................................ 11 
  Ninín…… ........................................................................................... 12 
  Shén……............................................................................................. 13 
  Hegléth…… ........................................................................................ 14 
  Tinalíya…… ....................................................................................... 15 
  Unliving .................................................................................................. 16 
  Yéleth….. ............................................................................................ 16 
  Elevated................................................................................................... 17 
  Rényu….. ............................................................................................ 17 
  Equipment ............................................................................................... 18 
  Eyes ..................................................................................................... 19 
  Other Devices ...................................................................................... 22 
  Transportation ..................................................................................... 24 
   
   
  
   
  1 
  Warriors of the Lost Planet 
  Adventures in Tékumel’s Latter Times  
  using Warriors of the Red Planet 
   
  Tékumel is a strange and wonderful place that has a rich history both in 
  the game and out of it. Heavily influenced by the pulp science fiction of 
  the first half of the 20th Century, Tékumel is a place with the politics and 
  intrigue of the Roman Empire, the religions of ancient India and 
  Mesoamerica, the magic of the Arabian Nights, the monsters of the 
  Cthulhu Mythos, plus ancient ruins with the technology of a good space 
  opera thrown in just to keep things interesting. But that place is removed 
  by 50,000 years from the Latter Times, that period in the first few 
  thousand years after The Time of Darkness, where Tékumel and its star 
  system was pulled into a pocket dimension with no other stars. 
  Resources 
  The best introduction to Tékumel is Empire of the Petal Throne, though 
  that game takes place millennia into the future from this game. You can 
  find more details of the world, society, magic, and creatures there. The 
  official Tékumel website has wonderful graphics and an extensive 
  archive of materials. My blog, The Eye of Joyful Sitting Amongst 
  Friends, is where I discuss Tékumel and other Old School games. The 
  Tékumel mailing list, the Facebook community, and the Google+ 
  community are your social media choices. 
  Warriors of the Red Planet is inspired by the original fantasy 
  roleplaying game. It was written by Al Krombach and illustrated by 
  Thomas Denmark and is designed for Sword and Planet adventures. The 
  four Classes – Fighting Man, Scoundrel, Mentalist, and Scientist – fit 
  nicely into an era of declining technology coexisting with the 
  development of mental powers. After reading it, I immediately wanted to 
  run it for Tékumel. Thus, this adaptation. 
  Warriors of the Red Planet is available in PDF and print from RPGNow 
  and in print from Lulu Press. 
  
   
  2 
  Tékumel History 
  60 millennia in our future, the vast 
  Humanspace Empire discovered 
  the planet Tékumel and its two 
  hostile technological races, the 
  Ssú and the Hlǘss. After defeating 
  these races and placing them on 
  reservations defended by force 
  fields, Humanity extensively 
  terraformed Tékumel to reduce 
  the hostile nature of the world. 
  Tékumel became a hub of trade 
  and a resort for the rich and 
  powerful. Humankind’s 
  nonhuman allies came to the re-
  formed world, as secretly did their 
  enemies. 
  After a millennium of prosperity, 
  a great cataclysm occurred, 
  ripping Tékumel’s star system out 
  of space and plunging it into the 
  darkness of a small pocket 
  dimension. Was this caused by 
  some alien weapon, a side effect 
  of the Empire’s faster-than-light 
  drive, or was this the scheme of 
  some immensely powerful inter-
  dimensional being? From the 
  global stresses of this event, 
  earthquakes, volcanoes, tidal 
  waves, and other disasters befell 
  Tékumel. Without supplies from 
  the Empire, especially iron and 
  spare parts, civilization fell hard. 
  The Ssú and the Hlǘss rejoiced as 
  the force fields 
  keeping them 
  prisoner eventually 
  failed. 
  This new 
  dimension had no 
  stars in it, being 
  just big enough for 
  the star and 
  planets. Ever since 
  then, the night sky 
  has been empty, 
  except for the 
  wandering moons 
  and planets. The 
  calamity was called 
  the Time of 
  Darkness. The next 
  few millennia were called The 
  Latter Times. In this era, the elites 
  of the lost empire hold some 
  stockpiles of the technological 
  marvels of the past. 
  
   
  3 
  Also during this period, psychic 
  abilities first developed, as the 
  barrier between the planes of 
  existence was thinner in their new 
  home.  
  The Climate is Hot 
  Tékumel is a hot planet. 
  Temperatures in the northern 
  regions where most campaigns are 
  set are similar to Earth’s 
  equatorial zone. Daytime 
  temperatures in the summer can 
  reach 125° F; nighttime 
  temperatures in the winter drop as 
  low as 70° F. It is much hotter at 
  Tékumel’s equator. Public nudity 
  is common.  
  Not Much Iron 
  The density of the planet is low, 
  making iron in short supply. Iron 
  has been replaced by chlén hide, 
  an animal hide chemically treated 
  to form a lightweight substance 
  with the hardness of bronze 
  similar to fiberglass. 
  No Cavalry 
  No riding beasts are known on 
  Tékumel and the only draft animal 
  is the ponderously slow chlén. 
  Most merchant caravans use slave 
  bearers, trained to carry large 
  loads on their backs. Armies have 
  no cavalry. 
  Psychic Powers Exist 
  The veil between universes is 
  thinner, allowing the mind to 
  unleash power from between 
  planes. 
   
   
  
   
  4 
  Aliens Exist 
  The insectoid Pé Chói and the 
  asexual Páchi Léi live in the 
  western forests of Tsolyánu, the 
  reptilian Shén live south of 
  Livyánu, the tiny Tinalíya live in 
  northern Livyánu, the water-
  loving Swamp Folk live in 
  southern Mu'ugalavyá, the barrel-
  shaped Ahoggyá live in the 
  swamps of Salarvyá, the flying 
  Hláka live in the mountains to the 
  east of Tsolyánu, and the 
  diminutive Pygmy Folk live in 
  northern Yán Kór. 
   
    
   
   
  
   
  5 
  Names 
  I used the names for races and creatures from Empire of the Petal 
  Throne, but they are Tsolyáni names, a language that doesn’t exist yet. I 
  recommend using the name generation tables from Warriors of the Red 
  Planet to rename the races and creatures. Another idea is using a 
  combination of South Asian, Middle Eastern, and Mesoamerican 
  languages to translate the sobriquets of the races and creatures. For 
  instance, Hláka means Furred Ones. If you translate ‘Furred Ones’ to 
  Punjabi, a language of India and Pakistan, you get ‘Carabī vālē’, which I 
  would shorten to ‘Carábi’. Google Translate is your friend. 
  Character Class House Rules 
  Scoundrels 
  Scoundrels can choose another skill set for their Skill besides Thief 
  skills, such as Diplomat, Merchant, or Physician. This class is more of a 
  Specialist than a Scoundrel. In this case, the Backstabbing ability could 
  be replaced with something more appropriate, such as some kind of 
  Healing for a Physician, or an advantage in negotiation for a Diplomat. 
  Mentalists 
  Mentalists with a Wisdom of 13+ get a 5% experience bonus.  
  At 1st level, Mentalists learn one random and one chosen Power. At each 
  new level, they learn a random power. The number of powers a mentalist 
  knows are not affected by a high WIS, only the number of powers they 
  can use in a day (+1 1st level use for WIS 13+). Other Powers may be 
  learned through play, but the number of uses per day does not go up, 
  except by advancing in level. 
  Scientists 
  Scientists use the Mentalist's power progression for Gadgets.  
  At each level, Scientists choose one Gadget of the appropriate level for 
  each new slot. High INT (13+) grants an extra gadget and an extra 
  recharge from the power source. Other Gadgets may be found through 
  play, but the number of recharges per day does not go up, except by 
  advancing a level.  
   
  
   
  6 
  Warriors of the Lost Planet Rules 
  Races 
  Humans 
  Human 
  The humans of Tékumel, descendants of the lost Humanspace Empire, 
  are of South Asian-Middle Eastern-Mesoamerican stock and are dark-
  skinned and dark-haired. Humans are unlimited in Levels in all Classes. 
  Ability Scores 
  Add +1 to any Ability Score. 
   
  HD: 
  as for Class 
  AC: 
  10 
  Move: 12” 
  Languages 
  Old Standard is the original language of the Humanspace Empire.  
  Standard is the same language after a few thousand years of linguistic 
  drift; it is used as a lingua franca in The Latter Times. Scholars and the 
  adventurer-scavengers of the old ruins might know some Old Standard. 
  Other local languages exist, but are not detailed here.  
  The nonhuman languages are very difficult for humans to speak well. 
   
   
  
   
  7 
   
   
  N’lǘss 
   
  This human subspecies is very tall, usually over 6’6”. They are 
  descended from genetically-engineered space marine stock of the 
  Humanspace Empire. They are limited to 6th Level as Mentalists and 
  Scientists.  
   
  Ability Scores 
  STR +2, DEX -1, CON +1, INT -1 
   
  HD: 
  as for Class 
  AC: 
  10 
  Move: 12” 
   
  Abilities 
  Height: +(12 + d6)” 
   
   
   
  
   
  8 
  Nonhumans (Exotics) 
  Ahoggyá 
  “The Knobbed Ones” 
   
  The Ahoggyá originate from the vicinity of the Achernar star system 
  (Alpha Eridani). They look like a furry barrel that has sprouted four arms 
  and legs with a bony carapace on top. They live in the low-lying coastal 
  plains and swamps.  
  Ahoggyá are limited to 6th Level Scoundrels, 3rd Level Mentalists and 
  Scientists, and are unlimited as Fighting Men. 
   
  Ability Scores 
  STR +3, DEX -2, CON +3, INT -1, WIS -2 
   
  HD: 
  3 
  AC: 
  13 
  Move: 9" 
   
  Abilities 
  Four Arms: The Ahoggyá 
  have four arms spaced evenly 
  around their top carapace. 
  This allows them up to 4 
  attacks per round, but no more 
  than 2 attacks can be made per 
  direction.  
  Eyes Behind: Ahoggyá have 
  eyes on each of their four 
  ‘faces’ and, therefore, can see in all directions.  
  Charisma Penalty: Their crude and aggressive manner along with their 
  tendency to eat intelligent species reduces their CHA bonus by 1 among 
  humans. An ancient enmity between Ahoggyá and Shen reduces their 
  CHA bonus by 2 among Shen. For example, an Ahoggyá with a CHA 
  bonus of +1 would have a bonus of 0 with humans and -1 with Shen. 
   
   
  
   
  9 
   
  Hláka 
  “The Furred Ones” 
   
  Hláka are flying mammalians of roughly human size. They originate 
  from near the Ensis star system (Eta Orionis). They are cowardly, yet 
  curious, and their usefulness as military scouts is unsurpassed.  
  Hláka are limited to 6th Level Fighting Man, and are unlimited in Level 
  with other Classes. 
  Ability Scores 
  STR -1, DEX +2 
   
  HD: 
  1 
  AC: 
  10 
  Move: 12”/30” 
  Abilities 
  Wings: Hláka can fly 300’ per turn when flying carefully. 
  Tail Sword: Hláka have a sharp bony tail tip that can be used against 
  targets to the side or behind the character for 1d6 damage. They can 
  attack with it 
  in addition to 
  using their 
  hands or a 
  weapon. 
   
   
   
  
   
  10 
   
  Páchi Léi 
  “The Forest Dwellers” 
   
  The Páchi Léi, four-legged forest dwellers, live in jungles. They fit well 
  into Tsolyáni society, being somewhat passive and calm. They originate 
  near Arcturus (Alpha Boötis). 
  Páchi Léi are unlimited in all Classes. 
   
  HD: 
  1 
  AC: 
  10 
  Move: 12” 
   
  Abilities 
  Dark Vision 
  Sense Hidden +2: secret doors, 
  ambushes, and traps. 
   
   
   
  
   
  11 
   
  Pé Chói 
  “The Listeners” 
   
  The Pé Chói are beautiful 
  insectoids with considerable 
  psychic talents from Procyon 
  (Alpha Canis Minoris). These 
  six-limbed beings are 6’ to 7’ 
  tall, they have two legs and 
  four arms, and they can use 
  all four arms at once. They 
  easily join human society. 
   
  Pé Chói are unlimited in all 
  Classes. 
   
  Ability Scores 
  DEX +1, CON -2, WIS +2 
   
  HD: 
  1d6+3 
  AC: 
  10 
  Move: 12” 
   
  Abilities 
  Four Arms: 2 attacks, other arms can carry shields 
  Excellent Hearing +3 
  Sense Hidden +3: secret doors, ambushes, and traps. 
  Sense Life: 10’ range 
  Sense Death (Pé Chói): 3-mile range 
  Slow Healing: Heal at half human rate 
   
   
  
   
  12 
   
  Ninín 
  “The Pygmy Folk” 
   
  The Pygmy Folk live in  
  mountain subterranean 
  enclaves. These short, furred 
  creatures are never 
  completely trusted for they 
  have a reputation for being 
  sly and devious. They can be 
  very dangerous if cornered. 
  They originate from the area 
  near the Mirach star system 
  (Beta Andromedae). Their 
  delicate bone structure limits 
  them as doughty warriors. 
  Limited to 6th Level Fighting 
  Man, unlimited in other 
  Classes. 
   
  Ability Scores 
  STR -1, DEX +2 
   
  HD: 
  1d6-2 
  AC: 
  10 
  Move: 9” 
   
  Abilities 
  Dark Vision 
  Excellent Hearing +4 
  Small Stature 
   
   
  
   
  13 
   
  Shén 
  “The Demon Warriors” 
   
  The Shén, a powerful 
  reptilian race, prefer to live in 
  very hot areas. They usually 
  stand between 6’ and 8’ tall. 
  Their long tail has a club-like 
  end and they can attack those 
  behind them with it. They 
  originate from the vicinity of 
  Antares (Alpha Scorpii). 
  Shen are limited to 6th Level 
  Mentalist and Scientist, but 
  are unlimited in other 
  Classes. 
   
  Ability Scores 
  STR +2, CON +1, DEX -2 
   
  HD: 
  3 
  AC: 
  12 
  Move: 9” 
   
  Abilities 
  Tail club 
   
   
  
   
  14 
   
  Hegléth 
  “The Swamp Folk” 
  The Hegléth are natural sailors, 
  and they live in swampy tidal flats. 
  They originally came from 
  Unukalhai (Alpha Serpentis). 
  Hegléth cannot take the Mentalist 
  Class, but they are unlimited in 
  other Classes. 
   
  Ability Scores 
  CON +1 
   
  HD: 
  1d6 
  AC: 
  10 
  Move: 9” 
   
  Abilities 
  Spatial Sense: Can detect changes in subtle body position and location, 
  detects sloping passages, teleports, and nexus point travel. 
  Four Legs 
   
   
   
  
   
  15 
   
  Tinalíya 
  “The Gnome-like Ones” 
   
  The Tinalíya are a tiny four-legged race 
  of scholars and mentalists, who live in 
  underground caves and tunnels in 
  mountainous areas. They are totally 
  literal-minded, not understanding human 
  idioms and humor. They originate from 
  the vicinity of the Algol star system (Beta 
  Persei). 
   
  Tinalíya are limited to 6th Level Fighting 
  Man, but are unlimited in other classes. 
   
  Ability Score Modifiers 
  STR -2, INT +1, WIS +2 
   
  HD: 
  1d6-1 
  AC: 
  10 
  Move: 9” 
   
  Abilities 
  Small Stature 
  Four Legs 
   
   
   
  
   
  16 
  Unliving  
  Yéleth 
  “The Angel of Doom” 
  Yéleth are androids, built to be the 
  artificial servants and companions of 
  the rich and powerful.  
  They are limited to 6th Level in the 
  Mentalist Class, but are unlimited in 
  other Classes. 
   
  Ability Scores 
  DEX +1, WIS -1, CHA +1 
   
  HD: 
  3 
  AC: 
  12 
  Move: 9” 
   
  Abilities 
  Not Biological: Immune to poison, 
  disease, and mind control. 
  Hypno-Ray: Range 100’, d6 targets with 30” diameter, Mentalism save 
  or puppet/paralysis, permanent until psychic or magical healing or death 
  of Yéleth. Usable (Level) times a day. 
  Android Healing: If damaged in combat, Androids can rest afterwards to 
  gain +1 Hit Points, but cannot heal from daily rest without parts from 
  another Yéleth, Ru’ún, or other similar construct. A Scientist can cure 
  their Level in Hit Points of a Yéleth once per day. Each cannibalized 
  android body can supply 1d12 points of healing. 
   
  This design is for the security model of Yéleth. Other models of android 
  are possible, such as the fully-functional concubine model. Replace the 
  Hypno-Ray with social and performance skills. Maybe an Orgasmo-Ray 
  for pulpy goodness. 
   
   
  
   
  17 
  Elevated 
  Rényu 
  “The Loyal Follower” 
  Rényu are humanoid canines produced by genetic engineering. They are 
  loyal servants of the rich, serving as guides and hunters. Some have 
  escaped to the wild, where they have built primitive societies. 
  Rényu are limited to 6th Level in all Classes. 
   
  Ability Score Modifiers 
  DEX +2, CON +1, INT -2 
   
  HD: 
  1 
  AC: 
  11 
  Move: 15” 
   
  Abilities 
  Excellent Sense of Smell +2 
  Dark Vision 
  Fangs: 1d6 damage from 
  bite 
  Loyal 
  Find Traps +2 
  Find Secret Doors +2 
  Surprise -1 
   
   
   
  
   
  18 
  Equipment 
  Replace the following equipment from the Warriors of the Red Planet 
  equipment lists: 
   
  Basic Gear 
  Replacement 
  Hand Torch, irradium 
  Illuminator Eye 
  Lamp, irradium 
  Large Illuminator 
  Lighter, flint & steel 
  Igniter Eye, flint & steel 
   
  Transportation 
  Replacement 
  Airship, light cruiser 
  None 
  Flier, one-man 
  None 
  Flier, four-man 
  Aircar 
  Flier, wheeled land 
  None 
   
  Ranged Weapons 
  Replacement 
  Pistol, irradium 
  Bolt-Thrower 
  Rifle, irradium 
  Blaster 
   
  Add the following equipment to the Basic Gear list: 
   
  Basic Gear 
  Cost 
  Charmer Eye 
  500 gp 
  Darkness Projector 
  200 gp 
  Illusion Projector 
  300 gp 
  Levitator 
  200 gp 
  Peace Projector 
  300 gp 
  Phase Light 
  300 gp 
  Stasis Vault 
  1000 gp 
  Universal Translator 
  500 gp 
   
  Other eyes are much more expensive.  
   
  
   
  19 
  EYES 
  The starfaring society of the Humanspace Empire used small 
  technological devices called Eyes, which are about the size of an eye that 
  have a stud on the back and an aperture on the front. Point the device and 
  click the stud to produce the desired effect. These tools store up to 100 
  charges of interplanar power to create the desired effect. Some have 
  counters of how many charges remain. The Recharger Eye can recharge 
  them. If found in ruins or on an enemy’s body, roll d100 for charges 
  remaining. These devices are common and some may be available for 
  sale or as a patron’s gift. 
   
   
   
  Blaster: This Eye shoots a forked electric discharge. The range is 100’ 
  and it does 1d12 damage to up to d6 creatures. Very common. 
  Bolt-Thrower: This Eye shoots an electrical charge up to 30’, which 
  does 1d8 damage. Very common. 
  Canned Army: Range: 60’. Duration: 2 turns. This Eye summons d100 
  mechanical men to fight for the user. These are 3 HD and AC 2 and have 
  a one-handed sword and a shield. Even when they are destroyed, the Eye 
  always summons d100 mechanical men. Rare. 
  
   
  20 
  Charmer: Range: 60’. This Eye charms a person to love and adore the 
  user, obeying their commands until released by another charge. 
  Commander: This Eye commands 2d6 Nearby creatures for 2 turns with 
  a PSY test. 
  Crowd Commander: This Eye commands 10d100 persons (2 HD or 
  less) up to Far Away for 2 hours with a PSY test. 
  Darkness Projector: This Eye surrounds 1d6+1 Nearby creatures in 
  darkness. Common. 
  Door Controller: This Eye opens all Nearby secret and hidden doors 
  and buzzes when Close to a trap for 2 turns. 
  Fear Projector: Range: 40’. Duration: 1 turn. This Eye creates a wave 
  of fear in front of the user. 2d6 creatures flee. Save allowed. 
  Fire Shield: This Eye creates a wall of fire that covers a Nearby area. 
  Test DEX to attack Close creatures (3d6) for 2 turns. 
  Fireproofer: This Eye protects the user from all fires and flame damage, 
  including Wall of Fire, Infernal Barrier, and the Eye of Raising an 
  Infernal Barrier for 2 turns. 
  Flight Ball: Range: 5’. Duration: 4 turns. This Eye makes the user and 
  d6 allies fly at 120’/round. 
  Freeze Ray: Range: 120’. This Eye creates a cone of cold. Test DEX so 
  up to 2d6 Nearby creatures Close to that line are taken OofA. 
  Gas Projector: Range: 10’. Duration: 4 turns. This Eye creates a gas of 
  the user’s choice that moves away from the user at 20’/round. Using this 
  Eye in an enclosed space is dangerous, since wind can blow the gas back. 
  Healer: This Eye heals 2d6 HP from a Close target. Can be used to 
  automatically pass a poison or disease CON test. 
  Igniter: This Eye shoots a short intense flame from the aperture for 
  igniting flammable items. The flame lasts for one round. Very common. 
  Illuminator: This Eye creates a soft light around the Eye and reaches 
  30’. Surprise is not eliminated with this device. Each charge lasts 10 
  turns. Very common. 
  Illusion Projector: This Eye creates hideous illusions. Test WIS to 
  attack Nearby creatures of 5 HD or less (1d8 damage) for 2 turns. 
  Androids are immune. Common. 
  Invisibility Ray: This Eye turns 1d6 Close creatures invisible. Can fight 
  while invisible for 3 turns. 
  
   
  21 
  Levitator: This Eye levitates the user and up to 1000 lbs. up to 180” 
  straight up for 5 turns. Common. 
  Madness Ray: This Eye makes 2d6 creatures permanently insane. 
  Curable with Heal Serious Wounds and Remove Curse spells or a Healer 
  Eye. 
  Mind Ripper: This Eye permanently changes a Close person from a 
  follower of Change to Stability or vice versa. 
  Miner: Range 10’. This Eye blasts a 10’×10’×10‘ hole in a wall of solid 
  rock. Can also be used as a weapon. Creatures hit take 5d6 damage. Save 
  allowed. 
  Peace Projector: This Eye turns 1d4 enemies into allies for 4 turns.  
  Phase Light: Range: 60’. Duration: 1 turn. This Eye projects a light 
  beam that also reveals invisible and astral things as well as nexus points.  
  Pocket Closet: This Eye pulls up to 300 lbs. of Close things into a 
  pocket dimension. Twisting the stud releases the contents. 
  Protector: Range: 5’. Duration: 2 turns. This Eye protects the user and 
  d6 allies from all weapons. 
  Recharger: This Eye can increase the usage die on any other Eye it 
  touches, once per day per Eye. It also works on some amulets and other 
  magic artifacts. Very rare; only 6 known specimens in the world. 
  Regenerator: This Eye regenerates a limb on a Close person for 2 turns. 
  Resuscitator: Range: touch. This Eye revivifies a body that died within 
  3 weeks. 
  Sluggish Ray: This Eye that on a PSY test slows up to 2d6 Nearby 
  creatures so that they act every other round for 2 turns. 
  Speed Ray: This Eye makes d4 Close allies act twice per round for 2 
  turns. 
  Stasis Vault: Range: 50’. Duration: permanent. This Eye places 1d6 
  creatures into time stasis. Another charge releases them. Those affected 
  have a reddish glow. Save allowed. Common. 
  Teleporter: Range: 10’. This Eye transports the user and 2d6 allies and 
  equipment (up to 2000 lbs. total) to a preset location up to 1 mile away. 
  Half-pressing the stud sets the location. Twisting the stud unsets the 
  location. Teleporting without a preset location, sends the group into the 
  Unending Grey between planes. 
  
   
  22 
  Terror Projector: This Eye makes 1d100 Nearby 1-3 HD, 1d6 4-7 HD, 
  and 1 8+ HD persons or animals flee in terror for 3 turns. 
  Tractor-Pressor Beam: This Eye moves Close objects (up to 1000 lb.), 
  breaks walls and doors (up to 3’ thick), and on a DEX test can do 4d6 
  damage to a Close creature. 
  Universal Translator: This Eye lets the user understand and speak to all 
  Nearby speakers for 4 turns. Common. 
  Weapon Enhancer: This Eye enchants steel weapon or armor with +1 
  per charge to a maximum of +3 for edged weapons and +2 for others. 
  OTHER DEVICES 
  Aircar: This vehicle can seat 7 and fly 500’/round. Impervious to normal 
  Ranged weapons smaller than a catapult stone. Has d100 charges. One 
  charge lasts for six hours of flight. Rechargeable. 
  Android Assassin: A beautiful, feminine android that can silently stalk 
  her owner’s enemies and kill using garrote, poison, or dagger as needed. 
  6 HD and 12 AP. May also have d3 Eyes. Pursues target until dead. 
  Cannot socially interact. Test INT with Advantage to send on a mission; 
  on a fail, she attacks the user. Has d20 charges. 
  Anti-Psi Helmet: A brass skullcap that makes the wearer immune to 
  ESP and telepathy of any kind for 1 day. Has d100 charges. 
  Rechargeable. 
  Combat Robot: A combat automaton that has 10 HD, 12 AP, and twin 
  broadswords, usable every turn. Every turn of fighting requires a round 
  of rewinding. 
  Dimensional Closet: An ordinary-looking bronze chest that will hold 
  anything that a corner of which can be fit into the 6” opening. The 
  contents can be emptied by opening and shaking the box. 
  Energy Cannon: An ancient wheeled energy cannon the size of a wagon 
  that can shoot targets 500’ away and does 10d6 damage. Can destroy a 
  20’ section of wall 6’ thick. Moves at human walking speed. Has d100 
  charges. Rechargeable. 
  Enforcer Robot: These golden mechanical men hold a steel sword (d10) 
  in one hand. Their other hand is replaced by a bolt thrower able to fire 
  once per round (d8).  
  
   
  23 
  Gem Cutter: A decorated box that cuts and polishes that multiplies by 
  ten the value of jewels placed inside. Has d100 charges. Rechargeable. 
  Instant Bunker: a mirrored cube. If the stud on this is pressed, the user 
  is drawn inside, safe from anything outside. Inside can be stocked with 
  food to last a lifetime. A similar stud on the inside will return the 
  occupant to the current location of the cube. It was found in a glass crater 
  with a skeleton inside. The occupant had spent their life inside rather 
  than die in the atomic wasteland outside. 
  Large Illuminator: A ball about 3” across with a dimple on one end to 
  let it stand on a flat surface without rolling. This will fill a room with 
  bright light. Has d100 charges A charge lasts 12 hours.  
  Life Helm: A black and silver helm that restores life to any being killed 
  within 1 day. Has d100 charges. Rechargable. 
  Rényu Controller: A fuzzy pine cone medallion on a copper chain. d3 
  Nearby Rényu will permanently serve the user loyally after a PSY test. 
  Metal Detector: A base metal arrow pendant on a similar necklace. 
  When activated, this points toward the largest Nearby amount of metal 
  for 2 turns. Has d100 charges. 
  Smart Ladder: This palm-sized device extends into a 50’ ladder that 
  holds 6 persons (or 1500 lbs.). Attaches and detaches at user’s mental 
  command. 
  Portable Wall: a bronze plaque. When activated, this device creates a 
  bronze wall that covers a Nearby area, making it impassable for 2 turns. 
  Has d100 charges. Rechargeable. 
  Robot Controller: A bronze horn that summons any Nearby automaton 
  or android to serve the user for 2 turns. Has d100 charges. 
  Silent Assassin: a small silver snake. The user specifies a place and this 
  device will move there and bite any creatures there and returns. Test PSY 
  with Advantage and the targets never see it. Test DEX to take the targets 
  OofA. If fought, it has 2 HD, 10 AP, and attacks against it have 
  Disadvantage because of its speed and size. Has d100 charges. 
  Steel Protector: A rusty metal bar on a rusty chain. This amulet shields 
  the wearer’s metal equipment from the corrosive spittle of various acid-
  secreting creatures. Always on. 
  Treasure Finder: A black volcanic glass beetle on a gold chain. When 
  placed on the floor and activated, this amulet will crawl to the closest 
  treasure trove up to Distant and then disintegrate. 
  
   
  24 
  Transportation 
  There are two major modes of 
  transportation: aircars and 
  tubeway cars. Air-cars are small 
  anti-gravity conveyances built to 
  carry six to ten passengers. 
  Larger models can carry up to 
  fifty standing or thirty sitting 
  persons. They have an extended 
  range and are a good option 
  within 500 miles.  
   
  The other form of transport is the tubeway car. These vehicles travel in 
  evacuated tunnels beneath the ground at supersonic speeds. They too are 
  designed to carry six to ten passengers each, with larger models for 
  higher numbers. They are round with a door on the side, and they are 
  only available in the 
  tubeway stations some 
  distance below the 
  surface. They are 
  operated by 4” golden 
  discs that hold the 
  destinations. Most 
  people of the Latter 
  Times know about these 
  vehicles. Primitives of 
  course would not know 
  about them. These are 
  better for longer range 
  travel, anywhere from 
  500 miles to the other 
  side of the planet. Treat 
  speed as 1500 MPH. 
   
  
   
  25 
  BESTIARY 
  Creatures 
  HD 
  Actions and Specials 
  Chashkéri       
  1 
  This water creature looks like a woman in the water. 2d6 
  Nearby targets must pass PSY test or move toward it. The 
  creature will drown the victim in 3 rounds once in the 
  water unless rescued. 
  Chólokh         
  1 
  These flying octopoids can throw stones at Nearby 
  targets. Uses d10 for HP. 
  Khéshchal      
  1 
  These colorful birds have plumage worth d20×100 gp. 
  Uses d3 for HP. 
  Kǘni               
  1 
  These small raptors are trainable as hunters and spies. 
  They speak and understand simple speech. Uses d3 for 
  HP. 
  Kúrgha           
  1 
  These furry carrion eaters can be smelled from Nearby. 
  They run away if outnumbered. Any room with recent 
  corpses may have them. 
  Kurukú           
  1 
  These small creatures try to steal items. Test INT or lose 
  an item. Advantaged on ranged attacks. They always flee 
  if confronted. Uses d6 for HP. 
  Hlǘss              
  L+1 
  These large intelligent aquatic scorpioids use weapons 
  (d6), bite (d6), tail sting (d6) + CON test or paralyzed. 2 
  attacks/round. Often have magic items or a bejeweled 
  carapace. 
  Hlutrgú           
  L+1 
  These small intelligent frog-like swamp dwellers never 
  check morale. They hate everything. 
  Nenyélu         
  2 
  These eel-like aquatic creatures have 2 claws (d4), 
  Poisonous bite (d6) + CON test or OofA in 2 rounds. Can 
  throw stones at Nearby targets. 
  Shunned Ones 
  L+1 
  These intelligent aliens have a repellent odor detectable 
  Far Away, causing a Morale test. They often have magic 
  items. 
  Chlén             
  3 
  These enormous triceratopsians are prodigiously slow. 
  They fight only if attacked. Uses d10 for HP. 
  Dlaqó             
  3/6/9 
  These large carrion-eating insects only attack if they have 
  surprise or outnumber targets. Any room with recent 
  corpses may have them. 
  Gerednyá       
  3 
  This flying worm has a poisonous tail striker (1d6) + 
  CON test or OofA. Wings worth 100 káitars each. 
  Gíriku             
  3 
  These flying reptiles have thick hide (6 AP). 
  Kruá               
  3/8/16 
  These giant crustaceans have 2 pincers (d8), if both hit, 
  bite (d8). They are immune to ordinary and +1 missiles. 
  Dives to lair if it has grabbed a body. 
  Mnór              
  3 
  These semi-intelligent insectoids check morale, if hit for 
  4+ damage. 
   
   
  
   
  26 
  Creatures 
  HD 
  Actions and Specials 
  Mu’ágh           
  3/6/15 
  This gelatinous creature has an acid attack that makes a 
  body area hit unusable. Metal objects that touch it melt 
  the next round.  
  Ngrútha          
  3 
  These giant arachnoids cannot be surprised and the INT 
  roll to avoid surprise is at Disadvantage. 8 sucker-legs 
  can entrap, then drain d6 CON/round.  
  Shánu’u          
  3 
  These large flying mammalians are related to the Hláka. 
  A Hláka can control 1d6 Nearby Shánu'u for 3 rounds on 
  a CHA test. 
  Ssú                 
  3 
  These intelligent aliens are innate magic users and have 2 
  spells each. Can hypnotize 1d3 Nearby targets as action; 
  pass PSY test or obey their commands. 
  Dnélu             
  4 
  These animals leap from concealment. They give 
  Disadvantage on the INT roll to avoid surprise. 
  Hyahyú’u       
  4 
  These spiked carnivores only fight if they outnumber by 
  6+. They flee from Páchi Léi. 
  Káyi               
  4 
  These flying gas bags with a single large eye have 
  entangling tentacles. Drains a Level the round after 
  dealing damage. Vulnerable to fire: double damage. 
  Lrí                  
  4 
  These flying scorpioids are related to the Hlǘss. CON test 
  or paralyzed the round after dealing damage. 
  Ngáyu            
  4 
  These insectoids have 2 claws (d8), shoot acid at Nearby 
  metal objects, which melt the next round. 
  Tletlákha        
  4 
  These aquatic creatures are mostly mouth and teeth. Pass 
  a DEX test after its first successful attack to keep it from 
  attaching. Leaves d4 barbs that do d6 damage when 
  removed, unless done by a physician. 
  Vringálu         
  4 
  These flying feathered serpents have a poisonous bite 
  (1d10) + CON test or OofA in 3 turns. Curable with 
  Tsúral buds or Cure Disease. Wings worth 100 káitars 
  each. 
  Feshénga        
  5 
  These many-legged carnivores can bite with a 25% 
  chance of poison, CON test or OofA within 5 turns. 
  Haqél             
  5/10/15 
  This aquatic eel-like creature has a mouth full of teeth. 
  Bite (d12), tail (d6). Gives Disadvantage on the INT test 
  to avoid surprise. 
  Qáqtla 
  5 
  These swamp snakes have poisonous tentacles (d6) + 
  CON test or OofA in 5 turns. 
  Sérudla           
  5/12/18 
  These large semi-intelligent lizards can use 2 weapons, 
  spit acid – d6 Nearby targets (4d6) test CON for half 
  damage. d4 usage die daily for acid. 
  Sró                 
  5/9/13 
  These large semi-intelligent flying reptiles can use 2 
  weapons and bite.  
  Thúnru’u 
  5 
  These large rubbery bipeds are repelled by Tsúral buds. 
  Easily manipulated or controlled by magic or mentalism. 
  
   
  27 
  Creatures 
  HD 
  Actions and Specials 
  Akhó              
  6/10/16 
  These huge water creatures have 20 tentacles (0) to 
  grapple to pull victim to maw. Test CON or +1d6/round 
  acid damage in maw. Can attack ship hulls. 
  Aqáa              
  6/12/18 These giant burrowing worms swallow their prey whole, 
  2 rounds to digest, Tail (3d6) – a DEX test or fall down. 
  Dlákolel         
  6 
  These semi-intelligent insects have large powerful 
  mandibles, Advantage on damage rolls. 
  Teqéqmu        
  6/8/10 
  These flying fungoid creatures can exude toxic gas at d6 
  Nearby targets, needing CON test or OofA. 
  Tsi'íl               
  6 
  These large herbivorous saurians fight only if attacked. 
  They have a gland repellent to many water creatures -- d6 
  usage die. Worth 2d20×100 káitars. 
  Zrné               
  6 
  The tough hide on these predators is immune to ordinary 
  missiles. Bite is poisonous -- CON test or OofA in 2 
  rounds. 
  Dzór               
  7 
  These gentle forest giants fight only if attacked. 
  Disadvantage in daylight.  
  Ghár               
  8 
  These aquatic creatures can extend their three jaws ten 
  feet. 3 bites (2d6), tail (d6). Their shell is worth 
  1d20×100 káitars. 
  Nshé               
  10 
  These aqueous creatures can flow under doors. While 
  liquid, DEX test to avoid crushed feet and ankles. They 
  take a round to assume humanoid form. Fire and the 
  Calm spell can drive them away. 
  Sagún             
  10 
  These mobile plants have 2 claws (d8). Pass an INT test 
  to avoiding breathing their deadly spores or pass a CON 
  test to avoid death in 2 rounds. 
  Ru’ún             
  11 
  These golden automatons perceive dimensional portals 
  and faint sounds, and cannot be surprised. They can touch 
  for 2d6 electric shock. They wield a +1 steel sword (2d6) 
  and bolt thrower (1d8).  
  Ngóro 
  16 
  These flat creatures mimic flooring. Pass a DEX test or 
  up to d20 Nearby targets can be rolled up like a rug. Their 
  muscular bodies can crush for 2d6 damage. They also can 
  have small magic items. If subdued, they will offer a 
  magic item for its life. 
   
  All creatures with three HD values come in small, medium, and large sizes. If a random 
  size is needed, roll a d6: 1-2 = small, 3-5 = medium, 6 = large.  
   
  Intelligent creatures can use weapons and magic, unless otherwise specified. Semi-
  Intelligent beasts can use weapons. 
   
  L = Level, for nonhuman races. 
   
  
   
  28 
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SOURCE: textdata/thevault/Empire of the Petal Throne/Tékumel Fanworks/Warriors of the Lost Planet.pdf