Wednesday, November 16, 2016

From all sides the hell hounds barked furiously (OSR)

 
Death awaits those who wrong Saint Jasper's faithful. Art By: Odilon Redon

Pictures Mangled by Me: Any picture with this in its caption means it is a collage I made using 19th and early 20th century illustrations. All these illustrations are public domain, meaning I didn't rob anyone by using these pictures for my own gains.

Author's Note: Here is stats and a pic of a new monster, made in honor of a faithful dog who was killed recently. He was stolen from his yard, a rope tied around his neck, then shot in the head. The neighbor felt that the dog was a nuisance, thankfully it is highly illegal to do this, and the police have been notified and are looking into the matter. A friend of mine knew him, his name was Jasper, and he will be missed.

Oh loyal one,
He of the pack and the hunt,
I have been trespassed against,
Tear from my tormentors their flesh,
Oh loyal one please avenge me,
Bear for me this yoke of vengeance,
For I cannot bear it myself.
- Prayer of the Aggrieved to Saint Jasper.

The wage of sins against the faithful shall be more than just death.

Encyclopedia Infinica – No. 4 Saints of the Street Church
The Infinite City is not merely a gathering of people and cultures, it is also a meeting place of countless cultures. Cultures that can maintain their individual identities, or merge with one another to form a culture unique to the city.

While religions retain their purity in temples and cathedrals, they are intertwined and blurred on the streets into something completely 'other'. This other is a syncretic religion is most commonly referred to as the 'Street Faith'. A religion of countless gods, goddesses, and other beings granted sainthood and prayed to on a regular basis.

… Which brings us to the faithful of Saint Jasper. This sub-cult within the greater construct of the 'Street Faith' is of note due to its focus on the figure of a dog raised to near-godhood. The origins of this sub-cult are obscure, as with the majority of the 'Street Faith' due to its dogma being spread solely by word of mouth.

Oh, kindly hound, your loyalty is divine.

As with any faith, the cult of Saint Jasper contains its own set of frightening and comforting figures. Common terms applied to these figures across faiths are angels and demons. Though, as with any faith, this one contains its own terminology.

While there are many 'Hounds of Saint Jasper', the one most commonly invoked is a demon-figure called a Tar Wolf. This monstrous canine figure will avenge the injuries of those who belong to Saint Jasper's faith. Though this creature is not completely evil in itself, it is a fearsome figure meant to instill fail in the aggrieved and fear in the unjust.

These monstrous wolves gain their moniker from their peculiar form. Roughly the size of a small horse, their black fur slowly metamorphoses from hair to a tar-like substance as it nears the spinal ridge. Unnervingly, the “tar” drips upward, the perfect reverse reflection of what it would do if given the normal course of gravitation. This tar will slowly fade into oily smoke once it reaches a short height above the creature.

Saint Jasper's punishments do not end with the passing from this world to the next.

Its physicality is further demented by its overlong snout, and disproportional teeth. Lacking eyes, nose, or ears, it possesses a spare, but still disconcerting, appearance.

While the City neither affirms nor denies the possibility of claims made by any non-licensed church, it encourages its citizens to immediately report any sightings to the local constabulary. Remember, a faith is only worthwhile if it benefits the City, all other faiths are parasitic. 

Oh how you shall wail and gnash your teeth. Pictures Mangled By: Me
 
As large as a wagon, form impregnated by shadow, a canine shape padding closer, growl rumbling within it like an avalanche. No eyes, nose, or ears, just a thin snout and over-wide maw, teeth like shovel blades, sharp as broken glass. Its fur is the dark of the void, becoming slick and protean near the top portions of the body, dripping upward and dissipating like an inverted reflection of ink in water. A voice like screams bubbling up from tar, “WHERE ARE THEY?”

Saint Jasper's Blessed Hound of Vengeance / Tar Wolf / Spooky Syrup Dog
OSR / AD&D / LotFP
Type: Outsider
Activity Cycle: Any
Diet: The flesh of those who injure the faithful of Saint Jasper.
Intelligence: Superhuman (Always heard in the listeners' primary language)
Treasure: Whatever is judged appropriate by the DM
Alignment: Neutral (May also be considered evil due to it taking pleasure in the prolonged physical and mental torture of those who would hurt the faithful of Saint Jasper)
No. Appearing: 1 OR 3 to 6 (1D4+2) if a particular group has been hurting the faithful of Saint Jasper.
Armor Class: 20 / 0
Movement: 60 ft
Hit Dice: 7
THAC0/To-Hit: 11 / +9
No. of Attacks: 1
Damage: 1D8+2 (Bite) OR 2D4 (Spit Tooth and Tar. Max Range 300 ft, No Range Penalty)
All Saves: 12
Spell Resistance: 20%
Experience: 3,000
Special Abilities / Attacks -
Butcher's Eye: The creature always knows how much more damage a target can sustain before they die. Any damage done by the creature can be reduced to avoid the death of a target. Tar Wolves revel in the pain of their prey, and will seek to prolong it as long as possible.

Billowing Etheric Tar: Once every 1D4 rounds, the creature can expel a cloud of etheric tar in a 40 ft. cone. Anyone caught in the cone takes 3D6 cold damage (save vs. Breath for ½ damage). Additionally, anyone caught in the area of effect must make a save versus Magic. A failed save results in the character(s) being effected as by a Slow spell as the tar binds and slows the soul of the target. The effect lasts for 7 rounds. Multiple uses of this effect only reset the duration of the effect, and does not compound the penalties given.

Agonizing Restoration: The creature may opt to use this ability after a successful attack (melee or ranged), rather than cause damage they heal their target while inflicting an incredible amount of pain. The target must make a save versus Paralyze, with a failed save resulting in them being paralyzed for 7 rounds. During this time they act as if under the effects of a Hold spell, unable to move due to the sheer agony they are experiencing, while their body knits itself together. Each round the character heals 1D6 points of damage. If the character takes damage while under the effects of this ability, the effect ends.

Why Healing?: The Tar Wolves delight in the torture of the guilty, and are reluctant to let it end due to the frailty of their target. They only kill their target if it presents a true danger to the Tar Wolf, or they have grown bored of its pain.

Flow the Form: The Tar Wolf can fit through any space that would allow liquid to flow through, and moves at a rate equal to ½ their movement speed. It takes a single round to unform or reform, during this period of time their AC is 15 / 5 and they are unable to make normal attacks, however, they can still use their other abilities.

Weakness -
Lowest of the Faithful: While vengeance is within the purview of Saint Jasper, it is considered the lowest of His domains. As such, the victim can call off the death and torture of the party who had wronged them, though this can only occur if the victim does this of their own free will. Furthermore, all the other Hounds of Saint Jasper outrank Tar Wolves and are able to command them as long as such commands do not violate the will of Saint Jasper. Despite being unable to disobey such commands, they do not enjoy it what so ever and make their displeasure known, whining in the case of a victim's command and bearing their teeth at other hounds. 

A charm-comb dedicated to Saint Jasper.
 
Pits and Perils
Attacks: 1 Bite (Melee) OR Spit Tooth and Tar (Ranged – Max: 300 ft / No Range Penalties)
Level: 4 (Always speaks in the native language of the listener)
Move: 60'
Size: Large
Side: N (May also be considered evil due to it taking pleasure in the prolonged physical and mental torture of those who would hurt the faithful of Saint Jasper)
Number: 1 OR 3 to 6 (1D4+2) If a group has been hurting the faithful of Saint Jasper.
Treasure: Type IV
Abilities -
Butcher's Eye: The creature always knows how much more damage a target can sustain before they die. Any damage done by the creature can be reduced to avoid the death of a target. Tar Wolves revel in the pain of their prey, and will seek to prolong it as long as possible.

Billowing Etheric Tar: Once every 1D4 rounds, the creature can expel a cloud of etheric tar in a 40 ft. cone. Anyone caught in the cone takes 1D4+1 hits of cold damage (save for ½ damage). Additionally, anyone caught in the area of effect must make another save. A failed save results in the character(s) being slowed as the tar binds and slows the soul of the target. The effect lasts for 4 rounds. For the duration of the effect a character may move OR attack, but not both while spells/miracles take 2 full rounds to complete. Multiple uses of this effect only reset the duration of the effect, and does not compound the penalties given.

Agonizing Restoration: The creature may opt to use this ability after a successful attack (melee or ranged), rather than cause damage they heal their target while inflicting an incredible amount of pain. The target must make a save, with a failed save resulting in them being paralyzed for 4 rounds. During this time they act as if under the effects of a Stun spell/miracle, unable to move due to the sheer agony they are experiencing, while their body knits itself together. Each round the character heals 1D3 hits of damage. If the character takes damage while under the effects of this ability, the effect ends.

Why Healing?: The Tar Wolves delight in the torture of the guilty, and are reluctant to let it end due to the frailty of their target. They only kill their target if it presents a true danger to the Tar Wolf, or they have grown bored of its pain.

Flow the Form: The Tar Wolf can fit through any space that would allow liquid to flow through, and moves at a rate equal to ½ their movement speed. It takes a single round to unform or reform, during this period of time all attacks made against them are at +1 and they are unable to make normal attacks, however, they can still use their other abilities.

Weakness -
Lowest of the Faithful: While vengeance is within the purview of Saint Jasper, it is considered the lowest of His domains. As such, the victim can call off the death and torture of the party who had wronged them, though this can only occur if the victim does this of their own free will. Furthermore, all the other Hounds of Saint Jasper outrank Tar Wolves and are able to command them as long as such commands do not violate the will of Saint Jasper. Despite being unable to disobey such commands, they do not enjoy it what so ever and make their displeasure known, whining in the case of a victim's command and bearing their teeth at other hounds.

A sneak peek at the next Hound of Saint Jasper. Pictures Mangled By: Me

Into the Odd
Str: 16 Dex: 14 Will: 13 HP: 12 Armor: 2
Driven to torture and kill the tormentors of the Faithful of Saint Jasper. They move at twice the speed of a human.

Bite: 1D10
Spit Tooth and Tar (Ranged): 2D4

Abilities -
Butcher's Eye: The creature always knows how much more damage a target can sustain before they die. Any damage done by the creature can be reduced to avoid the death of a target. Tar Wolves revel in the pain of their prey, and will seek to prolong it as long as possible.

Billowing Etheric Tar: Once every 1D4 rounds, the creature can expel a cloud of etheric tar in a 40 ft. cone. Anyone caught in the cone takes 3D4 cold damage (Dex save for ½ damage). Additionally, anyone caught in the area of effect must make a Will save. A failed save results in the character(s) being effected as the tar binds and slows the soul of the target. The effect lasts for 4 rounds. For the duration of the effect all movement rates and halved, all attacks are now Impaired, and all Arcana require a successful Will save in order to function. Multiple uses of this effect only reset the duration of the effect, and does not compound the penalties given.

Agonizing Restoration: The creature may opt to use this ability after a successful attack (melee or ranged), rather than cause damage they heal their target while inflicting an incredible amount of pain. The target must make a Str save, with a failed save resulting in them being paralyzed for 4 rounds. During this time they are unable to move or act due to the sheer agony they are experiencing, while their body knits itself together. Each round the character heals 1D4 points of damage. If the character takes damage while under the effects of this ability, the effect ends.

Why Healing?: The Tar Wolves delight in the torture of the guilty, and are reluctant to let it end due to the frailty of their target. They only kill their target if it presents a true danger to the Tar Wolf, or they have grown bored of its pain.

Flow the Form: The Tar Wolf can fit through any space that would allow liquid to flow through, and moves at a rate equal to ½ their movement speed. It takes a single round to unform or reform, during this period of time all attacks do an additional 1D4 points of damage and they are unable to make normal attacks, however, they can still use their other abilities.

Weakness -
Lowest of the Faithful: While vengeance is within the purview of Saint Jasper, it is considered the lowest of His domains. As such, the victim can call off the death and torture of the party who had wronged them, though this can only occur if the victim does this of their own free will. Furthermore, all the other Hounds of Saint Jasper outrank Tar Wolves and are able to command them as long as such commands do not violate the will of Saint Jasper. Despite being unable to disobey such commands, they do not enjoy it what so ever and make their displeasure known, whining in the case of a victim's command and bearing their teeth at other hounds.

Tuesday, November 15, 2016

My Work Continues

Bright Hound of Saint Jasper. Pictures Mangled By: Me

Pictures Mangled by Me: Any picture with this in its caption means it is a collage I made using 19th and early 20th century illustrations. All these illustrations are public domain, meaning I didn't rob anyone by using these pictures for my own gains.

Author's Note: This is my latest pic for the Hounds of Saint Jasper, it's a rework of the previous pic. Hopefully I should have stats for this and the Tar Wolf soon.

Sunday, November 13, 2016

My work is not yet done

A Light Hound. Pictures Mangled By: Me
Pictures Mangled by Me: Any picture with this in its caption means it is a collage I made using 19th and early 20th century illustrations. All these illustrations are public domain, meaning I didn't rob anyone by using these pictures for my own gains.

Author's Note: This is my latest pic for the Hounds of Saint Jasper, I will be posting stats later tonight/tomorrow.

Wednesday, November 9, 2016

Cry havoc and let slip the dogs of war

An avenging demon of Saint Jasper. Pictures Mangled By: Me

Pictures Mangled by Me: Any picture with this in its caption means it is a collage I made using 19th and early 20th century illustrations. All these illustrations are public domain, meaning I didn't rob anyone by using these pictures for my own gains.

Author's Note: Here is some fluff and a pic of some upcoming monsters/creatures, made in honor of a faithful dog who was killed recently. A friend of mine knew him, his name was Jasper, and he will be missed. 

A common graffiti tagged on walls by worshipers of Saint Jasper.
 
Oh loyal one,
He of the pack and the hunt,
I have been trespassed against,
Tear from my tormentors their flesh,
Oh loyal one please avenge me,
Bear for me this yoke of vengeance,
For I cannot bear it myself.
- Prayer of the Aggrieved to Saint Jasper.

Encyclopedia Infinica – No. 4 Saints of the Street Church
The Infinite City is not merely a gathering of peoples, it is also a meeting place of countless cultures. Cultures that can maintain their individual identities, or merge with one another to form a union unique to the city.

While religions retain their purity in temples and cathedrals, they are intertwined and blurred on the streets into something completely 'other'. This other is a syncretic religion most commonly referred to as the 'Street Faith'. A religion of countless gods, goddesses, and other beings granted sainthood and prayed to on a regular basis. 

There are many trinkets sold in back-alleys dedicated to Saint Jasper
 
… Which brings us to the faithful of Saint Jasper. This sub-cult within the greater construct of the 'Street Faith' is of note due to its focus on the figure of a dog raised to near-godhood. The origins of this sub-cult are obscure, as with the majority of the 'Street Faith', due to its dogma being spread solely by word of mouth.

As with any faith, the cult of Saint Jasper contains its own set of frightening and comforting figures. Common terms applied to these figures across faiths are angels and demons. Though, as with any faith, this one contains its own terminology.

While there are many 'Hounds of Saint Jasper', the one most commonly invoked is a demon-figure called a Tar Wolf. This monstrous canine figure will avenge the injuries of those who belong to Saint Jasper's faith. Though this creature is not completely evil in itself, it is a fearsome figure meant to instill faith in the aggrieved and fear in the unjust. 

A common representation of Saint Jasper in more humanoid form. Art By: Leon Bakst
 
These monstrous wolves gain their moniker from their peculiar form. Roughly the size of a small horse, their black fur slowly metamorphoses from hair to a tar-like substance as it nears the spinal ridge. Unnervingly, the “tar” drips upward, the perfect reverse reflection of what it would do if given the normal course of gravitation. This tar will slowly fade into oily smoke once it reaches a short height above the creature.

Its physicality is further demented by its overlong snout, and disproportional teeth. Lacking eyes, nose, or ears, it possesses a spare, but still disconcerting, appearance.

While the City neither affirms nor denies the possibility of claims made by any non-licensed church, it encourages its citizens to immediately report any sightings to the local constabulary. Remember, a faith is only worthwhile if it benefits the City, all other faiths are parasitic. 

This is what the pic started out as before I mangled it.

Sunday, November 6, 2016

It is better to travel well than to arrive (Pathfinder)

 
Any fool can sail the sea, but it takes a true madman to sail the land. Art By: Hendrick Gerritsz

Pictures Mangled by Me: Any picture with this in its caption means it is a collage I made using 19th and early 20th century illustrations. All these illustrations are public domain, meaning I didn't rob anyone by using these pictures for my own gains.

Author's Note: Here are a couple vehicles for your game. I should have more later.

A better form of motion, we all want it, and so many will sacrifice much to get it. Why? We left out sense of adventure behind in the trenches, in the abandoned villages, in the dead eyes of friendly bodies. Short journeys mean less time to think, shorter moments to contemplate the fact that maybe you left more in the trenches than a few pints of blood and most of your friends. Walk. Take time with these horrors. Don't buy travel machines, otherwise you'll never get enough time to sort it all out. Grow familiar with your pain, make it your new house guest. Nothing can make it ever disappear, but eventually it'll grow bored and visit less often, eventually you won't be caught so off guard when it stops by to say, 'Hey pal, your best friends died in the trench, while you lived. Just in case you forgot...'
- Peculiar Author

Nothing says, "Buy our bikes!" like a crazy woman racing a train.

Encyclopedia Infinica – No. 3 Mechanized Travel in the City and Beyond.

While one may alight on the many trains in the Infinite City Railway System, there are a plethora of other modalities of travel any man, woman, or even child may use to travel about the city. It is good for citizens to know all the options they may have at their disposal. It is great for citizens to know all the rules and regulations that apply to travel. You do want to be a Great Citizen, don't you?

No, you don't. You want to be you, don't you? - Peculiar Author.

The following rules apply to ground and waterborne vehicles, but not to airborne vehicles which are strictly forbidden within the City proper.

Ride me to the moon.

Muscle Powered Vehicles
These vehicles do not require any sort of license to pilot legally under the following conditions: the vehicle does not seat more than 2 other individuals besides the pilot, the vehicle is not being used as part of a business venture such as a taxi or courier service, the pilot has not been accused or convicted of a type 7 or 13 metaphysical crime, the pilot is not a practitioner of Ambulomancy or Intineramancy, the pilot is not under the influence of substances created from paranatural beings, or is not transporting anything noted on the City's list of dangerous substances.

IMPORTANT: Written materials containing seditious language or ideas is considered a dangerous substance. If something you read makes you question the just and right order of the City, it is most likely seditious. Or you are naturally seditious, please contact the local constabulary if you are.

A gentleman on a unicycle.

Animal Powered Vehicles
Please note that this does not apply to engines powered by Soul Fission Furnaces which use animal souls. Wind powered vehicles operate under the same laws and animal powered vehicles do. These vehicles may be operated within the city as long as the pilot's certification has not expired. These certifications can be obtained by paying a biannual fee of 2 copper pennies.

Anyone over the age of twelve years may obtain a certification as long as the intended vehicle is not: intended to exceed a maximum altitude of 1 yard off the surface of the street, does not use carnivorous animals that are sentient or near-sentient, does not use animals that are capable of transplanar shifting, does not use animals that are innately skilled at higher level mathematics such as calculus or arithromancy, or any animal that was previously a sentient being.

Steam Carriage!

Mechanically or Metaphysically Powered Vehicles
These vehicles require special permissions in the form of licensing from the City Works Agency. A license may be applied for after petitioning the City Works Agency, and a fee of 200 gold pieces for the petition alone.

After the petition, the City Works Agency will review the petitioner, which may involve up to a year of visual or auditory surveillance. After the term of surveillance, if the City Works Agency determines that the petitioner is trustworthy, they may be allowed to test for the privileges associated with owning a vehicle of this type. Assuming the individual earns the privilege of owning such a vehicle they may test for the privileges of being able to pilot such a vehicle on the streets of the Infinite City. If such testing is successful, the individual is granted a license with the city which they must renew on a bi-monthly basis.

The city fears what someone with a 'powered' vehicle might do. They may go so far as deliver seditious materials to bookstores faster than the city may be able to follow. - Peculiar Author.

Ambulacycle
These vehicles are powered by a person or persons walking along a belt or treadmill. The belt or treadmill is attached to a number of gears and sprockets, making the effort of walking more efficient, resulting in quicker movement. Ambulacycles are far more useful in combat than bicycles and unicycles, since they can be stopped quickly without adverse effects to the pilot. 

So elegant and graceful.
 
Pathfinder / DnD 3.X
Cost: 100 gp
Medium land vehicle
Squares: 1 (5 ft. by 5 ft.; 5 feet high); Cost 50 gp

Defense
AC: 10
Hardness: 10 (Made of Metal)
HP: 20
Base Save: +0

Offense
Modified Speed: +15 feet to the base speed of the pilot.
Maximum Speed: Twice the modified speed of the pilot.
Acceleration: The modified speed of the pilot.
CMB: +0
CMD: 10
Ramming Damage: 1d6

Description
Propulsion: Muscle (The pilot runs on a belt/treadmill that powers the vehicle)
Driving Check: Profession (Cyclist)
Forward Facing: The direction the driver is facing.
Driving Device: Levers
Driving Space: The center of the contraption.
Decks: 1

Rube Goldburg meets Yellow Submarine. Pictures Mangled By: Me

Land Yacht / Wind Wagon
These are basically sailboats with wheels or wagons with sails. While this sounds like an odd or unrealistic form of travel, a number of Chinese emperors used vehicles like these as pleasure craft. These vehicles were also popular among beach-going aristocrats during the 1600's.

Land Yachts may also be powered through the use of windmills and belts, reducing the complexity of piloting the craft. The vehicle presented here is outfitted with a windmill.

Pathfinder / DnD 3.X
Huge Land vehicle

Squares 8 (10 ft. by 20 ft.); Cost 5,000 gp

Defense
AC: 9
Hardness: 5
HP: 90
Base Save +0

Offense
Maximum Speed: 120 ft.
Acceleration: 20 ft.
CMB: +1
CMD: 11
Ramming Damage: 1d10

Description
Propulsion: Current (air; 2 squares of windmill sail, 20 HP)
Driving Check: Profession (Land Sailing)
 

It is better to travel well than to arrive (OSR)

 
Any fool can sail the sea, but it takes a true madman to sail the land. Art By: Simon Stevins

Pictures Mangled by Me: Any picture with this in its caption means it is a collage I made using 19th and early 20th century illustrations. All these illustrations are public domain, meaning I didn't rob anyone by using these pictures for my own gains.

Author's Note: Here are a couple vehicles for your game. I should have more later.

A better form of motion, we all want it, and so many will sacrifice much to get it. Why? We left out sense of adventure behind in the trenches, in the abandoned villages, in the dead eyes of friendly bodies. Short journeys mean less time to think, shorter moments to contemplate the fact that maybe you left more in the trenches than a few pints of blood and most of your friends. Walk. Take time with these horrors. Don't buy travel machines, otherwise you'll never get enough time to sort it all out. Grow familiar with your pain, make it your new house guest. Nothing can make it ever disappear, but eventually it'll grow bored and visit less often, eventually you won't be caught so off guard when it stops by to say, 'Hey pal, your best friends died in the trench, but you didn't. Just in case you forgot...'
- Peculiar Author

Everyone thought she was mad for racing a train on her bike... Everyone was right.

Encyclopedia Infinica – No. 3 Mechanized Travel in the City and Beyond.

While one may alight on the many trains in the Infinite City Railway System, there are a plethora of other modalities of travel any man, woman, or even child may use to travel about the city. It is good for citizens to know all the options they may have at their disposal. It is great for citizens to know all the rules and regulations that apply to travel. You do want to be a Great Citizen, don't you?

No, you don't. You want to be you, don't you? - Peculiar Author.

The following rules apply to ground and waterborne vehicles, but not to airborne vehicles which are strictly forbidden within the City proper.

Muscle Powered Vehicles
These vehicles do not require any sort of license to pilot legally under the following conditions: the vehicle does not seat more than 2 other individuals besides the pilot, the vehicle is not being used as part of a business venture such as a taxi or courier service, the pilot has not been accused or convicted of a type 7 or 13 metaphysical crime, the pilot is not a practitioner of Ambulomancy or Itineramancy, the pilot is not under the influence of substances created from paranatural beings, or is not transporting anything noted on the City's list of dangerous substances. 

Cycling Angel.
 
IMPORTANT: Written materials containing seditious language or ideas is considered a dangerous substance. If something you read makes you question the just and right order of the City, it is most likely seditious. Or you are naturally seditious, please contact the local constabulary if you are.

Animal Powered Vehicles
Please note that this does not apply to engines powered by Soul Fission Furnaces which use animal souls. Wind powered vehicles operate under the same laws and animal powered vehicles do. These vehicles may be operated within the city as long as the pilot's certification has not expired. These certifications can be obtained by paying a biannual fee of 2 copper pennies.

Anyone over the age of twelve years may obtain a certification as long as the intended vehicle is not: intended to exceed a maximum altitude of 1 yard off the surface of the street, does not use carnivorous animals that are sentient or near-sentient, does not use animals that are capable of transplanar shifting, does not use animals that are innately skilled at higher level mathematics such as calculus or arithromancy, or any animal that was previously a sentient being.

A steam coach!

Mechanically or Metaphysically Powered Vehicles
These vehicles require special permissions in the form of licensing from the City Works Agency. A license may be applied for after petitioning the City Works Agency, and a fee of 200 gold pieces for the petition alone.

After the petition, the City Works Agency will review the petitioner, which may involve up to a year of visual or auditory surveillance. After the term of surveillance, if the City Works Agency determines that the petitioner is trustworthy, they may be allowed to test for the privileges associated with owning a vehicle of this type. Assuming the individual earns the privilege of owning such a vehicle they may test for the privileges of being able to pilot such a vehicle on the streets of the Infinite City. If such testing is successful, the individual is granted a license with the city which they must renew on a bi-monthly basis.

The city fears what someone with a 'powered' vehicle might do. They may go so far as deliver seditious materials to bookstores faster than the city may be able to follow. - Peculiar Author.

Ambulacycle
These vehicles are powered by a person or persons walking along a belt or treadmill. The belt or treadmill is attached to a number of gears and sprockets, making the effort of walking more efficient, resulting in quicker movement. Ambulacycles are far more useful in combat than bicycles and unicycles, since they can be stopped quickly without adverse effects to the pilot.

Rules presented here are for in combat only, out of combat, assuming the pilot isn't attempting to do anything fancy, no real roll would be required. If the pilot attempts to do something 'fancy' out of combat, refer to the rolls required for whichever system you are using, and apply bonuses or penalties as per your best judgment. 

So glamorous and graceful!
 
OSR / AD&D / LotFP
Cost: 50 sp (LotFP) 50 gp (OSR / AD&D)
Increases base speed of the pilot:
OSR / LotFP: +20 Feet (Combat), +60 Feet (Exploration/Running), +12 Miles (Travel)
AD&D: +6 to Movement Rate (Humans), +3 to Movement Rate (Dwarves, Halflings, and Gnomes).

Mechanics: Movement in combat requires stat or skill checks in order not to fall over.
LotFP and other Non-Proficiency Skill Systems: Character must roll under their Dexterity score using 1D20. Specialists/Thieves may subtract their level from the die-roll to better ensure a successful result. Anyone with more than 1 point in the X out of 6 Tinkering skill may subtract 1 from the 1D20 die-roll, this is on top of the bonus any Specialist/Thief receives.

AD&D: Anyone with the Tumbling Non-Weapon Proficiency receives a +/-3 bonus to their roll. Anyone without Tumbling must roll under their Dexterity score using 1D20.

Combat: If the pilot is attacked from the side, or if the pilot attempts to attack anyone at their side, the target receives a +/-3 bonus to AC due to the large wheels obscuring them from attack.

Kinda like this, only with a way more complicated treadmill setup.

Pits and Perils
Cost: 50 gp
Increases the base speed of the pilot by +25 feet.
Movement in combat requires a 7+ on a 2D6 roll in order not to fall over. Those with the Dexterity ability may add their level to the roll.
If the pilot is attacked from the side, or if the pilot attempts to attack anyone at their side, the attacker is at -1 to their 2D6 rolls due to the wheels being in the way. 

So many places for your finger to get amputated in.
 
Into the Odd
Cost: 50 Shillings
Allows a character to move as fast as an average horse.
Movement in combat requires a successful Dexterity save in order not to fall over. The GM may allow certain bonuses to the roll if the character is particularly graceful, or makes an effort to practice using the vehicle beforehand.
If the pilot is attacked from the side, or if the pilot attempts to attack anyone at their side, all attacks are considered Impaired.

Land Yacht / Wind Wagon
These are basically sailboats with wheels or wagons with sails. While this sounds like an odd or unrealistic form of travel, a number of Chinese emperors used vehicles like these as pleasure craft. These vehicles were also popular among beach-going aristocrats during the 1600's. 

Weird and wacky, just like me. Pictures Mangled By: Me
 
Land Yachts may also be powered through the use of windmills and belts, reducing the complexity of piloting the craft. The vehicle presented here is outfitted with a windmill.

OSR / AD&D / LotFP
Cost: 6,000 sp (LotFP) 6,000 gp (AD&D / OSR)
HP: 50 w/ Hardness: 5 (AD&D / OSR)
SHP: 5 (LotFP)
Cargo: 1 Ton
Movement / Miles Per Day: 4D
Normal Acceleration/Deceleration: ½ movement rate

Wind Speed: The speed of the wind determines the speed of the Land Yacht, which is expressed in the type of die used for movement. A new movement rating is rolled during combat every turn (10 minutes). The miles covered in a day is rolled at the start of the day. In cities, the wind typically never gets above a light level unless there is stormy weather involved.

Still: D3
Light Winds: D4
Moderate Winds: D6
Heavy Winds: D8
Storm Winds: D10

Crew: 1

Combat: Movement and time is determined normally as if it were a standard combat encounter. In order to keep control of the vehicle during combat, the pilot must make a successful roll each round. If the driver attempts any sudden movements or accelerates/decelerates more than the norm with the vehicle, their roll will receive a penalty depending on the skill system used. On a failed roll the vehicle will maintain its current speed, as well as drift randomly. To determine drift direction roll 1D3: 1) Drifts to the left, 2) Travels straight, 3) Drifts to the right.

X out of 6: The skill used is Tinkering. Sudden Movements and Hard Acceleration/Deceleration result in a -1 penalty to the skill.

Non-Weapon Proficiencies: The proficiency used is Seamanship or Landmanship (which works exactly like Seamanship, but is way cooler... for some reason). Sudden Movements and Hard Acceleration/Deceleration result in a -3 penalty to the proficiency.

Pits & Perils / Into the Odd
I need to read the rules more in order to figure out how I can make this thing work in the systems.