Showing posts with label Psychon. Show all posts
Showing posts with label Psychon. Show all posts

Saturday, 25 July 2020

Tribal record form for Stoneage Sorcery



So made these in anticipation of my game tomorrow cos I'm on lock in and was busy on a patraeon book and my sleeping a mess and I thought it was Sunday already and cleaned my house for nothing. Phew!

A couple of POD LuLu items of note. ASE modules were gold I know them well and played for a year as planet Psychon. Planet Eris is a campaign setting familiar to some bloggers set out like a 70s Blackmoor feel but it is far future planet fantasy. It is nice and simple and a good example of a setting in an a5 booklet. Has elaborate keys and sailing rules and not maps to with them but it was an intersting booklet. I got Dysons Delves 2 in paperback and regretted not having hardback which is easier to use at the table - hardback sits open better and will survive. Has lots of caves and interesting take on the old-school vibe. I am way stingier than Dyson with treasure so I made mechanics players can get stuff they need because I'm too mean. 

Anyway, my cave party is now big enough for factions. Especially as they have rescued people from two unpopular tribes. I could also use this for rival tribes if needed. Running my Sunderhill module at moment and on the cusp of discovering the underland is pretty much like the forbidden age of darkness that broke the world and left it in ruins... Literally, the evils of that age only survived underground and even had gods drop mountains on them.

Current thoughts on this campaign direction: Stuff to do?
Have found Mythos stuff and ancient black magic ruins before
Know of evil wizard spiders and a vampire in mountains
Prehuman spirits are influencing Mammoth tribe....(actually a Cthulhu scenario)
Valley of the Red Ape from Dyson Delves 2 fits in well
Could spend a season in underland which is same in all my setting eras
New giant player could have them plundering invisible giant sky castles
A spacecraft might be a good thing to find and in a few cave genre things
Maybe just drop in Misty Island of the Eld
Could go full Yor and whole zone could be on planet Psychon....
Or time jump to the Bronze Age
Or visit other planes to kill monsters 
-hells in this era busy punishing wicked of last age to bother with mortal world

Will be some tension with other tribes
-tribe lack laws and traditions are all a bunch of mongrels without ties to land
-rivals with greatest tundra warriors - might need some big spring gathering
-snake and spider tribes want revenge over 
"kidnapping" their youths 
-new centaur tribe a complete menace to every tribe (i got minis)



Wednesday, 29 April 2020

Homerbrewing Crap Yet Again



A few projects on the go...Seem to be dabbling with the finishing of my worlds of hell for my setting
-seven hells and then six in between worlds you can do your best to never enter
-when I write these up will be possible to play with very little dming hopefully and different each playthrough
Plus thinking of revising my own pantheon I have lazily used mythology for years
-possibly graphic depictions of the pantheon
Dabbling with Elfmaids monster book again

Revising my homebrew system
-added to my character sheet boxes to record class changes an option I want more of in my system and boxes by stats you can fill if you have any enhanced save based on your class/race or any skills you choose. I could envisage a graphic for senses too, eye box if you have a spot skill ear for listen tongue. Possibly next revision
-did a sheet with notes on the character sheet above. I need to proof this better and reread a few times and have page numbers to the final book sections
-few layout bugs and typos I'm finding
-have done generic "builds" of character in my system based on old classic classes and need to rename some
-monster forms might help too for groups of mooks and boss or legendary monsters need a sheet with rooms for skills and powers
-if I did more detailed builds or kits I might include something on how you got the equipment
-party form with marching order and initiative offer marked and flunkies and a company name good for NPC parties too

Hope to have a bunch of 
"builds" planned out so you can make a npc of a class and level and use charts to know all of the character's skills and abilities.  Fast for NPCs or late players or making a pregen for higher-level adventure. It is very list based and might finalise my ruleset first before too much of this. Possibly some generic monster add ons for monster bosses or elites too. I like in Temple of Elemental Evil PC game the ninja bugbears used a trip attack then all dogpiled the fallen victim. Useful forme anyhow. These kits are examples of starting equipment (and weight) skill and spell selections for a fast-starting character. By plotting out to what they get level by level say 20th level should make it fast. I'd like to do 5-12 of these for each class. I don't want to overcommit just cos I like things in fours or by dozen. I have 16 core classes so 12 sample builds of each maxed out might be painful. I might do this with some players. Possibly priests might vary the most if I include power alternates to turning and bonus spells.   

A system of generating magic items for NPCs of high levels or new PCs might help. I used fiend Folio for these lots as a kid.

Anyway here are some alt builds based on classes
-each class in my book has a sample build of spells and skills and starting equipment which is 1 on these lists
-my naming schemata I'm still playing with and while id like to do a witch or alchemist class ill save that for some future edition as I still have plenty to do on this incarnation of the game I wrote in bed from memory when sick 12 years or so ago and got back to and ish stuff.
-priests I'm split between having to base on cults or as jobs....
-priests id like to have alternate turning powers or some extra spells or something like i had earlier versions but priest by job approach seems not as useful and perhaps all priests engaged with the struggle of life and unlife and everyone hopes to be buried on the hallowed ground or at least get a cantrip cast on their grave lest they arise which has tempting possibilities....possibly the gods & alt powers could be a later thing to do (even though I'm thinking cosmology again). I like the idea of being a healer of the bright healing gods vs a healer of darkness or a bright templar vs a templar of a love goddess too. This many alt powers might be too hard for now too so will go with what I have now and all clerics involved in war between living and dead

Priests built on religions                                     
1 - Light (solar and law cults) turning undead repels or destroys                 
2 - Darkness (night and underworld cults) turning undead makes obedient or slaves            
3 - Love (beauty and fertility cults) fascinate or mass charm            
4 - Death (war and pestilence cults) improves troops morale or go beserk        
5 - Sage (scholar and scribe cults) question ancient spirits for knowledge              
6 - Air (sky and storm cults) influence weather    
7 - Earth (fertility and nature cults) pacify plants and animals    
8 - Fire (war and craft cults) burning aura
9 - Water (sea and river cults) draw water d12 litres/Lv once per day per level sea or pure
10 - Trickster (chaos and luck) temporary random mutations 

or

Priests built on Jobs 
1 - Cleric (workhorse fighting order) turn or destroy the undead
2 - Exorcist (
hunt evil spirits, undead and shapeshifters)  
3 - Friar (wandering rural commoner order) pacify animals
4 - Flagellant (frenzied fighting order) beserks 
5 - Shamen (spirit seers of savage peoples) spirit sight and travel 
6 - Prophet (missionary and divination order) fascinate 
7 - Hospitalar (medical fighting order) healing miracles
8 - Templar (fighting crusader order) protection from evil 1 area circle 
9 - Inquisitor (hunting heretics and the unholy order) detect lie 
10 - Hermit (wilderness contemplation order) hide in limbo 

Rogue
1 - Thief (criminal gang member)
2 - Hunter (hunter, scout or often bandit)
3 - Assassin (killer for hire or cause)
4 - Sailor (mariner and sea traveller)
5 - Merchant (scheming traders and travellers)
6 - Diplomat (spies and negotiators)
7 - Bounty Hunter (hunter of criminals)
8 - 
Acrobat (athletic performer)
9 - 
Charletan (sleazy con artists)
10 - Beggar (spies and dealers)

Warrior
1 - Mercenary (professional soldier for hire)
2 - Knight (aristocratic cavalry)
3 - Gladiator (combat athlete)
4 - Yeoman (landowner farmer and warden of the forest)
5 - Viking (barbarian sea raiders)
6 - Berserker (frenzied savage warriors)
7 - Houseguard (household bodyguard of noble)
8 - Hoplite (farmer artisan armoured spearmen) 

9 - Amazon (nomad horse archers)  

10 - Musketeer (specialists in black powder) 

Wizard
1 - Enchanter (control minds and craft magic)
2 - Conjurer (summons things and creatures)
3 - Illusionist (influences mind and dreams)
4 - Necromancer (animates undead thralls and streal souls)
5 - Alchemist (makes potions and golems)

6 - Air Elementalists (air elementalist)
7 - Earth Elementalists  (earth elementalist)
8 - Fire Elementalists (fire elementalist)
9 - Water Elementalists (water elementalist)
10 - Diabolist Elementalists (black magic taught by hell with low low tutorial fees)

Bard
1 - Minstrel (travelling entertainer and performer)
2 - Jester (foolish entertaining simpletons)
3 - Seducer (gigolo, courtesan or professional lover)
4 - Mystic (holy acrobatic dancers)
5 - 
Demagogue (rouses rabble and spreads slander)rune master
Druid (the same issue as priests really but I'm probably going for the easier option for now)1 - Green (plants and animals stuff)
2 - Red (sacrifice to nature with blood and fire)
3 - Black (death stuff)
4 - White (healers and diviners)
5 - Dun (elemental stuff)

or 

1 - Forester (care for forests and wilderness)
2 - Gardener (holy herbalists of temple gardens)
3 - 
Beastmaster (animal tamer and friend)
4 - Soothsayer (divination and
 blood sacrifice)
5 - 
Sage (wandering teachers and healers of old faith)

Monk (a similar problem I could design weird orders or this)
1 - Mendicant - (wandering holy folk sworn to poverty and self-defence) 
2 - Archer (specialist marksman)
3 - Duelist (wandering sellsword)
4 - Executioner (ordained punisher) 
5 - Guardian (temple and monastery defenders) 

Sorcerer (a good variety of sorcerers is a must, powers from blood link or an oath)
1 - Magus
 (powers granted by esoteric entities)
2 - Witch (powers granted by ancient spirits)
3 - Nymphamancer (powers granted by faerie and sylvan beings)
4 - Dracologist (powers from dragons)
5 - Demonologist (powers from demons)
6 - Pyromancer (powers from air elementals)
7 - Geomancer (powers from earth elementals)
8 - Pyromancer (powers from fire elementals)
9 - Hydromancer (powers from water elementals)
10 - Umbramancer (powers from shadow entities)

NonhumansI put a troll breed on quite a few of these lists to show how the races can be reskinned.
You could make a bunch of faerie folk like this too.
Abhumans used to be just beast-men but I expanded it to a variety of other humanoid beefcakes

Dwarf
1 - Mountain Dwarf (love treasure, mines, war)
2 - Forest Dwarf (love nature, animals and plants) 
3 - Hill Dwarf (love trade and craft) 
4 - Dark Dwarf (cruel dwarves who hate the surface)
5 - Tunnel Troll (savages from the underground)
Elf
1 - Wood Elf (earthborn common elves replacing worlds woodlands)
2 - Wild Elf (feral earthborn elves from hidden wild places)
3 - Bright Elf (otherworldly dwellers of elfland serving bright spirit lords and gods) 
4 - Dark Elf (otherworldly dwellers of elfland serving dark spirit lords and gods)
5 - Arcane Troll (gloomy and melancholic mystic race long thought extinct)

Gnome 

1 - Forest Gnome (live with animal chums in woods)
2 - Deep Gnome (gloomy steam-age mechanists from the underland)
3 - Blood Gnome (vicious murderers and brigands) 
4 - Knocker (magic crafty mining goblins)
5 - Barn Troll (shy protectors of barn and farmyard)
Halfling
1 - Scout (halfling professional militia)
2 - Cook (cooks latest dungeon monsters and steal recipes)
3 - Sherrif (guardian of law and common folk)
4 - Wanderer (restless curious travellers)
5 - Hedge Troll (small shy trolls live under bushes)

Abhuman

1 - Goat Folk (Common beast folk)
2 - Eath Folk (Rock elemental humanoids)
3 - Barbarian (Humans bred by ancient evil wizards for war)
4 - Orc (tortured dead elves reborn to serve wizards now free)
5 - Cave Troll (large troll warriors, mostly wiped out long ago)
Changeling
1 - Cat (mischievous cat spirits)
2 - Fox (thieving cunning fox spirit)
3 - Cambion (demon human hybrids)
4 - Dryad (lascivious tree spirits)
5 - Faerie (insect winged nobility of elfland)

Giant (any of these would eat a human, just saying)

1 - Mountain Giant (common giants who most rely on humans to live among as young)
2 - High Giant (lawful civilised remnants of giant civilisation destroyed by gods)
3 - Cave Giant (savage stone age giant simpletons who mostly hunt and gather)
4 - Formarian Giant (mutated hideous freaks who serve chaos)
5 - Cyclops Giant (one eyed farmers and wine makers)
Tako (i considered having squid, nautilus, cuttlefish, ammonite etc types instead)1 - Octopus (explorer of the surface world from undersea faerie land ruled by dragon kings)
2 - Nautilus (armoured knights of the sea a warrior caste with a shell helmet)
3 - Squid (commoners of the undersea kingdom who gather food from sea) 
4 - Ammonite (pointed or spiral shells show interested in magic and lost knowledge)
5 - Cuttlefish (scouts and messengers of the undersea kingdom)
Psychon Versions
Priest - Programmer (typical priests of psychon who commune with AI gods)
Rogue - Scrapper (salvage expert at looting ancient ruins)
Warrior - Astronaut (often found in stasis in crashed ships)
Wizard - Astromancer (hack global teleport array for miracles)
Bard - Rocker (travelling musicians of psychon mostly guitarists)
Druid - Mutantmaster (aids the toxic mutant evolution of psychon)
Monk - Agent (trained operative for secret society or AI)
Sorcerer - Cultist (powered by pyramid scheme of outre beings)
Elf - Eldren (space travellers returned from the stars)
Dwarf - Morlock (cannibalistic machinist dwarves who breed humanoids as cattle)
Gnome - Gremlin (small mischievous humanoids)
Halfling - Podling (gene adorable hacked humans for ultra-dense survivor habitats)
Abhuman - Android (synthetic humanoid of the ancients or aliens)
Changeling - Alien (grey-skinned outsiders from the outer void prefer psionics)
Giant - Behemoth (a race of revolting snotty drunken bullies who don't know it)
Tako - Octoborg (synthetic body with jacked in mind or android brain)

+ new classes in psychon book
Cyborg - living human using robot spell list but might be better as sub type of robot)
Psionicist - like the idea of this but I might just build from bard and use my psionics spell list
Mutant (Psychon Mutant, others like necromutants, techno mutants, or mutants)
Robot (Service Robot, cyborg, farm robot,

-----------------------------------------
Test with above character raised as high as he can go my system with stats
So above stats on the example sheet above have no HP
so I will roll and got 2 and as 1st lv gets min of 7 + 1 vigor bonus
total of 8HP so if solo id probably get job in town or join some outfit

Lv 2 HP 13 hit bonus +2 Cleve
Lv 3 HP 17 hit bonus +3 Improve Expert +1 sword to +2 Master, Riding, Read Common
Lv 4 HP 23 hit bonus +4 +1 STR (16 increases bonus by +1)Tough
Lv 5 HP 26 hit bonus +5 Frenzy
Lv 6 HP 34 hit bonus +6 2x attacks round, Power Throw, Track, Speak elvish
Lv 7 HP 37 hit bonus +7 Opportunity attack
Lv 8 HP 42 hit bonus +8 
+1 STR (17) Extra rank of a Critical hit (x2)
Lv 9 HP 52 git bonus +9 Improve master sword to Specialist +3, First Aid, Speak gnomish
Lv 10
 HP 55 hit bonus +10 Damage dice bump by one, Extra rank of a Critical hit (x3)
Lv 11
 HP 58 hit bonus +11 Armoured Attack
Lv 12
 HP 61 hit bonus +12 3x attacks round, +1 STR (18) Running blow, Running
Lv 13
 HP 64 hit bonus +13 Running charge 
Lv 14
 HP 67 hit bonus +14 Armour optimise
Lv 15
 HP 70 hit bonus +15 Parry, Fortitude 
Lv 16
 HP 73 hit bonus +16 +1 STR (19), Rage 
Lv 17  HP 76 hit bonus +17 BerserkLv 18  HP 79 hit bonus 4x attacks round, +18 Running Charge, StewardLv 19  HP 82 hit bonus +19 Quick load hand axe
If I was to comment on this guy Id say had lowish HP for a long time and might easily end up a second-tier fighter

But I better finish my draft before I get committed to doing these...
while the project is handy its sort of thing rendered useless by say a later edition

Im gonna put up some spreads on my FB group for a final going over and discussion too
I mostly don't constantly discuss anarchism on the Elfmaids & Octopi group on FB  

Wednesday, 11 March 2020

Gammaworld Goodies


































After I got red Elmore dnd box set and among my friends, we had the older bx books and a purple box and we failed to notice many differences we were so high off the possibility. I went to the UK in 84 and at Hamley's London found the Gammaworlds Box Set. I failed to do any of my set homework I was so enchanted. In various regional game shops, I got all the modules and dm screen. My friends were a bit less enthused but we had a go and it was fun. It occupied lots of my imagination and Mad Max, Boy and His Dog and Damnation Alley and Escape from New York were films I loved.

I maintain this is the prettiest and best box set ever. While many love 1st ed the 2nd ed has what I think was TSR's best layout and art period. When I could only play 1 RPG when I got back into gaming about 2012 and had to choose dnd or this I wrote Planet Psychon.

Recently I started getting some modules from Drivethru to complete my collection and I intend to get most of it even later ed adventures. I also like the d20 hardbacks for trying to rationalise the setting, taking it seriously and being gonzo. My main issue with this ed it was a bit padded out. Hoping to get the monster book yet as I have Players and GM book. I also love Mutant Epoch, Darwins World and Iron Crowns Death Valley Free Prison (very mad max). Would like 2nd ed GM screen but might just settle for the PDF. I plunder all these Games using my Elfmaids&Octopi homebrew D&D and Planet Psychon.

MCC which came out well after Planet Psychon had some frightening similar ideas but was a disappointment. Lacked a world, monsters and lots of touches that made DCC amazing. I appreciate the modules and art but I would find some of the gonzo DCC adventures would work better (hollow earth one, purple planet etc.

Anomalous Subsurface Environment is one of my favorite settings and I ran It a year with S3 tacked on the end (which wasn't gonzo enough).

So here is a little wander down memory lane of these Products.

So the 1st has its charm I don't deny it. @nd ed brought in Elmore art and Illustrated every monster and is a well layed out game. Third version I might get as it has some OK ideas but is a broken game I find more complex but consider it a heroic effort.  The box cover art is brilliant even though it made us want cyborgs which the rules did not cover (Mutant Epoch cyborgs are great).

So The 64 page rulebook from the day of simple and concise writing Is a gem. It has mutant characters and animals, monsters, robots, androids and cryptic alliances. The d20 version padded this into 4 or so books and struggled to fit in the original cryptic alliances. The 4th ed compatible DnD version I loath. Card gimmick where players can spend more than other players is an utterly repulsive WOTC shitstorm. Treated as a comedy short term gimmick game as a novelty from dnd. It was very silly, the wold lacked any point, it abandoned the lore and was played for laughs. I'm fine with the existing humour in the game and I prefer the grimdark sf dystopian humour of 2000ad comics.

Then theirIs the campaign map and adventure book. The city map could last a long time in play. The larger area with more detailed communities and factions offer even more play. Id says these two items are a year of play. There is a funny theatre AI that locks you in and tries to get your party to act. A lil bramble maze and a rooftop mutant vulture stronghold in detail to find on the character's trial of adulthood adventure. There are paragraph entries for interesting city locations to design yourself and a larger regional map with descriptions of towns and the continent map. The 1st ed or Dragon (?) presented a continent map showing Cryptic Alliances as nations. The adventure book goes on to conduct a campaign, status, adventure design and tables. I will totally run this as Planet Psychon.

Mechanically it is a DnD variant with MS instead of wisdom harking back to when Wisdom was really will power and piety (ad&d earning bonus spells). Wisdom has changed in every edition of d&d and currently, it is a mess (old wise folk are the most alert and observant?). You get a Hit Dice per Con point. Pure Strain Humans got d8 and interact with tech best. Others got a d6. Plants not available as players 2nd ed. The Con score vs intensity of radiation or poison was awesome. Status replaced weapons and basically as you climb in your cryptic alliance you get some benefits but most of my players were not interested in post-apocalypse civilisation they just wanted ruins, cool guns and blowing up stuff. I liked monster stat rolls presented which dnd should have done.

So the adventures I also have fond memories of. I will detail the first few here.

GW1 Legion of GoldThis is my favourite Gygax book. For the 1st edition, it builds a region around a town and sets players on various missions climaxing in the legion HQ. The towns offer examples of settlement building. The art include classic era TSR art crew like Otus & Diesel. The adventures in order are fighting a bug colony, shelters with glowing undead from Dog and his Boy and ancients who awake only to die from modern air. Dragon had an article about late humans had a Genetic Stabilisation Treatment that explains why pure humans are un mutatable and superhuman. A good fix.  Then a marine base with androids and a sub ride. Then the Legion base. New monsters, the legion description and lots of oldschool cartridge gunpowder weapons familiar to modern humans. I used these for DnD for years. A brief description of various towns and two random treasure tables. Its a complete campaign is good for several sessions.

GW2 Famine in FargoYou start as village kids on a quest for adulthood. Boxed text creeps in here and a detailed hexcrawl. At some point, you get captured by Badders and escape their burrow. Why badger folk didn't get in dnd ill never know. So you find an automated chicken factory taken over by cyclops chickens with heat rays. The AI wants chickens killed (I sorta feel sorry for them) and a radioactive meteor affecting local crops for reactor fuel. It is a lot tighter and goal-oriented than GW1but it is lots of fun and has some humour with Badders worshipping a badger sports mascot and the chickens are awesome. I'd have them escape to be the local orcs. Tim Truman, Easly and Jim Holloway art. The party rewards include end of the crop failure and robots delivering meat from possibly sentient chickens. Lots of new monsters, robots and some mutations. Easily expanded or even merged into the box set adventure. Good campaign start before a major ruin.

Strangely the original GW1&2 i got recent years were in better condition than ones I bought from shops. I traded my set away in 85 to buy more cthulhu stuff and regretted it for years so I was happy to spring for another one when I had an income. My players were onto star frontiers, MERP and Cthulhu and lost interest in GW so trading it seemed ok at time. Anyway I got GW3 & 4 from drivethrough RPG.

GW3 The Cleansing War of Garik Blackhand

This has a setting based in a tribe in Yellowstone who have included many indigenous customs and dress. Has probably the best pregens with cards and portraits. Great horrible monsters and new tech. The adventure has you killing racists which never gets old. This feels quicker and I would like notes on using the park more. Map has lots of room for you to expand setting but I like the native folk killing genetic inbred scum vibe. SO lots of potential but a bit more would have been nice. Maybe that pro typesetting and more art and design was a step from the hyper dense older TSR.

GW4 The Mind Masters

At the time I thought this was a bit horrible. Players have a bit of a hexcrawl (not lots of detail) then find an ancient mental health facility run by an AI. You could stick it with any other area really which is good even in Pitzburke. So players lose lots of autonomy, suffer and some cannot use their abilities. Usually, a formula that sucks and annoys players. But now I think it is genius. You're a mutant you say? Tell me about your mother. The AI doesn't believe in stories of war, mutants or anything outside. So you get locked up, interrogated, explore the hospital and escape. The AI also sends you on simulated tests where you actually control android bodies and lack power. I've run this from memory in other game systems/genres. GM can have lots of fun running this.

I think the first two are the best adventures. A Pitzbuorke sourcebook detailing buildings and locations would be nice but I guess my patreon adventures and Pscyonnstuff would do that fine. GW2 could be stuck in these ruins also.

I did get the Treasures of the ancients book second hand with the map and a copy of Gamma Knights which lets you mod armour and use hardpoints on battlesuits and is also a gammaworld wargame. I like atomic battlesuits vs tanks, death machines, muskets and black powder cannon. Will get more - lots of fun ideas.

Also see my Gamma Aeon Book under downloads page or the gamma stuff page.  

Wednesday, 26 February 2020

Recent Gaming: Planet Psychon vs Bone Hill


































Planet Psychon
I've been alternating Cthulhu games with Planet Psychon which has a few players but has been fun and still headhunting for more. I use my session zero as players are 1970s band members crossing the Bermuda Triangle. I have used this start seven or eight times and these guys oddly took 2&1/2 sessions what I used in cons no probs. Partly they took survival seriously and stayed still linger. After crashing in a strange desert of yellow sand near a cyan ocean they rallied survivors and took charge. Several were killed by acid-spitting mutants and another guy found an acid pool and died. Each night all gat a save or were changed by nanobots into pscyhonian chromatic tribes which eventually affected all. One player turned into a robot which was odd. Went scouting near the sea and battled a giant crab then returned to camp with meat. All agreed to march through the pass to the south. Managed an uneventful trip and met cult of the AI Colossus who was willing to aid and assimilate some of the passengers. Dealt with a wizard breeding new rust monster kin and managed to broker peace. Got to meet visiting human avatar of the god Virgil who took the willing survivors to a new land he promised they could settle. Party mostly seek to avoid being robed cultist who does what the computer prints out for you to do daily. But at least it is safe and you get to eat.

So the adventurers came through a cloud of fog brought by the god Virgil and arrived in Restenford and were greeted by locals in need of adults and facing threats all around. At this point, I'm using The Secret Of Bone Hill but with more apocalypse science-fantasy makeover. Got a guided tour around and chose the bar run by wizards putting on magic shows. As one character a bard and another a cat-headed robot that brews beer and has sex. As they worked and got to know area and rumours they began to hear the local history of the cyborg saints who served the elves who mostly died at the battle of Cyborg hill. Heard about squatting failed adventurers, orcs, gnolls, Krondor Keep a rival town and other possible wrecks and ruins. They chose to investigate orc bandits and when they got on top of the hill they saw orcs marching to lair in a distant cave near a plane wreck and forest. The next night they got up extra early and sneaked to the orcs lair before they got home and killed most of them and charmed their orc hero leader. Then used charmed orc to help hunt down his "treasonous former comrades" who attacked his dearest friend after he warned them. So last few survivors killed. Party know of the cave but the plane wreck more interesting. A clan of Hyena folk warriors live near so party thinking of taking their orc buddy to kill some.

Next Session: Levelled up and bard and robot made allegiances to chaos.

Found rivers and roads made return via gnolls hard so they had to go through the village to leave wounded then climbed some hills near gnoll area. Village patrol unwelcome to orc being allowed in the village. Saw 4 gnolls with halberds, some had scraps of ancient advanced uniforms locals did not recognise. Lay flat and waited till gnolls close then fired with their pistols and muskets while some flunkies were ready to receive a charge. The gnolls wanted to flee but when the leader fell they rallied to save him and attacked the party. Carlos the revolutionary was chopped to pieces, players injured badly and their charmed orc. Those who fled as Carlos and orc killed, hacked up and eaten got back to village.

Over 5 days of rest met more locals, druid and priests of Atar. Surprised baron had no interest in meeting them or at least castle servants laughed them away. Played with band nightly and helped make bar most popular in town and became well-liked (perhaps a royal performance might happen). The druid's wife was an elf and she spoke of the gnolls as failed mercenaries brought by elves but she skimmed most of the facts.

Party planned next trip by river to recruit the camp where failed broke adventurers dwell. Brought a warrior priest (F2C2) and an initiate priest of Atar. Made it to the camp and met the ranger archer, rogue (assassin spy for evil), orc warrior woman and a dirty old hungry wizard desperate for food. As they agreed to pay a gp a day for a few days and then shares of loot. As they agreed on a deal, ranger and robot heard something and 4 giant spiders tried to ambush them but failed.  Party did well, wizard made one sleep and rogue killed it. Rest were defeated and all celebrated. Curious they heard of a ravine full of ancient garbage where wizard said he found food. Up close was full of tires, cars, bales of paper, all kinds of crap. Wizard found some spam tins and and others he greedily scraped out for food. He said he found fresh ones daily. Became suspicious a bunker might be hidden possibly under Ark hill. So off to their boat where boatman was gone and raft over other side. He mentioned visiting a forest temple so they waited till he got back and he helped them cross and showed them the forest temple of the luck god/ A former casino and motel with a AI for the complex was the god. Boatman begged some more money and played slots while robot and bard played tables and earned a few silver coins over hours. Invited to stay and enjoy buffet and in morning after wizard was bathed went to investigate a plane wreck they had seen.

Reached the plane which had a light inside and plants. Dug out the door and opened the door zombi passengers awoke and priests turned nine to the buried front of plane and ones when reached the door were shot dead.

Thinking gnolls might use pole axes and muskets and use axe as a stand for musket (like Russians used to).

Future session gnolls, possible new allies and then find the secret of Cyborg Hill. Or they could ask the local demihumans and elves who remember the truth. I'd like to have them deal with some other island stuff but also get them to a metamorphosis alpha type place so I can use Epsilon City box set for metamorphosis alpha.


Was running a bunch of broken hill scenario stuff so hoping I can resume that setting again on a Sunday game session. 


My Homebrew Rules
As I have been using my own homebrew books have some ideas for the companion and masters book. I guess I can edit all into one or two books eventually. Finish a few spells to finish my second book and then possibly merge and do a digest hardback. Thinking might give up on minute combat rounds of adnd and use Basic dnd round length instead.

Spreads for emo companion book
-generating a character spread x2
-wilderness travel movement and exploration x2
-indoors movement with light x2
-range chart for missiles and spells x2
- spells 7 8 9 for all spells x2 extra pages of three lists x6 total
-domains, castles, status and property x2
-ships and sea travel and combat x2

Spreads for emo masters book Space Book
-weird science skills x2
-psionics spell list x6
-robot (golem) apps list x6
-mutant, robot, psion, cyborg
-basic mutations x4
-advanced weapons and equipment

Monster books
-basic creatures
-fancy monsters with variants and adventure seeds

Skill & Magic book expanding descriptions

Thursday, 23 January 2020

A Lotus For All Seasons





































Lotus Flowers were one of the main currencies of the old monster kings as popular as gold or silver and for it's ability to control addicts. Ancient barges crossed the world selling drugs. Certain drugs are now found on certain continents. The Black Lotus Emperor rules much of the west through these drugs from his secret underground city. Black lotus because wizards and sorcerers crave it world wide is the most well known. Many lands ban lotus resin and some have become dependant on the criminal smugglers and pedlars who lend nobles money for influence.

This is how the Emperor spreads his influence. The drugs were commonly used as 
alternate spell components in the prehuman monster ruled age. Some say the emperor is a immortal deity from beyond. Many alien wizards are users also. Some areas there are lotus cults who use it in secret rituals and cover up failures. Some of these cults might have own strains. Some say lotus grew in conditions where outer gods were slain from their brain matter. The art of growing them requires a hard gardening roll to cultivate seeds and another to have them grow seeds. Cults might operate a secret garden. Some states operate gardens for nobility and royalty or only allow priests to use it. Natural animals, beast folk and barbarians and many tribal peoples shun them. Wherever you go people have strong opinions for against it. 

D12 Lotus Types

1 Pink Lotus
2 Ivory Lotus
3 Golden Lotus
4 Silver Lotus
5 Scarlet Lotus
6 Grey Lotus
7 White Lotus
8 Jade Lotus
9 Amber Lotus
10 Violet Lotus
11 Blue Lotus
12 Black Lotus

Dosage Effect if Save Effect if fail Cost
Mild Dose Mild Effect (d4 hours) Fail + sick for d4 rounds 10sp dose
Pure Dose Strong Effect Fail + save vs addiction + Mild Effect 40gp dose

Flower Extracts in wine or made into resin for pure doses
Fresh flowers in wine dissolve the narcotic and mixes with wine
Resin keeps for years and comes in pellets or blocks often with a guild symbol in gold
Rest of flower and stems make tea or smokes with only minor effects
Pipes across the world feature dragon designs
Most of these types are rare and seldom would you ever see all of them unless in the stash tin of a god or elf king. Any one big trade city might have 3 available.Some wizards tried to cross breed other types but most are fake

1 Pink Lotus
Fail – grow hideous wattles and dulaps like a turkey, more drugs worse they get
Mild Effect – euphoric, aroused, more sociable and charming +1CHA
Strong Effect – develop a petty mutation, hallucinate being one with all flesh through Xor
2 Ivory Lotus
Fail – when you die you arise as a skeletal undead, more drugs more powerful
Mild Effect – icy logic, fearless, analytical, good for research, hear whispers of dead +1INT
Strong Effect – immune to fear and charm magic, seem dead, commune with death d10 hours
3 Golden Lotus
Fail – body smoulders on first contact with sunlight losing a d4 HP, effect stronger with more drugs
Mild Effect – confident, warm and powerful feelings +1WIS
Strong Effect – immune to level or attribute drain from negative energy for hour
4 Silver Lotus
Fail – go into deep trance for day, second time week, then month then coma
Mild Effect – objectivity, calm, emotionless +1INT
Strong Effect - temporary psionic ability or petty mental mutation
5 Scarlet Lotus
Fail – become angry and violent, go on troublesome rampage for hour, temper gets worse over time
Mild Effect – aggressive, confidant, energetic will go berserk if fight starts in next turn
Strong Effect – heart stops, visions of souls destiny, first aid can revive you
6 Grey Lotus
Fail – drool like a idiot, reduced to infant state for d4 weeks, longer each time
Mild Effect – cold detachment, good for analytical skills, limited vision of own past +1WIS
Strong Effect – witness maddening things in past epochs then void hounds persue you
7 White Lotus
Fail – temporary blindness, eventually eyes become white, giggling addicts tear out own eyes
Mild Effect – heal 1HP
Strong Effect - see in dark, perceive squirming alien beings from beyond everywhere d4 hours
8 Jade Lotus
Fail – develop slimy skin and webbing, eventually turn into frog folk hybrid
Mild Effect – euphoric, gregarious, hungry, elaborate speculation and theories +1WIS
Strong Effect – Visions of frog gods and ancient rites dedicated to them for d12 hours
9 Amber Lotus
Fail – ephoric memory loss as long as keep smoking daily, slavers use this to dominate victims
Mild Effect – visions of some other worldly court drama you don't understand  +1CHA
Strong Effect – communicate directly with the unspeakable outsider god, the lord of madness for 3d10 hours
10 Violet Lotus
Fail – develop a minor mutation, eventually after too much they evolve into a horrible beast
Mild Effect – sense magic in 30 foot
Strong Effect – see magic and identify spells and magical effects on sight d6 hours
11 Blue Lotus
Fail – giggle like a idiot and become very compliant
Mild Effect – numbness, flushes, mild visual distortions  +1DEX
Strong Effect – cosmic visions of all reality, immune to illusions d6 hours
12 Black Lotus
Fail – haunted by maddening occult dreams, join a cult or several
Mild Effect – incredible dreams of alien realities, disorientation, ranting, foaming at the mouth, recover one spell or spell energy level, mostly used by power level magicians
Strong Effect – communicate with alien wizards beyond time and space for d4 hours

Wednesday, 15 January 2020

The Secret of Cyborg Hill
























On my wanted page on this blog i put a list of past reviews, theory, game scene and other bile. Lots changed since I did some of those and posts mentioning ppl I no longer have any  dealing with, and lots of things have changed at companies I might have been critical of.

So I want to rebuild Module L1 The Secret of Bone Hill as a start off my new Planet Psychon game. I can get my oldschool dnd vibe and my post apoc fix at same time. I will test my evil space god stuff soon too. So players will float to shore without a clue how they got here but memory of being rescued from some disaster.

I might consider Garrotten in there from L2 but it doesnt seem to use lots of L1 as promised. But I might just get Baron killed and monsters invade and wreck the joint and move party onward. Garottem might be village near Kroten Keep the only operating castle on island left.

Did find a typo on map - garden peak is guardian peak in book
Lots of references to how castle is useless until you get L2 not strictly true

History

Known background:

Long ago settlers came here to take advantage of good land and harbour. They were welcomed by the old people (eldren) who taught humans how to fight the evil mutant and goblin hordes of the north. A generation of special knights defended all but when the castle of cyborg hill was destroyed the old folk were mostly gone. the few left don't talk about it but now live among us. Forces of evil are still present and the village is always on guard and in need of adventurers. Most of local adventurers sleep on garden hill eating wild berries roots and bark when not drunk. The Baron is too snooty to employ them.

Real Background: 

The Island was mostly a wasteland of toxic waste with hills and mutant monsters to the north. There is also a strange shunned alien stone ruin that was in the north before any written records. Mutants and undead covered the island tainted by bioweapons of the ancients. The Eldren came back from the stars and established 4 several outposts and purified part of the land. They settled their new friends to serve them, goblinoids.  They were aliens from Tau Ceti V taken by eldren on their trips from the stars and mixed with human DNA. When goblinoids revolted eldren tried to make some orcs which revolted then hired hyena men mercs made by a corporate AI to fight for them which also rebelled.

Finally they captured human to make into warrior cyborgs to defend them. The more boblins were pushed the more other castes appeared as per their own genetics. Hobgoblins then bugbears were born and became plentiful overwhelming the eldren. Then bugbears invaded the Eldren castle. The eldren were all killed by humanoids and most of the cyborgs died and became undead from contamination in the Dead Forest. The surviving cyborgs and other humans slaves settled the purified land and built a fishing village. Some settled other parts of the island and three new colonies held by a Baron formed. Humanoids hated eldren and didnt care about humans who were just eldren goons. Two of these areas, Lodeville and Silverton fell into poverty and ruin and the northern Kroten Keep has fallen to evil and now plots against Restenford. Many strange cults sprang up on island too but most are secret.

The cyborg knights who served the godlike eldren feature in the religion of these people and they appear in artworks little realising the cyborgs were expendable slaves used by immortals. The surviving eldren in town are quiet about the history and the former humans were charmed and forgot the past.

Locations:


Restenford
Human mostly town where most are chaoitic nuetral with most clergy, guards and nobles being more lawful and or good. The Baron is mostly busy but his wife and daughter with guards wander about occasional. Rif raf will not be admitted to castle unless they get jobs or are local heroes.

Druids worship Gaea AI and know some of the true history

Abbey of Paragon (originally Phaulkon) are lawful holy warriors who revere the cyborg knight saints of old and perpetuate myths about the island. One priest has been cursed and has a personality that worships Evil Otto after getting lost in his evil mirror maze on a quest.

Guards have muskets with blades and officers have pistols and swords
-and baron has a las pistol
-felix has a 5mm combat rifle and a pet drone with a 6shot mortar with smoke rounds

Cults in are as I detailed before
-witch cult with cave for peasants they are at war with the alien cult of the rich
-a ufo alien lover cult of posh local elites seeking power (one in baron's family)
-evil undead demon cultist in league with Kroten Keep.

Peltar the sorcerer collects relics like ancient tech buried in ruins

A spy for Kroten Keep in town too in bait shop

Swamp is a toxic waste area with drums, polluted water, warheads, mutants
-toxic undead and mutants hang out so nobody bothers them, live in filthy shacks
Town guard shoot them on sight, some use them as cheap labour

Luck Temple of Dweomer Forest

The luck temple in Dweomer Forest
-has one armed bandit robots and being a ruined casino
-has terminals to commune or play games with god
-a gambling mad AI god should have been in game already!


Bald Hill
Gang of orc here use muskets and black powder and rob travellers. They live in a cave overlooking the plane wreck near Xerbal mountains but hang around Bald hill to spot travellers.

Garden Hill

Tent city of failed adventurers
-ranger knows several locations
-assasin works for pay doesn't talk much
-broke wizard is a sad drunk
-orc warrior who cant believe the local bumpkins

Trash Gorge

Some have noticed the trash in the gorge gets added to by someone and some good stuff and tin cans end up there even some processed food scraps.

Ark Hill

Haunted and people wary but actually there is a bunker here with some population and machines. Secret sewer entrance through the rubbish dump in the gulley.

Radd Forest

Contaminated and feral mutants live here who hate humans and eldren

Green Knoll

a Forrest crawling with triffids, vegepigmies and mutant plants. Some kind of buried ruin is here according to rumours.

Spring Glade - Pebble Hills - Spring Glade - Tri-Top

Hyenadon and hyena abhumanoids live here brought in as mercenaries centuries ago. Some wear bits of uniforms and company crests for a ancient corporation and they still worship their AI godess Maltor mother of beast folk. They have reduced to mostly stone age tech and whatever they can steal.

Boat Wreck of SS Beluga

A wrecked cruise ship inhabited by fish folk colony and hybrids

Plane Wreck of Flight 742

Passengers are undead and android stewards care for them

Off the Map


Kroten Keep 
in north ruled by a evil Baron who wants to control Island and has been allying himself with goblins and cults. Baron Kroten hopes to recruit Hyena but agent has failed. Even has undead soldiers with musket using skeletons. I might make the village near by Garroten populated by assassin but has nice theatre which should really be a assassin training place. Possibly assassins mostly leave island as i cant believe a few thousand would support a assassin cult. Perhaps they keep area safe with assassination rather than supported by murder for hire. Thinking might have been corrupted. Who'd a thought assassins would go bad. Humans came here and built castle to block humanoids from north.

Knights of Kroten keep ride outside and are bandits over the island returning home when things get rough. More orcs and goblins walk openly here now and some human hybrids exist. 
Robber knights and goblins pretty much run the place. The Baron of Silverton is helpful and a pawn. Lodeville is a principle enemy who fight often. Restenford is spied on as they dont want war with two sides. The Baron keeps the best armoury of ancient weapons on island but will only use in self defence.

Assassin cult - all have commoner ID some possibly performers, keep friend and foe in fear
Dark Chapel - evil Templar clerics serve the Baron, he is high priest, serve demons and deals with goblins.
Fish Cult - operate along rivers spying on other districts using mentalist and illusions, kidnap and traffic drugs and vice. Shipwreck near Restenford is a holy place and many visit town on way.

Lodeville 

In north east is a run down shambles where cultists have become increasingly open. Were some mines but morlocks sealed them as humans too degenerate for them to work with or eat. Baron Lodeville hopes to join Baron Kroten. He is a brute with a private militia who bully the town. Local mob and Baron loves witch hunting even though the witches are only thing holding place together. Many women are witches and have close community. Many women want to leave and do. Lots of men worship evil dwarfs in hill and their worm master. Other men worship  People are often short and ugly and distantly morlock slaves with some masters blood. Some have subterranean mutations.  
Local men are jerks, picking fights, getting drunk, rioting, and helping cults. What are you looking at is heard every hundred yards if visiting village and verbal abuse more often... At night cult of the dark voice glean over human mines scraps for minerals masters want but fear the worm cult. Cults have gang fights. They act as rival thieves guilds too. Local baron supports local church of Paragon, and believes scourging his evil sub human people is for the best so they go to heaven. Baron personally beheads cult criminals as the Paladin of the North. Even his family fear him and he killed a bastard son for dabbling in a cult. Lodeville was settled by humans seeking mines for iron to keep elves and demons away. They found degenerate slaves of the morlocks and rescued them and drove morlocks into certain mines. As prospectors and fur trappers explored mountain they heard alien voices and were recruited agents. Burrowing six foot venomous worms are common here use snake stats. 


Burrowers Brotherhood - worship a great beast worm god thing, cult came from morlock slaves, evil demigod worm burrows the hill helping miners for sacrifice. They interact with morlocks in the mine and bring them victims and sacrifices. Cult have tunnels everywhere
Dark Voice Thralls - help the whisperers in the darkness who talk in alien voices to prophets in the mountain forests at night. The cult do the voices bidding seeking materials and gleaning minerals humans dig up but don't value. These are void fungi, a space fearing race of alien winged fungus with brain like head and bug lobster pincers and shrimp like limbs but squishy and slimy. They also surgically modify good followers granting powers and inconveniences (surgical mutation table). They fear the great worm
Starblood Coven - witch cult of sorceresses who try to protect community from the worm and the dark voice. Local Baron loves witch hunting so they act in secret. They prefer to help in secret but might save someone anyway. They have a secret cave grotto members only. Most leaders and members are women. Only share certain information or deal with women in groups. Give strangers notes of warning.

Silverton 

in west has fallen to ruin and mutant raid, many locals exhibiting sickness. Baron is bloated decadent and greedy and fears adventurers want to take over, He is swathed in luxury and hedonistic vice using thugs to run the town. Officially he uses local chapel but worships a corpulent plague demon. Several cults here too one the Baron controls. Lots of mutants in area and they are common and accepted here. Doppelgangers are here too in secret.

Dark Chapel - evil templar clerics serve the Baron of Kroten, he is high priest, serve demons
Maalek the Plague Lord - spares worshippers but makes them carriers, promises immortality and and undying life of greed and gorging while body rots and mutates. Local mutants are members too carrying necro mutations, bio mutations, devil mutations
Devil Cult - members sell souls so other evils don't get your soul, devils look after it and give you purpose and possibly devilish mutations.

Ruins of Cyborg Hill and Dead Forest 

Dead Forrest contaminated, save or become undead on death if camp here or eat or drink. Undead Forrest animals, skeletons, zombies, cyborg wights, green glowing screaming ghouls. By day bugbears are found.

Workshop in castle tower include lab gear, space suit, and a control console altar and other scrap of the ancients. 


Locations to add
A small ruined city of the old ones....
Perhaps goblins live in a crashed eldren colony ship and hope to launch it
-in hiding from other goblinoids on island gone feral
A morlock hidden lair with eldren eloi might be good as always
Some bunker ruins possibly several
Passages under island used for maintenance
Hyena Drop Ship partially buried
Mirror murder maze of evil otto full of killer robots


Further Notes
A major attack of humanoids and robber knights of Kroten will be good

Next I might re use beaver island setting i used for gamma world and maybe Pittsburgh

I Notice Len Lakofka has no toilets in module of course
No surprise as he got grumpy in a thread about topic
Nobody wants toilet in a dungeon!

Psychonian Skins

Most humans are various skin colours and children here can be any colour
-Barrons family are all purple skinned with silver hair, all barrons on island are kin
Eldren are green skinned with gold metalic hair
Morlock dwarves are blue skinned with white hair
Gnomes are emerald green skinned with aqua hair
-they want a atomic battery to restart light house

Hothouse Sessions and Fresh Psychon






































So i did a game of Planet Psychon
A few couldnt make it so i delayed adventure and ran the Psychon bbook Rock n Roll band in 71 in planecrash in bermuda triangle start and instigated my zero level "Hothouse" start rules. Will detail these then rap about game. Did lots of printing including 2012 updates of two rule books. Will finish these then merge them into one. Will do a spells and skills book and a simple monster book stuffed with minimum stats. Later a fancy book with monster profile like my recent heraldic beast book with variants versions and adventures based on them. Pimp my dragon table? Sorta done as my reptilian mutations.

Iv'e considered starting everyone in party with two to four levels in a former class.

Hothouse campaign starts for EMO games

This start is kind of like the Elfmaids & Octopi version of DCC character funnel. Ive used it up to 6 years or more ago especially in my real world to fantasy setting games.

This is a start for level zero characters who at completion of first victory become first level.

In my Dungeon Zone (long stairs inspired) game players started as recruited soldiers or non military experts sent to the dungeon dimension through earthgates found around world. So after first few sorties with monsters in a dungeon they would be infected by the dungeon and level up to first.

On psychon modern humans sent to far future Psychon or awoken from stasis get a saving throw a day to become 1st level psychon characters if they fail a save roll. Characters in these might even change race. One player awoke robot with former clothes painted on his hull.


In my fantasy setting young adults ready for apprentice ships out of home to be sent to a adventurer prep school to be trained in class they are suited to to aid kingdoms dungeon excavations. In another fantasy setting I started characters as a youth gang in city. In fantasy version I tend to have non human characters established from start as fantasy less silly right? Run a session with characters as feckless youths having adventure then then have a time jump of 4 years after apprenticeships over and all now Lv1.

Two types of zero level starting character

Fighter - d6 HP 2 arms skills 1 arts skill

Specialist - d4 HP 
 1 arms skills 2 arts skills

Modern world starting languages English S W (spoken written)
+ 1 language slot per INT* bonus (INT=Talent stat in EMO)
+1 language if multilingual past
swap a art skill for 4 languages

on psychon your modern English renamed ancient

Fantasy world starting languages Common S (spoken) 
+ 1 language slot per INT bonus 
+1 language if nonhuman
swap a art skill for 4 languages

All saving throws based on half stat rolls
Could get a skill to boost
Having a character class grants your prime requisite full score for saves of that type
default non weapon skill penalty is -4

Benefits of ThisKeep the extra zero level HP and skills and languages gained here
As well as all the benefits of being 1st level
Commoners don't do this
 - they keep highest HP roll and skill types if they become Lv 1
-its a reward for surviving a high risk challenge
Can start 1st level with one point in a alignment

Problems for Characters
These set up start sessions are high risk adventures more like horror games
You can die easily one blow
No minimum HP like 1st level characters so 1HP possible
A back up or replacement character handy
Or have multiple zero level characters

Ive used this lots and needs to be a core option for games.

Planet Psychon: Rock n Roll Mercenaries

So ran the characters as band members fleeing Caribbean on cheap dodgy airline offering low custom checks on booze and contraband. A month of touring with band drug deaths and arrests to blame. This adventure straight out of Psychon book. A odd night storm over Bermuda Triangle sends crashing from sunny golden desert. Passengers got out to look around. Cockpit windows gone and flight crew decapitated. While getting stuff out of plane player on top of wreck saw distant figures in sandstorm coming inexorably slowly.

Fergus played a asian keyboardist with lots of drugs and a pistol and party machine.
Jason played a finish loudmouth lead singing syndrome party machine with some martial arts. He rescued teen chinp in overals in cargo in a cage and it clung to him.

The party while look like horrible biker hippie hybrids got to roleplay with various passengers like typical survivors in a 70s disaster movie. Despite looks party helped and befriended almost everybody except a puritanical woman accused them of groping her when she awoke with them dragging her from wreck. Several went to meet figures and horrible slimy black faces horrors would not stop so shots were fired. Didn't stop so guys shot several. Several creatures killed but three got close to vomit acid on them knocking out 2 npc passengers. Badly wounded creatures turned to flee some stopped to finish dissolving unconscious into slime pools they then tried to drink up. Just managed to win and bubbling slime corpses turned into green crystal secretion after vapor boiled off in reaction. Singer tasted a microdot and luckily was a acid vet and remained awake and not visiting other dimensions and ulltraterrestrial beings.

Told passengers about deaths and got most passengers back in plane and pulled up rope ladder. Considered going to right wind ward sea or tail ward mountain pass, to north sand and mountains with huge miles wide whistling dust storm event where monsters came from. Left wingward mountains and desert. Federal martial cuffed to a guy caught trying to out do Manson. Fed says he will help guys reign in group and fight but wants them to agree to killing the prisoner so he isn't a risk. Debated about cuffing him and using him as scout or send him to fight ahead of armed guys with a steel mike stand rod or a shank he offered to make.  Party agreed and took guy out to the battle scene to shoot and bury. Fed starts being bossy now and disagreeing. Spent a night and one stewardess two out of twenty four passengers, chimp boy and Jason rolled saves. Everyone else now a chromatic skinned mutated Psychon human now.

Jason rolled his up as his might kick tomorrow's save roll. Jason's fairly normal looking but foot long tongue, antenna and camouflage patterned bright lime & tangerine skin.  He is a bard at this stage but he didn't develop everything. As a EMO bard he gets to pick arcane or divine or druid or psionics list and pick a song type. He tastes like a pets slightly too old manky matress.

Fergus who played before had his character become a robot. His bot form has a cat head, purple diamond eyes,
 a functional penis and painted on band clothes (leather jacket with logo and logo t-shirt) on his boxy body. His robot aps included a beer fridge, night vision, lighter, and distillery so he eats organics and has internal flora in digestive tract plus distillery. He ate made fuel for self and made booze he stored in fridge. I let him roll cyber mutation table from my blog and mutant book. Has cyberman like boxes on joints and cables on limbs and exhaled smoke when exited or making a effort. Food eaten is processed to remove poison which is handy too. Came out freaking awesome. Its only fair a robot class be only one to be mutation free on psychon where everyone gets 4 starting minor cosmetic mutations and a random chromatic skin pigment. AI gods defeated old world racism by making all life one of 12 sacred colours.

We went late and watched Danger5 till later.
So ive had some good 90s like quality moments in new house.
Hope get more jump on but was good.

Good focus group of players all in education and good editors who know games.