Showing posts with label mutant. Show all posts
Showing posts with label mutant. Show all posts

Monday, 8 June 2020

SF Timeline Notes

Had been wanting to work on some setting timelines again and had a play with my sf one a bit. Might surprise ppl that SF i prefer to fantasy mostly. I like fantasy for it's referencing to history and archaeology rather than high fantasy tropes of crystals and flying ships. 

So while crunching this I considered If I did a SF product I think space archaeology campaign would be what I would do as It is a theme not focused on yet is common in SF and even SF adventures. Old traveller black book had an ancient pyramid that I liked and the concept art of original alien film which was kind of used later. 

Have run using DnD, BRP and my old homebrew d100 system I used 84-89. It started inspired by Top Secret SI and Starfrontiers and evolved more towards BRP so I just changed to that. Ringworld RPG and GURPS probably a huge influence too. I have my setting notes but not many mechanic notes or the huge spell lists I made for the fantasy version.

I might try a spacial map to go with this to show early periods only a few hundred light-years across to being 

So some notes on this setting (I have played various past periods) 
  • Technology templates used by colony ships are standard like the way most of planet use metric. Some colonies have alternate tech and specializations they have developed that is associated with more advanced tech
  • Colonies were equipped with templates to limit them and keep them thralls to their homes
  • Various peoples of Sol (Martian, Venusian, Selinites, Jovian, Terran, Belter) were influences on early colonies 
  • Earliest colonies were isolated for up to a century and developed distinct culture and genotypes 
  • Sol is far away and forgotten. It withdrew from communication with an interdiction field and built a Dyson sphere. Centuries later it vanished, withdrawn into hyperspace. Many old peoples of Sol left the system before this. Sol is mostly a myth to most of the galaxy. The old core colonies are closed to less advanced visitors
  • Those aliens you see, most used to be human. Humanity is allied with starfish and cephalopods. Once Terra faked an alien race "Proximen" to keep colonies united. Real aliens are rare. Some are leftovers of ancients now mostly primitive
  • Ancients left bioweapons and machines and ruins that are a threat to explorers and security of the whole sectors. Quarantine planets are common
  • Humanity and allies control about 2/3 of the galaxy loosely. Together they prevent virulent swarm outbreaks and excesses of pocket empires. Many warlords feel the great civilisations are impotent uncaring as long as you keep low tech
  • There are individuals who have survived thousands of years in cryonics accidents or become synthetics or reconstructed from data by AIs
  • Although Sol is gone, many who departed It before the end and operated at Template3 came to aid the mass of humanity as crusaders who came to wage war on threats against humanity. The last of them died fighting Makkara host from another galaxy
  • Using most advanced tech attracts trouble from lotechs who want it or worse awaken the advanced remnants of ancient weapon systems 

Wednesday, 6 November 2019

Sailback Lizard


Sailback Lizard

mutant prehistoric animal N Morale 8
AC +5
HD 4
Mov 9 ground 6 swim
Bite 2d4 Clawx2 d6 

-bite roll of 20 swallows a small creature
Breath attack range 6 2d6 explosion over ten foot circle
-save halves damage
 fires every second round
Explodes at zero HP 3d6 over 20 foot circle save halves
Immune to heat and fire attacks

These curmudgeons of beasts live in caves and holes. The like to bathe in the sun and wallow in mud but many adapted to living underground with -2 to hit if blind. Can track by scent and enjoy swimming. Their is a blazing fire within them that makes them angry. Some dungeon critters like to use them to pull wagons or as siege weapons. They quite enjoy living in dungeons and being pets. Make good guards and are loyal. Wild ones in caves follow you for days especially if you have wounds. A round after reaching zero they explode and experienced fighters will know to flee or tip them off a cliff. They roar ferociously when fighting or in a pack. Splashing them with water reduces their morale by 2. Distant descendants of Dimetradons and primitive dragons. They are omnivorous but like old meat, eggs and fish best. In sun or heat or water fin is large and erect, in the cold they go droopy. In good times they birth live young

1in6 amphibious can breathe water swim 9
1in6 extra HD in size
1in6 have a pilot light tail which lights area as a lamp
1in6 swollow on 17+ roll
1in6 have a extra horn attack d6 (1in6 of those 2 horn attacks)
1in6 have extra tail slap attacknd6
1in6 have thermal vision letting them fight in the dark
1in6 have cone of stinking cloud breath instead, save or helpless
1in6 have acid spray breath instead 90 degrees and 10 foot range
1in6 fire attacks keep burning a extra d4 rounds 1HP each save will put it out
1in10 silver scales AV +7
1in10 glow hot inflict a HP damage to ant in range
1in10 have +2 HD
1in10 good at climbing
1in10 use their sail as a huge slicing weapon 2d6 damage extra attack
1in12 burn all in a 10 foot circle for a d4 damage per round when angry
1in12 breathes prismatic rays with random magical effects plus have glittery skin
1in20 are ice sailbacks that burn with cold blue flame and resist cold damage
1in20 have bat wings and fly 6


d10 Sailback Adventures
1 A grumpy pack of sailbacks in a cave come out by night to steal crops and animals
2 Local goblin gang have a pet sailback they use for mischief
3 Newt folk come to capture sailbackls and drive them through a street by accident 

4 Swamp folk notice huge fins about and discover they have a sailback colony
5 Local dungeon monsters moving out from sailback infestation
6 A goblin potter keeps one in a kiln and feeds it coal and it happily eats and shoots fire
7 A goblin blacksmith tinkerer travels about with a wagon pulled by a sailback that also heats metal
8 Sailbacks have been wallowing in underground streams causing local springs and wells to boili and smell sulphurous
9 Sailbacks by night wallow about in swamp igniting pockets of march gas for fun, see the distant strange lights in the fog
10 Sailbacks attracted to local mushroom that helps them make fire

Saturday, 2 November 2019

Silverton Sprawl Celebrities




































So this is significant players in the Silverton area formerly the southern most part of Broken Hill now occupied by the Warlord, settlers and allied gangs. Silver City covers several fortified blocks with a larger area, the sprawl covered by watch towers, trenches, barbed wire and mines. The ruins describes the greater broken hill area to the north.

A bit on the Warlord's domain:
The warlord taxes found technology, vehicles, power cells, ancient meds, ammo, fuel, food and water. In case of tech items taken will be exchanged for a lower value item, food or other services from the warlord's business dealings in brothels, inns, bars, medics and repair shops. Common scrap is untaxed. Those operating in the Silver City sprawl are taxed 50% and many move to the ruins instead. Defence is the main service of the Warlord. Those serving the warlord or in his favour have reduced taxes of 30% or even 10% but still enforces trade of desirable special tech items for inferior ones.

Within the walled central part of silver city the population is dense and the law strict. The rest of Silveton is a semi cleared ruin where settlers are starting farms. Regular patrols, irrigation and monster hunters keep area safe but locals complain of the cost. They all fear living without the warlords army.

In the ruins of the city all kinds of monsters, maniacs and mutants roam. Settlers here tend to focus on heavy defences or secrecy like roof gardens with limited access. Silver city rangers defend any decent looking folk or innocents. The warlords army in the ruins mostly fight gangs and monsters but tolerate adventurers.

1sp to enter the gates plus submit to a tax man search 1in4 times if not citizen
Citizens pay 100sp for a year or 100gp for life with a card issued and names kept on record
Silver class citizens searched 1in6 by taxmen and are considered second class
Gold class citizens searched 1in10 by taxmen and are considered solid locals
-evaluated for citizenship over d4 weeks and awarded citizen papers by the Warlord

Laws and authorities treat visitors, silver and gold differently with unfair fines biased to the rich. A visitor harming a gold citizen will probably be executed on the spot while a gold citizen can kill a visitor. Long serving officials and veterans are rewarded with silver or gold status. Women in the town have many positions of high status and various women led groups support the warlord for this versus the wasteland scum. Many amazons serve the warlord directly.

d10 Quick Types

01 Warlord's Elite
02 Merchants
03 Community
04 Mutants
05 Factions
06 Cults
07 Criminals
08 Popular
09 Downtrodden
10 Ambassadors

d100 Title

01 Gideon Pile - The Wasteland Warlord, leader of Silver City and the region by strength of his gang
02 Mavis Crow - the iron maiden, leader of the warlords amazon bodyguards
03 Lord Amok - commander of the warlords army, masked mutant maniac
04 Selene Black 045 - warlords secret police chief, former bunker dweller security chief 
05 Dr Susan Vortis - warlords science adviser, doctor and interrogator 
06 Camden Birdman - organises, regulates and taxes food production in warlord area 
07 Bazza McCready - runs the scavengers, a mob of jobless poor and convicts who salvage scrap systematically from ruins for gruel
08 Norman Beardley - treasurer of the warlord who administers cash and storage of treasure and artefacts. The best are in a museum and well guarded
09 Breaker Fortynine - runs the mechanised infantry and vehicle corps responsible for fighting vehicular road gangs
10 Bonnie Breaker - runs gladiator fighting pits, prisons and regulates the slave trade
11 Elon Bonito - the Scrap King, sells scrap parts and various junk from towns largest scrap shop, employs lots of mutant labourers and offers work to the needy
12 Laura Silver - banker and in charge of the cities silver mint, loves luxury and status
13 Barney Ghekko - leader of mercenaries company the silver spears who provide caravan guards mostly, former tribal and knows the wastes, tribes and gangs well
14 Doc Harper - treats all comers wounds fast and willing to conduct cyborging and other mods frowned on by healer cults, employs a few helpers and might heal needy in return for scavenging ruins for meds or ingredients of drugs
15 Molly Rocksov - runs biggest brothel and vice pit catering to soldiers and mercenaries plus a VIP bar for merchants
16 Patty Mummer - feed market owner, supplies animal fodder and buys exotic creature meat and skins from the ruins, pluss sells live creatures and waggons ans operates a stable service
17 Donny Prescott - slave trader, buying and selling mostly used humans , deals with lots of gang and scum but only buys citizens of Silver City if debtors for limited contracts for a few years
18 Glinda Goldgrub - runs a casino, pawnshop and loan shark emporium, she is very greedy and employs all kinds of scum for many reasons
19 Lowdry Chowder - of the Cabbagelander trading caravan that moves food and settlers from east in return for scrap and silver
20 Corby Fliechman - from southern ruins of Madlay Torrenz Traderz company, brings in scrap, food and slaves and often take mercenaries back
21 Brick Rathmore - leader of the miners brotherhood causes trouble with warlord often but only so far as they need protection. Includes silver miners and scrap prospectors
22 Betty Green - leader of the united farmers movement, always demanding water and protection and better prices and less tax 
23 Sister Mary Grey - healer priestess who runs charity hospital
24 Alex Thoth - publisher of printed illustrated news tabloid and believes in the supernatural
25 Corman Drudge - leader of the workers party, protect common labourers and organises strikes, barley tolerated by officials who know the damage the party can cause
26 Billy Jackthorn - prospectors guild leader who runs a underground par and several secret safe houses for members in ruins, don't include silver miners and often avoid taxes
27 Old Grandma Poss - possum abhuman leads animal folk in the sprawl who are often treated poorly
28 Mandy Kane - leader of Silver City rangers a vigilante organisation tolerated by warlord who act as a militia, bounty hunters and lawmen in the sprawl and ruins. They predate the warlord who has a non interference deal with him. They wear distinct uniforms, hats and badges and are expert sharp shooters and trackers 
29 Lord Stumpy - leader of the beggers guild and the shanty towns just outside the city sprawl who are not permitted entry but beg visitors to pay entry fees. Most members quit if the make any money
30 Geezer B Goode - leader of feral settlers who grow fuel and drug crops and hold parties, increasing wealth has attracted interests of crime and the Warlord
31 Seleez Gorax - leader of the mutant brotherhood who protects mutant villagers and  workers from anti mutant factions and gangs or mistreatment
32 Brother Piebald - mutant cult priest dispeces charity and aid to opressed mutants
33 Arlexak - chimeric shape shifting serial killer lives in sewers and murders daily
34 Mother White Eye - mutant gifted with foresight and locals fear her
35 Silverado Fantang - leader of mutant bandit leader raids settlers and helps mutants escape
36 Caleb - leader of mutant workers performing menial jobs and farm labour and dwell in sewers under the sprawl and ruins
37 Thulen Fire Lance - anti human mutant terrorist wanted for spreading contaminants in water
38 Zora Cephal - mutant leader gathering the most powerful mutants into a vigilante org to protect mutants and settlers who help mutants, many fear their strange powers
39 Brother Deadhead - a necromutant leader of banished necrovirus plague carriers that actually include many undead, locals scare children with stories of them. They act in secret in the sprawl40 Xanthos Quark - a blue morlock dwarf cannibal cult leader who burrows into the sprawl for victims to eat. The gang have a secret ruin stronghold and several tube station bases
41 Mullaway Black Emu - tribal chief
42 Dr Morgana Greywitch - restorer of ancient tech and collector of artefacts, while not a fan of the warlord he is the provider of stability. Her subterranean lair is a museum temple and school
43 Buggsy Fantasm - mutant herder of giant insects who is teaching other farmers about bugs
44 Una Petersen - hates robots, AI, androids and blames apocalypse and human fall on them. Often preaches about them infiltrating community 
45 Old Murdoch - postmaster general who trains orphans as messengers and is in contact with far off cities by the postal cult
46 Mona Clarion - leads the water bearer sect who run irrigation and wells and dole out water rations in droughts. She has workers building a great underground cistern
47 Floyd Redhand - preaches formation of a democratic state mostly seen as a curiosity and potential troublemaker
48 Pasco One - tags name all over sprawl ans sometimes ruins, wanted by the law for slandering the warlord
49 Brother Astelin - tech shunning farmer leads a sect refusing tech above basic gunpowder 
50 Mother Hubbard - cares for orphans and protects them from slavers, helps them get legit jobs
51 Malaras Liceworm - priest of the atom cult, filthy and hated by most, offers to take anyone to the contaminated holy places
52 Red Annie - preaches comunism to poor and mutants and is hated by most well off persons
53 Guyan Tor - leads an apocalypse cult seeking the doomsday weapons to unmake the world and serve evil military AI's that might give them nukes. Has contact with gangs in ruins and seeks recruits
54 Sister Maynard - scholar of ancient texts who pays for old documents and data files and knows ancient lore, archivist cult leader
55 Brother Harlon White - preaches peace and love, people like to listen to him and he can calm mobs and rioters but many of his followeres are murdered each year
56 Sir Erebus Prime - purist templar leader urges all to kill mutants, barley tolerated and occasionally leads a mob, avoided five assassination attempts. Has a small bodyguard of armoured men and serve as anti mutant mercenaries, some settlers want mutant land and favour him
57 Master Talmain Gorgoroth - demon worshipper encourages decedent selfish sadists to abuse those outside the town sprawl. More about drinking than ceremonies but has links to worse cults in sprawl 
58 Scruffy Baggersly - drug dealer with his ambulent drug crops, popular at parties and always hungry with his dingo Dooby 
59 Blarney Phingers - a romantic collector of ancient pop culture and trhe deep religios wisdom of the ancients it conceals
60 Zebidy Husk - well known farmer sacrifices victims in secret with his inbred redneck family to blood thirsty mobile corn plants to keep them from wandering
61 Gabby Ratshank - runs the biggest juve gang in the sprawl making younger members pass increasingly hard tests some which are fatal. Many parents want her dead, others bribe her because better the devil you know
62 Carlos Grizzleby - smuggler, former merc has multiple secret tunnels into the sprawl to avoid tax evasion
63 Orla Fang - runs a gang of thugs who prey on explorers returning from the ruins
64 William Bilby - runs a gang with animal abhumans and mutants who lease out services to other gangs or legit people wanting someone beaten up. Debt collecting most common work
65 Hillson Cray - conman selling fake ruin maps and also sets up explorers into ambushes or monster lairs so he share can loot of dead. Knows gangs and monsters
66 Vinny Calzone - old man from east came as farmer turned mob boss now retired. He does consult for anyone needing info on crime, gangs or finding stolen goods. Has four large sons and their dingo abhuman pal. Always eating pasta and family all names after items on Italian restaurant menu
67 Grink Filborn - assassin for hire runs a knife sharpening shop and sells weed killer and poison bait for pesky animals
68 Topaz Topper - leader of thieves guild tolerated by warlord and pays her taxes, rents out her people as scouts and spies and sends lesser ones scavenging in sprawl and ruins
69 Garrick Fudge - sells and buys dodgy goods stolen, dangerous, defective or that the warlord would usually take
70 Black Eagle - tribal man deals with tribes for criminals often use for smuggling or even murder
71 Alan Countdown - bard sings the top ten songs of the town about drought, bandits, cannibals, mining, saucy mutants and more but keen to learn new songs. Mostly blues or folk or bush ballads, plays lots of instruments
72 Oaty Bigmouth - town crier, knows recent news, local history, who's who and 
73 Shiela Criminy - former drover, truck driver now barmaid, veteran of the wastes and hero in the Canetoad wars, knows everyone, strong as a cow
74 Mindy Silvermoon - exotic dancer popular with mercs and miners who throw silver coins on her stage to get her attention, friend of the warlord and has guards and maids and gimps who carry her in a palanquin about town 
75 Outback Jack - old man in safari suit with huge beard tells tall tales of survival and mutant monsters, catches snakes and giant bugs menacing folk in sprawl he sells or releases
76 Skip - lady kangaroo abhuman saved many children and outwitted dozens of crims. She is also a mechanic and bomb expert, sometimes drives her GEV jet hovercar
77 Miss Chin Lee - Chinese chef runs her Golden Scorpion restaurant and cooks up strange monsters from the ruins 
78 Old Orung - exile from the Orungutang empire up north, very wise, knowledgeable about terrible ancient secrets and can build up to 1950s technology of his homeland. Can be reluctant to change local civilization
79 Toadflap - prisoner from the Canetoad invasion forces he runs a alleyway grog shop selling rum and drugs. He is only canetoad allowed to live in town and knows the warlord
80 Nanny Gobbler - goat abhuman doe, likes to eat all kinds in normally inedible things to determine their properties or contamination. She often acts a a food taster or 
81 Lil Milton - pathetic mutant urchin begs by gates, mutations change every time you see him
82 Ols Suzie - old woman catches rats and vermin she sells cooked on sticks
83 Crazy Sam - old mad prospector tells wild stories of life in rubble
84 Billy Cripplelegs - old miner lives in a box has wheeled box for legs after landmines found, begs for money and booze, knows mining and ghost stories
85 Weeping Widow - in rags sobbing for family lost in the wasteland
86 Minky Bauble - village idiot, drooling friendly fool says hello or goodbye to everyone coming in and out, sees more than people think, loved by locals
87 Shifty Pete - offers help finding local vice hotspots  and where to find any depravity for a few coins, offers things you wish you had never heard of
88 Emil Minty - a feral kid who steals food scraps and hangs round, warlord insists he be let in
89 Sick Vinny - drunken street dwelling sadist, coward and trouble maker, cons visitors and leads to doom with gang buddies, preys on week and gullible, steals children 
90 Cappy Blackbeard - old former gang leader actually still in contact with various gangs and acts as a spy for a rival warlord of the wastes to the north
91 Duke Greenwart - a recent arrival from the the Canetoad Empire, he is establishing the embassy and is granting gifts to people of influence. Many hate canetoad abhumans and few are ever welcome in the city. Hopes to buy silver and slaves
92 Count Orange - orung abhuman from the advanced jet age empire of islands above Oz. The count is here to be friendly and show advanced tech from his homeland including a long range, airships and jets. In future their ambitions will change will sell bolt action rifles and revolvers, motorbikes and scooters and jeeps
93 Peter Peanut - from farmers of bannanaland always paranoid about canetoads invading and trades in fruit, sugar and rum
94 Lady Tiger Tannako, ambassador from the Empire from the sun most advanced peoples with ambitious interests beyond their maritime empire. They have traded portable transistor radios and helped local radio stations. She is wary of Orungs and caetoads but friendly to others. They like to buy ancient tech and robots and operate a free cinema with subtitled films
95 Samantha Light - ambassador from crow eaters at war with various wasteland raiders and rabbit abhumans. Brings in food often recruits labour and mercenaries and on good terms with amazons
96 Clifford Wallaby - represents bigger tribal groups who trade food and furs for weapons and medical treatment but are notoriously hard to deal with. Provides barers and guides and negotiates for passage through tribal land. Warlord keeps on good terms with them and they inform him of gangs and travellers by smoke signals
97 Homer Phillips - old farmer ambassador from Sapsucker lands who provide many settlers and agricultural knowhow. The warlord has sent busloads of troops to support their wars with rat abhumans and zombies
98 Rahmid Pandu - from cornlands comes to trade food and seeks aid but hostile to Bannanalanders, Cabbagelanders and Gumsuckers. Works to supplant other powers
99 Grace Filpatrick - noble from cabbageland trades food for aid against zombieland, serious and operates mission providing medical aid to settlers
100 Kakala Khan - reptile abhuman agent of the reptilian alliance who believe they ruled before humans erroneously. Provide troops for the warlords campaign 

Wednesday, 25 September 2019

Caretyne






















There are versions depicted as just a cow with yellow spots so im going with this more fabulous one but the boring one might sneak into a herd and lead cows away from farmers or cause other trouble. Sadly this heraldry project is fill in till my life less busy and my commercial game design stuff done.... Sadly game writing my only income the last 8 weeks. Previous post I will update as didn't do variations and adventures as rest in my series.

Caratyne
Supernatural animal N Morale 9
AC +5
HD 8
Mov 15 ground
Trample 3d6 (trample multiple targets in line with 30 foot charge)
or Buttx2 d8 (on a 20 to hit, target save or knockback 2d4 yards)
or Bite 3d4 (on a 18+ to hit, does double damage)
or 90 degree cone of fire 10 foot range d3+8 from mouth and ears as burning hands


A caretyne has a bull like body, with a snout, fangs, and horns. It has yellow spots and breathes fire. The beast is a wild animal often living alone or in a pair (1in4 with a d3 calves). The beasts are protective of their young and cattle and can be aggressive. Their habit of adopting herds of cows sometimes causes trouble with farmers who don't want a overprotective monster guarding their herds.  Some farmers manage to convince the beast they are friends of the herd and then the farmer has a protector but this can be hard to manage when taking away calves and milk cows cry for their missing young. In the wild these beasts can be very protective of their territory and viciously hunt and destroy threats or predators. Other herdbeast taking their food they dislike but they are satisfied with driving them off. Some druids and cults make use of them. Sometimes they breed with normal cattle producing a large healthy calf with yellow spots.

1in6 180 degree fire breath
1in6 has fire breath 20 foot range
1in6 4d4 fire breath save for half
1in6 has tougher armour
1in6 can do a extra kick two d8 attacks in addition to any other non charge attack
1in6 can cast charm cow once per round
1in6 are able to go beserk
1in6 are highly magic resistant and always succeed in saving throws vs magic
1in6 are immune to all fire
1in6 cannot be surprised
1in6 wear a holy symbol of a religion usually a earth or solar or sky cult
1in12 can bellow calling all cows within a mile to gather
1in12 are intelligent as a human and 1in6 of those can talk
1in12 breath icy cold instead of fire and have shaggy coats
1in12 are huge with a 12HD 4d6 trample d12 butt attacks
1in12 part bonacon and can fire a extra 90 degree cone fire from their butts

Caretyne Adventures
1 A farmer is upset that a caratyne has stolen his herd and taken them into a mountain valley. He wants them back and cares not for the beast but he offers a cow and the next 4 bull calves born as a reward
2 A mountain pass has been taken over by a Caretyne that is stopping trade and travel, local noble wants it gone
3 A druid riding a caretyne has been menacing cattle farmers and acusing the farmers of overgrazing, land clearing and driving away natural her beast. He has been using the caretyne to help him steal the cows so he can revert them to wild ones in a few generations
4 A priestess caring for her temples caretyne is upset as the beast has run away and has been mating with cows and fighting bulls. She needs it returned for the next festival for a ritual
5 A caretyne has come to the village and everyone has hidden indoors to keep away from it but it wont leave
6 A island with a caretyne has been avoided for generations but some say the beast guards a prehistoric ruin
7 A blasphemous farmer ignored and mocked all the rituals to the local cow spirit revered for centuries and a Caretyne came and killed him. Other farmers have made extra offerings and local wise woman invites heroes to slay the beast
8 A hairy wildman from the woods driving a chariot drawn by a caretyne has been menacing the roads. Some say he must be killed, others insist someone should speak to him to ask what has offended him enough to cause this trouble
9 Local cows have all wandered off by night and farmers are afraid of what could have taken the cows and burned all the fences
10 Local prize bulls have been killed by some beast and the local calves have been born with yellow spots and behave aggressively, what could the culprit be?
11 Something has been breaking into the granaries and food stores. A volunteer watchman was found trampled to death and now all live in fear of the mystery culprit and for their food supply
12 A odd yellow spotted calf was bought at a auction and it has caused nothing but trouble.  As it grew the owner tried to sell it but nobody wanted the uppity beast. It wont even leave and the other cattle seem to love it and follow it into other farmers crops. He wants the beast gone by any means. Possibly might try and sell it cheap to someone gullible  

Monday, 23 September 2019

Parandrus


Parandrus 

Supernatural animal N Morale 7 or 10 with calves
AC +3
HD 10
Mov 12 ground
Trample 3d6 (trample multiple targets in line with 30 foot charge)
or Buttx2 d8 (on a 20 to hit, target save or knockback 2d4 yards)

The beast also called Tarandrus can change its colour, so that it can conceal itself by taking on the appearance of its surroundings. It is normally dun like a bear but is the size of an ox and has long hair. It has the head of a stag with branching horns, and has cloven hoofs. Mostly they live in far away lands but you might find some any distant wilderness. The creature is very shy and is surprised on a 1in6 and surprises on 4in6 chance due to camouflage. It's scent and trail are harder to hide but it will use water or rocky outcrops like a cunning animal to throw off hunters.

The creature is mostly a peaceful herbivore but if spooked it will hide and possible ambush anything that comes close. A mated pair with calves are more aggressive and babies will hide if left by parents. Most are loners most of the time. When the animal feels safe it will communicate with others of it's kind with wild colour displays especially when mating or driving off rivals. Once they have given up hiding they will use spectacular colours to scare opponents. Elves keep them as cattle and Their pelts can be used to make elven cloaks and long fur used by elves and somehow they train them to change colour as being shorn. Elves and gods might keep herds of them in sacred wilderness reserves. These unnaturally large herds are often guarded by supernatural beings and curses.

1in6 reflect any chromatic or prismatic or colour spray spells
1in6 has huge horns that inflict d12 each with a butt
1in6 have horns that cut off a limb on a natural 20 to hit instead of knockback
1in6 smell wonderful thanks to a musk gland worth 100gp to a perfumer
1in6 can go beserk
1in6 can displace selves as a displace cat
1in6 have a more extreme alignment, 1in6 alignment changes daily
1in12 protected by local druids as a sacred beast
1in12 are intelligent and can talk but seldom do
1in12 guarded by a dozen elves and has brand of local elf ruler
1in12 are invisible when concealed amongst vegetation or rocks
1in12 can project a illusion image of itself in another location
1in12 are chaos demon tainted with a d4+1 minor mutations and a d3 major mutations

Parandrus Adventures

1 Elves need a parandrus pelt and require some brave (expendable) humans to slay one
2 Village children say a beast is in the woods and no adult will listen

3 Hunters have trapped a Parandrus in village and hope to sell it but elves or druids try to free
4 Some creature or someone has been carving alignment sigils in the grass visible for mile
5 Someone has been stealing root vegetables from the store house and guards saw nothing
6 Farmers say their is a ghost beast that appears and vanishes in the area
7 Rainbow colour shifting cloaks are all the rage right now and hunters are keen to claim such a item making them harder to find. 
8 Some strange creature has been shitting in the temple and eating baskets of harvest produce left for idols of the gods (thought the priests eat them for the gods after gods eat the magic essence)
9 Hunters caught a small strange colour shifting horned herd beast. Now it's parents are attacking the caravan trying to get it to the city and they need to take on extra guards
10 Elves riding parandus arrive one morning demanding tribute like the old times

Friday, 20 September 2019

Taurosphinx
























Nice pic but the monster described here not as big only about 8 foot at shoulders.

Taurosphynx
Supernatural animal LN Morale 10
AC +7
HD 12
Mov 15 ground 18 fly
Trample 4d6 (trample multiple targets in line with charge)
or Butt 2d12 (+ save vs knockback 2d6 yards)

Related to other sphynx types this beast is a heavenly majestic winged bull. Aggressive and hot headed but usually sent by the gods to guard and protect locations or punish those who transgress or offend the gods. Each time anyone strikes them they must save or be cursed as per the spell with a different effect each time. Killing one is likely to get the attention of gods which is usually bad. They can talk but seldom bother to speak to mortals. They speak any language and to any animals. Sometimes they protect holy places or relics and may question adventurers to see if they are worthy to pass. They have detect lie, detect traps, detect invisibility and detect alignment at will. They are immune to mind effecting magic including charm or illusions or ESP.

Some bear symbol of a god or law on them and many have other abilities. They may act as a mount or several might pull a chariot for a divine being. Some are decorated with gold jewellery or painted. Some roam the foothills of the heavens and realms of cosmic Law where they breed. They are above the petty squabbles, vanity and greed of other sphinxes. In ancient times people summoned them to aid in a judgement but they are mostly too harsh and might attack non intended victims. Occasionally cults worship them bringing them beer, grain and virgin attendants to groom them. Their bodies are used to make holy relics and eating them is sacrilege. They will mostly spare children and innocent virgins.


1in6 are Lawful Good and will consider circumstances of individuals
1in6 have bronze hide +10AC
1in6 breath fire 3 times per day in a 90 degree cone 6d6 save for half
1in6 fear aura, all within 3 yards save vs fear each round or flee for a round 

1in6 have plane shift at will to a lawful or heavenly world and back once a week
1in6 bronze wings can shoot two metal feathers a round 2d8 damage each 12 range
1in6 resist normal missiles
1in6 
beserker
1in6 require +2 or better magic weapons to hit
1in6 can cast spells and turn undead as a 8th level priest
1in6 has a cult of worshippers offering it food and grooming
1in6 when angered leaves burning hoof prints and exhales smoke

1in6 explode on death as a 12d6 fireball
1in12 aided by a d4 cherubim lesser angels

1in12 if killed leaves a drought for 7 years over the region
1in12 if killed turns to stone
1in12 its feces heals a d4 if applied to wounds, usually 2d4 are near its lair
1in12 is related to a divinity and can commune with them weekly

Taurosphinx Adventures
1 Stories tell of them being summoned to a court case where it crushed the guilty then turned on corrupt officials and impure spectators. Rruined temple still remains guarded by the beast thousands of years later
2 Heroes plundered a sacred place or killed a monster serving the gods, so a Taurosphynx is sent to punish them
3 A mountain trail to a long abandoned temple is guarded by a taurosphynx that asks questions to those seeking to visit
4 A city offended the gods and a taurosphynx stands by the gates keeping merchants and travellers away until the gods deem the city punished. The city try to hire idiots to fight it
5 Plundering humans have robbed a sacred grove for holy cedar wood trees used for building temples. Now a Taurosphynx guards it and a king wants it stopped
6 Lawlessness and wickedness rage across the land. A Taurosphynx with a lesser angel appears to smite evil doers from the land and is not forgiving of any adults who touch vice, drink, dance or look in mirrors and  other petty crimes
7 A cult have been summoning a Taurosphynx and are grooming it to purge the region in the fiery wrath of the gods. Before the beast is fully tamed by them stop the cult
8 A intact ancient ruin is pristine and evil free because of a Taurosphynx. A evil cult led by a anti hero seek to slay it and breed monsters in the ruins
9 A priest found a scroll which will awaken a Taurosphinx statue in a city temple. The priest fears a evil doer will awaken it and as humans now weaker and more corrupt will send beast into a killer frenzy
10 A great holy relic has been stolen by evil. A Taurosphynx arrived and declared if the relic is not returned it will kill one in ten persons and destroy one in ten buildings

Mantygre










Mantygre
Supernatural animal LE Morale 9
AC +5
HD 6
Mov 12 ground 9 climb 3 water 2 leap
Att Clawsx2 d6 Butt 2d6 & Bite 2d4

-if both claws hit can rake for extra 2d4 damage
This intelligent brutish beast kills for pleasure far more than it can eat. Capable of ferocious roars that three times a day case fear in a 9 range cone. These creatures also speak cruelly and are judgemental, able to recognise heraldry and a character origin so it can mock and insult enemies all the better. They will eat your loved ones and blame it on you for not being home. They spread terror and isolate people depending on roads in the wilderness.

They are not just random monsters they are usually agents of a curse such as a defiled grave, a great injustice resulting in deaths or some taint has polluted a sacred place. Sometimes they may aid a devil or evil hero acting as a pet or mount. They hate hellhounds and dislike demons and their dumber cousins manticores. They see themselves as obeying a higher power and exempt from morality. Some have been known to whisper lies through shack walls at night to irritate and corrupt inhabitants.


1in6 have ESP they use to pry out victims dark secrets
1in6 have dragon claws for 2d4 claw attacks
1in6 have dragon scales for AC+7
1in6 half damage from fire including magical

1in6 have detect alignment
1in6 detect invisible 3 range
1in6 resist normal missiles
1in6
beserker
1in6 break non magical weapons on impact
1in6 can be turned by a priest and avoids sacred ground
1in6 in contact with local diabolic cult or witches
1in6 is a 5th level wizard or priest or druid

1in6 require magic or silver weapon to hit
1in12 open a gate to hell or from hell to earth once a week

1in12 regenerate 1HP per round unless holy or acid
1in12 have a pet imp familiar who acts as scout and hands
1in12 can call a lesser devil once a week with a turn long blood sacrifice ritual
1in12 reports to a major demon weekly about work in mortal world

Mantygre Adventures
1 A village is plagued by a beast as the unsolved strangulation of local youths remains unsolved
2 Villages visit a whispering cave for advice but of late all the advice has been selfish, greedy and evil
3 A invisible Imp has been leaving threatening letters on doors in the village, starting at midnight they will all be killed
4 A local diabolic cult have allied with a mantyger planning on cutting off the area and corrupting all to the cult control
5 A ruined manour has been left since a mantyger ate the old lord and drove away the people. The beast is still heard roaring day and night
6 A diabolic wizard riding a mantyger has taken residence in a ruined tower on a hill
7 Pilgrims were murdered and as long as the bandits escape justice a Mantyger guards the bridge preventing passage. Several knights have been eaten by it, more fled it's roar
8 Voices from the well are scaring people. "just jump in! Your life is worthless!"
9 Villagers have been attacking each other, each say a voice told them by night what a neighbour said to provoke the violence
10 A robber knight based in a ruin has taken the mantyger as his flag and now he rides one and wears weird black armour. Locals say he sold his souls and seeks sacrifices and plunder 

Tuesday, 17 September 2019

Calopus, the horned wolf-cat





































Calopus horned wolf-cat
Supernatural animal CN Morale 10
AC +5
HD 5
Mov 15 ground 9 climb 6 water 2 leap 1 burrow
Att Clawsx2 2d4 & Butt 2d6
-if both claws hit can rake for extra 2d4 damage
The calopus or horned wolf cat is a savage beast able to ambush or chase. Surprised only on 1in6 and can surprise on 1-3ind6. It is a incredible tracker, especially if the prey has any wounds. They are fearless attacking creatures bigger than themselves. Will saw down trees with serrated horns to bring downs a climbing foe or other cunning trickery.

Most in the midlands are black and dark blue, white in the cold north and orange in the desert. The oldest breeds in the desert retain some  draconic blood. They are dangerous to hunt as they are cunning at escape and ambush and are vindictive. A mated pair live together a season raising a d6 pupkits. Some tribal people value them as pets but they can betray even their mates. Sometimes they are pets of powerful beings and are set guarding locations or forfilling some curse.

1in6 are young or dwarf type with 2HD and half damage attacks and Morale 7
1in6 have hooves and Mov 18 but d6 hoof instead of claws
1in6 have patches of dragonscale and are AC +7
1in6 have a extra bite attack 2d4
1in6 resist half all fire damage including magical
1in6 extra large +1 HD and +1 damage on each attack
1in6 have featherfall at will
1in6 detect invisible 6 range

1in6 beserker
1in6 are swimmers 9 water speed, hold breath 40 minutes, no penalties to hit in water

1in6 require magic or iron weapon to hit
1in6 are invisible in darkness if black or snow if white or in sand if orange
1in12 double damage vs wooden beings, often attack wood weapons
1in12 regenerate a d4 HP per hour
1in12 breathes cloud of flaming gas 2 range 1 radius, 4d6 save half three times a day
1in12 2d6+6 intelligence and most turn CE, extra cruel and savage
1in12 can dimension door 12 range once a day to escape
1in12 terrible breath, all in 3 cone of head save or -d4 STR for a turn
1in12 Anyone injured 50% HP save or infected by Lyanthropy, as a werewolf but more cat like without horns, eventually they become a beast permanently and grow horns
1in12 sever a limb on a natural 20 to hit with butt and double damage

Calopus Adventures
1 Wolves have come from hills and are cowering near human settlements afraid
2 A creature killed a guest hall with six hunters bringing a bad reputation to locals
3 Wizard wants you to ask a intelligent one where a dungeon entrance is
4 Calopus preys on the sick, old or children by night. Locals are up in arms
5 Family cursed by a Calopus who eats firstborn of a clan each generation
6 A mated pair have made themselves rulers of the woods and they raid farmsteads
7 A beast has been digging up graves and devouring the dead under the full moon
8 Several males fight for dominance of area using the village as their battleground
9 Trees fall blocking the road and a calopous panics the horses while attacking
10 A local heir died and a Calopus haunts where he vanished, a evil wizard changed and cursed the heir and spreads malicious gossip about the beast that cannot control it's murderous rampages

Friday, 5 July 2019

Killer Babies






































Killer Babies are reasonably common in Xor and Psychon and come in several sizes. Re skinning an ogre as a mid size killer baby needs very little work mostly they don't like treasure. On Xor babies might congregate around terrain with giant breasts.

Mutant Baby

2d8 HD AC as Leather Att Bite d4 Mov 6
Can jump 10 foot to attack may lep from concealed location for surprise 1-4 on d6
If you pick it up or grapple will shit on you, save vs disease

These creatures are usually abandoned in sewers of cliffs and are born to mutants or those with the mutant taint. They can see in the dark. They rarely get bigger than 20lb and will find each other and congregate in a pack of 3d4. The boss baby might have 3d8 and a d6 bite. Sometimes a baby will pretend to be cute an lost as a trap then the other babies will leap from hiding. Some babies have other mutations and abilities. Sometimes a kindly witch will change their nappies. Babies might collect shiny things and will eat all kinds of stuff they find in dungeons and may have treasure in their nappies or piles of faeces in their lair. Babies might be bribed with milk, rattling or shiny objects. 
Can be tracked by slime or faeces trail

d12 Common Mutant Baby Mutations

1 Spider climb good for ambushes from above
2 Spit acid 6 range 2d4 damage save or take d3 a round for d4 rounds
3 Stinking cloud once per day flatulence cloud which babies are immune to
4 Sabretooth babies have d6 bite and double damage on a natural 20 to hit 
5 Blink can teleport 10 foor once per round 
6 Diseased bite from vile green spittle and phlegm fountain nose
7 Fling faeces once per round can throw a diseased ball of filth
8 Scream attack all within 20 feel save of struck with fear once per turn
9 Bat wings can fly 12 one turn every hour
10 Hell babies can cast charm person once a day and their eyes glow while casting
11 Explode on death 3d6 damage to all in 20 foot area save for half
12 Cannot be surprised, will awake if anyone even moves within 30 foot

Giant Baby
12d8 HD AC as Chain Att Bite 3d4 or grapple Mov 9
If grapple will get free bite attack every round
1in6 per round get bored and discard a grappled victim throwing it a d10x10 foot (d6 damage per 10 foot save for half)

These huge beast start as regular babies that scream and demand so much food they are abandoned usually in the wilderness. The ones dumped in sewers run out of rats and get too big and go upstream looking for bigger game. Giant babies are attracted to human settlements and usually the locals will call adventurers or knights or the militia to drive them away. Giant baby mutations appear once they are bigger than a human and mostly they are cosmetic. They will destroy houses and any human made structures and kill farm animals by grappling and chewing them.


d12 Common Giant Baby Mutations
1 Single horn good for a extra d10 attack
2 Fangs bite does 2d8 damage
3 One eyed like a cyclops
4 Regenerate a HP per round unless from fire or acid, stops at zero HP
5 Vomit once per turn 4d4 acid in a 30 foot cone save for half 
6 Stinking cloud from flatulence once per turn
7 Explosive diarrhoea once per day 30 foot cone to rear, save vs disease 
8 Scream attack once per turn  all within 20 feel save or deaf for an hour + 2d6 damage
9 Punching and pinching, gains two hand attacks 2d6 each 
10 Hideous rashes, boils and warts all over 
11  Explode on death 6d6 damage to all in 20 foot radius, save for half
12  Leg walker, baby can stand on two legs move 12 and trample for 4d6 damage instead of other attacks

d6 Baby Diseases

Typically if you fail a save you get one of these terrible baby illnesses
1 Phlegm Face -d3 CHA for a week and nose pours out slime like a tap

2 Spew Guts -d3 CON for a week and vomit every hour
3 Shit Guts -d3 STR for a week and diarrhoea every hour
4 Jelly Legs half movement for a week from weak legs, easier to crawl
5 Baby Face go bald and lose a d4 teeth, hair starts to grow back a week later
Sob Face -d3 WIS cry constantly and prone to mood swings for a week


Thursday, 13 June 2019

d100 Lies My Bunker AI Told Me

Awesome local made film in sth australia + weta design
I was at word premier. Sadly no cinema release.

Bunker AI Tell terrible lies to the poor people in their care beneath the Earth. These help you develop crackpot isolated utopias like Dr Who used to face. Some might even be partially true. Some AI will go to remarkable lengths to keep their secrets and trapped visitors might find it hard to find contrary evidence. Dr Who and the Invasion of the Dinosaurs has such a bunker where occupants thought they were in a starship to a new planet while the real masterminds planned to bring back an age of dinosaurs back. The Paranoia RPG had such a bunker. A campaign could start with escaping such a bunker. If they need something from the surface they will need to tell the away teams bigger lies. Perhaps their is some sinister use for the dwellers like spare parts, to converted t cyborg troops or fed to morlocks.

d100 Petty Secret Societies

01 The bunker is really in space and there is no way out
02 The bunker is deep under the sea in the crushing depths  
03 The surface is lifeless and contaminated, even the upper bunker floors are hazardous 
04 The bunker is a generation starship moving to a new innocent world
05 Our glorious nation was destroyed and overrun by communist mutants 
06 When the time is right we will arise and reclaim our land from the enemy
07 Their is no atmosphere, just a solar flare scorched uninhabitable rock
08 Aliens invaded using nuclear war as a ruse to weaken us, we only survive by hiding
09 Strange mutants with mental powers, the Dominators are constantly trying to get in to pollute us with their taint. We are the only humans left  
10 Our bunker is protected by a forcefield, outside their is only magma, the surface is a volcanic lifeless hellscape
11 An experiment shattered time and space and the surface is a mess of incongruiant warped realities too dangerous to contact
12 Our bunker has been here millions of years and outside hostile life forms have evolved we must hide from
13 Psychotronic weapons on the surface turned every human into killer automatons and we hide from the orbital hate rays beneath the surface
14 The AI made us to be it's chosen people to live in this paradise. Don't believe the deceivers who say their is an outside
15 Androids were virused and turned on humanity, forcing us to hide here while they rule the surface
16 Everyone on the surface turned into subhuman mongrel mutants due to degeneracy and foreign plots
17 The surface has been covered by red fleshy growths from a failed laboratory experiment rendering the surface unlivable
18 Horrors from interstellar space swarmed down and the planet is crawling with maddening horrors from beyond no human can even look upon  
19 The sun long ago went out leaving the planet a frozen lifeless husk
20 The surface is contaminated by industrial pollution from automated factories spewing out rubbish and unwanted goods 
21 Diseases on the surface killed everyone and have mutated into thousands of incurable strains, keep yourself clean and never let anyone open a hatch!22 The atmosphere and van allen belt was stripped away allowing only monsters to survive
23 Surface dominated by evil orbital AI, robots and androids who revolted from human rule

24 The surface is scarred by solar flares that destroyed all the surface leaving it a lava coated ruin
25 A mile thick layer of ice coats the planet making it uninhabitable
26 Alien spores covered the planet in flesh eating plants, alien strangling vines and mobile trifronds that spit venom or acid
27 Fungus covers everything, the air is thick with spores that with corrupt your body in hours into a shapeless inhuman mass covered in mushrooms
28 A de evolutionary virus swept the earth covering it in prehistoric life and slimy swamps, dinosaurs and giant bugs are everywhere
29 Volcanic activity covered the earth ruining the atmosphere into a Venus like pressure cooker of acid clouds and super heated ammonia rivers
30 Humans returned from the stars as cyborg horrors, they terraformed the planet to suit their new needs and turned life int bloated sacks of supernutrient fat filled horrors they plumb into their factories for nutrient. We must hide till they leave or we will be treated like backward savages, shot and rounded up to be used for spare organs
31 Evil militant AI have taken control of military robots and hunted humanity like rats. Only our benevolent AI can keep us safe

32 Thousands of yeas ago all life perished but our AI has brought us back to life from geneseeds and given us a second chance 
33 A deadly necrovirus turns all animal flesh into monstrous undying horrors, only we remain and must struggle to survive.The slightest touch of the horrors will be the end of our race
34 The surface is overrun by intelligent apes who hate human kind. We must wait and bide our time to return  
35 Reptilian humans survivors of a earlier apocalypse destroyed the human world and now we must wait for our time for a chance to return
36 The AI made us to be it's children, we live in paradise, the chosen people. An evil AI tries to tempt us to wrong doing and curiosity but we must be strong  
37 All outsiders are evil and cannot be trusted, only trust the computer
38 Outsiders may look normal and try to get close but they are all horrible changelings who will kill and eat your succulent flesh
39 We are superior beings and outsiders must be destroyed or enslaved
40 The great tabernacle of the computer is sacred and all of its peripherals and terminals are most holy
41 The mutants and terrors of the outside are demons created by the wicked anti-computer, have no dealings with them or become tainted by their foulness
42 When bunker dwellers grow too old or sick the computer recycles them to be reborn, we the chosen ones thus live forever 
43 The computer determines who should wed and breed for the good of the bunker. The AI is helping to keep us pure and we must all do our part. Don't give in to selfish impure thoughts
44 The AI knows what you think and forgives petty trespasses. It does keep record of them and if you go to far the computer will have you reconditioned
45 The computer is perfect and never makes mistakes. Do not question it's superior wisdom. It may seem to make errors but it our flawed perception or a test
46 We are the property of the computer and must look after ourselves,only dying when when it has no use for us
47 All the life outside has become degenerate from leaving the bunker, do not try lest you become tainted as did they
48 If you have wicked thoughts against the computer you may have been tainted. Report yourself to the computer and it may yet save you in the reconditioning shrine 
49 Before the computer humanity lived in chaos, fighting and killing. But the computer saved us chosen ones from the great war and we must obey it in return 
50 The war was started by enemies of the computer and only it keeps them from destroying us all
51 Only eat authorised food and use authorised equipment or risk contamination and seduction to mutants and communists
52 If you see a loved one committing treason they have been corrupted or replaced by changelings, report it to your computer, your loved one is really dead already, killed by the enemy
53 Food shortages, cramped space and accidental deaths are the fault of enemy saboteurs and anarchist traitors. We must face these problems stoically for the good of the bunker
54 Talk of secret bunker levels and VIPs travelling to the surface of enjoying secret luxuries is treasonous enemy propaganda
55 Reports of unauthorised life forms such as insects or rodents must be reported. They are biorobot tricks to deceive us and not really from the uninhabitable surface
56 Mutation is caused by sin and moral flaws. The more mutant the more evil a being
57 Psionic mutants caused the war and even now plague us with doubts about the computer and our perfect bunker life. Report strange unnatural unpatriotic thoughts and report them to the computer before it is too late and the psions win
58 Only by living strictly in a bunker, sharing all, obeying our leaders and sacrificing everything for the computer can we fight the evils of communism and maintain our freedoms
59 Some chosen must occasionally go to the surface to salvage materials. Do not listen to wild tales of survivors or happy mutants
60 Keep the bunker and yourself clean, report system faults, any imperfections can mean doom of the bunker
61 Sometimes the computer seems harsh but it is only because it loves us and the bunker that it must do what it does
62 AI cannot ever be wrong or go insane, they are human flaws. If you doubt this report to mental hygiene staff immediately for a audit
63 The computer started as just a machine but now it is so much more. It is a living god who never fails to do what is needed to survive and protect us from harm
64 Lost levels of the bunker are just stories to amuse simpletons or spread by subversives. 
65 The computer has better things to do than lie to us
66 The greatest tricks of communists, mutants and evil psions is to convince victims that the computer might be a villain who is insane
67 Don't question your lot in life, the computer has no favourites and selects personnel based solely on their natural capacities. The administrators are specially chosen and appointments are not just arbitrary
68 Food recyclers don't use sewerage or human remains, that would be disgusting
69 The computer watches over us but we are free to do as we please. The computer does not worry about our every private thought or desire
70 Stories of lost levels where everyone died due to system faults or treason are highly exaggerated and best dismissed as unproductive fables
71 The computer would never allow creatures to live in the under levels. They are for processing waste and air recycling nothing could survive down there  
72 Stories that the computers chosen get all kinds of degenerate luxuries are untrue. They require more personal space and food but not the awful things treasonous rumour mongers say
73 The computer treats troublemakers with compassion to treat their delusions. Reconditioning centres drug therapy and even surgery help citizens live useful lives
74 If someone you know seems to not be around, most probably they have been sent on a mission or in quarantine or re education for a while. It is only natural to miss your loved ones and friends but the medics and psycho surgeons can fix your anxiety
75 That person who went mad and claimed the computer lied and their were secret tunnels to the surface turned out to be riddled with mutations and parasites. Thankfully they have been terminated and the source of contamination investigated
76 The shaft to the service has been long sealed for our safety. The stories of a secret passage in admin block are untrue
77 Stories of a section overgrown with unkillable mutant protoplasm are ridiculous
78 The AI is too advanced to be influenced by outside influences. That's why it was put in charge because humans are fallible
79 Robots all serve the computer and are our friends. They would never betray us and do not spy on our every move
80 Sure people seem odd and changed after cyborg procedures but they are still our loved ones and valued bunker personnel
81 Becoming a cyborg is nothing to fear. It puts them in a constant link with AI and it changes their priorities to being 200% effort into serving the bunker. Cyborgs dont have time for recreation or meal breaks they are so dedicated
82 The computer is never inconsistent. Some people misinterpret the computer as having multiple personalities or a true face but it is just testing peoples loyalty
83 The vehicle pool is rarely ever used and sealed off because nobody would ever visit the surface
84 Your service to the computer is greatly valued. Even in death your brain might be added to a organic computer component of borg unit  
85 The computer needs you to have regular medicals and psyche evaluations as part of the efficiency drive. You should be happy the AI cares about you so much
86 If you see a stranger, report it immediately before they attack, outsiders are really hideous mutant deceivers. If they talk they are snaring your mind with psionics to seem less menacing and to sound reasonable. You will need a debriefing after
87 Footage and documents from before the end times are forbidden, remember the old ways broke the world and contamination from their wrong thinking is a risk to us all
88 It might seem harmless to keep relics of the ancients but their thoughts and deeds are a pox on humanity and best handed over to the AI for study and safe keeping
89 Some who harbour delusions about the surface speak of freedom and a better life and will say any lie to open the doors and let in unwashed mutant scum who will kill everyone you love
90 If you hear of your fellow survivors sharing secret documents or images  you must report them. Such cults are a risk to us all
91 As someone chosen to visit the surface you must realise the AI may have told you propaganda to keep the bunker safe. After your visit you will be debriefed and possibly mind scrubbed for the good of all
92 The surface creatures are foolish and dangerous. It may be possible to deceive the stupid ignorant ones as they are used to being controlled by psionic dominators. A free bunker dweller may always resist and outwit them
93 Care not for the lives or desire of surface dwellers. They only mimic feeling pain to deceive you
94 Surface dwellers might seem attractive but their mutated sex organs will kill you
95 All surface dwellers are contaminated by mutations, they can never be trusted
96 All non approved food is contaminated and will mutate you, resulting in you being banished or terminated
97 When exploring the outside beware of false AI who will deceive you with falsehoods and claims they are the one true god
98 Surface dwellers will denounce our computer as a false god. It is best you do not speak of them to strangers
99 Never speak of our bunker location to outsiders for they will crave it's treasures for them selves and plunder it like savage beasts
100 Outsiders will never understand our ways, if you are sent outside on a mission it is better to die than risk our people or risk the AI systems. Tell outsiders nothing