Showing posts with label psionics. Show all posts
Showing posts with label psionics. Show all posts

Wednesday, 8 April 2020

Day of the Sarsen


Dedicated to
Children of the Stones UK Kids TV
Dro Who Stones of Blood
Susan Cooper

Sarsen Stone elemental guardians, Balanced-Neutral
AC as Plate&shield HD 8* or 16** or 32*** Mov 6 or 3 or 1
Attack 2d8 Crushx1 or Touch, save or sticks to with limb, second attack traps the whole body
Once victim stuck can automatically crush each round or drain attribute points
Each stone drains one specific attribute such as STR , 
victim drained to zero dies in agony
-8HD=1 drain & cling one victim 16HD=d3 drain and cling two 32HD=d6 drains and cling four
Clerical healers can restore all lost stats with a spell or recover one point a day from rest
Dead arise as wights next full moon who worship and defend the stones by night
Immune to non-magical weapons hits from such weapons save or break
Immune to gas, poison, non-magical fire, paralysis, petrification, charm or sleep magic

These ancient elementals were worshipped and sacrificed to. The beings are intelligent prehistoric petrified earth elementals bound to earth by evil powers. Lives they drink from their victims are beamed to the void beyond the stars to feed their masters. Wizards of those days used standing stones for all kinds of magic so the creation of these was made to hide shrine and temples guarded in the open. The Sarsen sleep for aeons at a time but they can be commanded to await a magical alarm or curse or blood spilling to awaken them. Often they start with animals or loners or homeless. Once awake they become hungry and begin to hunt again more obviously, even destroying a cottage to devour those living inside. Some leave them sacrifices and hide till they sleep again.

Smaller sarsen are most often found toppled over or broken near old cult centres and might even be in a village. Medium ones are on hills or special places often in circles or rows. The largest are great monuments that seem impossible for simple people to move. A sarsen makes the sound of dragging through the earth. A medium stone displaces a ton of earth as it moves 3meters and you can hear rubble. The very largest displace tons and shake the earth while moving which may cause damage in the area.

Later peoples might build on top a fallen sarsen or use a laying one as a foundation. Some find abandoned ones then move them unaware for thousands of years what the stones are. Some might fave some signs or runes one them or be carved into great heads or beasts or giants. Local folk stories warn of them often attributing them to giants or ancient priests.

They are intelligent elementals but think very very slowly and don't speak. They communicate telepathically with any earth elemental based being,

1in6 are magically silent
1in6 can move through the ground without leaving a trace
1in6 when killed HD equal to own by draining emit a red glow and gain +3 Mov
1in6 once a year this sarsen awaken and move but will take animals or sacrifice
1in6 non-magical metal weapons stick to sarsen and become trapped by magnetism
1in8 if killed split into two half-size sarsen
1in8 create ghouls or some other undead type
1in8 form a stone mouth to eat those killed messily might be horizontal or verticle
1in10 radiate intense cold or heat that can be felt
1in10 have beating stone hearts that you can feel coming while moving
1in10 have ESP range 9 that help them predict what they stalk
1in10 can create illusions to draw victims towards them
1in12 when in a group gain an additional centre stone, a petrified greater demon
1in12 has a giant constrictor snake with horns coiled around it as an ally
1in12 has a band of savage goat folk cultists who bring it blood
1in12 can summon shadows once per day 8HD=d4 16=2d4 32=4d4
1in12 regenerate 1hp/round but acid stops it regenerating
1in12 when killed releases something d4 1=druid 2=demon 3=bard 4=warrior
1in12 chant creepily causing fear to all in radius equal to HD
1in12 can levitate at a speed of 9 but makes a crackling and buzzing sound
1in20 can cast call lightning once a day only in a storm
1in20 drain energy levels instead 8HD=1 16HD=2 32 HD=3
1in20 crystalline and speak telepathically to any being demanding blood sacrifices

d12 Sarsen Story Seeds1 Innkeepers children climbing on old witch stone got a scrape and that night hungry stone wants more, at night the inn is attacked, a sarsen smashing through walls
2 Wights have become more aggressive making locals afraid to go out at night. Nobody can figure to where they came from but some say they worship a mysterious stone in the woods
3 A cult have been sneaking into the village disguised as travelling workers and other inn guests and leaving goat blood on local stones trying to awaken a sarsen to worship
4 A local hill had a farmer find a stone door into the hill. Inside the entry, a sarsen pillars hold the roof up at certain points. When they are awakened by intruders and follow them doorways of stone will collapse sealing intruders inside them
5 Locals await the dread night of the stones as there no criminal sacrifices to leave outside. Then they are pleased when guests arrive. They will try and drug and kidnap strangers but will if tables turn and lose beg visitors to catch them some bandits or even fight the bloodstone
6  Locals have seen ghosts and heard voices near the old stones and avoid them but now a cult has come to awaken the stones. Each night the cult kidnap and sacrifice someone till all 13 of the witch stones awake and the cult leader hopes will obey their wishes
7 Near a camping site on a distant road, an awakened sarsen has been murdering travellers. Usually, it takes a guard or a straggler. Now it has awakened and is hungry enough to kill a whole group of travellers
8 A scholar claims local stones were moved since a study made a century ago and locals won't comment. A local drunk has been found ground into mincemeat in an old quarry
9 Dark elves have been awakening sarsen to terrorise locals
10 After blood was found on an old witch stone locals have rounded up an old woman they say murdered the drunken labourer, she begs crowd for mercy as they build a fire pit to burn her
11 A cliff in the woods has four strange carved pillars guarding a cave. Locals say a treasure is inside but nobody ever comes back
12  An evil wizard is served by demon-worshipping goat folk, now he is served also by a black crystal pillar that levitates and has glowing symbols on it as it moves 

Friday, 17 January 2020

Elder Aeon Bestiary


Elder Aeon Bestiary* each after name is plus magic weapon needed to hit
Undead draw on powers of negative energy connected to the void, nightmare dimensions, shadow realm and other worlds

BX DnD has these monsters too

Bhut are awesome monster
Dusanu - a fungal spore carrying undead type with claws
Malfera - horned elephant demons with crab claws from the nightmare world
Mujina - faceless mimic people
Bhut - a sort of demon were undead monster that look horrific. These guys should be a regular evil race of demons im adopting them


Krinoid
AC 4 HD6-12 Mov 9 Swim 6 2d6 Fly 18 d8 tentaclex2 or grapple or ray gun
Frequently use heat ray 3d6 shots 12 range 18 but other weapons exist
Vegetal-flesh lhybrids made from non-terene matter can fly through the void
Barrel shaped bodies, tentacles for grasping and smaller ones for crawling


Shoggoth
AC 4 HD 1-20 Mov 9 Swim 9 tentacle/3HD grapple then swollow d6/5HD
Regenerate d3 per round except vs fire or avid, cold can freeze them solid but they live
Servitors of the krinoids who revolted, biological machines, mass of mobile protoplasm


Swarm Wizard*  

AC +3 HD4 Mov 12 Fly 15 2HP/round over 6m as swarm or as 4th level wizard, made of worms (no flight) or swarming insects, wears a robe, chattering voice
Often leads a cult in secret or protects some ruins and sites of occult evil or gates


Formless Spawn 

AC +6 HD 6 Mov 12 2d6 Acid, black animated viscous fluid servers certain elder gods. Guard holy places and may deal with cultists. Liquid form is handy


Elder Stones*
AC +12 HD 6-12 Mov 3 2d8 2d8 Crush or vampire touch victim saves or they are stuck to the rock and lose 2d6 HP a round blood until drained dead. Only one person can be held at a time. Void entities long ago were bound into monoliths to be worshipped with blood and souls. The stones sleep for millennia and require a feeding ceremony from a cult to awake them but possibly a accidental spill might. Once awake by night they move swimming through the soil leaving no trace slowly and silently seeking prey. They can sense living beings within range 36. Usually after a feed they grind the desiccated corpse into dust and return to their ancient location. Some report seeing stones in the wrong places. These are why. Some cult leaders manage to communicate with them with magic and may direct them. Most are solitary but whole circles of them exist.


Mutant Spawn 
AC +3 HD2 Mov 9 d6 Weapon or weapon limb, hideous slimy flesh, become increasingly alien with claws, tentacles, eyes, mouths, bristly exoskeleton, feelers & antenna


Slime Walkers
AC +3 HD2 Mov 6 2d6 Acid spit Liquefy victims then drink remains
Walk slowly but relentless, can smell humanoids to eat within a mile, when killed leave chrystaline drug crystals that maky user see other planes, too much makes you a slime walker. Left as guards in places. Communicate by low frequency whistles that blend into wind but change as they approach others and fight


Grey Invaders
Aliens from the void who travel through the void and even enter dreamlands or land on Psychon. Often carry energy weapons and has psionic powers and other devices
-Feral AC +3 HD 3 Move 15 d4 Clawx2 and beserkers +2 hit and damage fight till -10 HP
-spy AC +3 HD3 Mov 12 By weapon or psionics 2d6 Las pistol 12 shots 16 range
-worker AC +0 HD1 Mov 9 d3 punch or d6 club Mov 12
-guardians AC +5 HD 2 Nov 12 By weapon 3d6 Las gun 15 shots 36 range
-master AC +0 HD2 Mov 6 Fly 12 by weapon or psionics 2d6 Las pistol 12 shots 16 range


Nightmare Thing 
AC +3 HD1 Mov 12 d4 Bite Mov 12 Burrow 1 d4 Bite, burrow in walls and whisper maddening utterances. 1in6 cast as a wizard Lv1 and many are familiars
Often cross over from nightmare lands with other creatures. Infestations in a house drive inhabitants mad or or make them flee. Once shunned worse can move in 


Nightmare Beast*
AC +4 HD4 Move 15 Leap 3 2d4 Bite, invisible in darkness, gaze of fear range 12 save or run for a turn, Track any being they have been in eye contact with in waking world or dreamlands. Can travel between each other by certain locations they can sense. Prefer to stalk and scare them than kill, but will kill anyone who stops being afraid 

Nightmare Daemon**
 AC +12 HD12 Mov 12 Fly 18 2d8 Weapon, conceal self with illusions, phantasmal force at will, esp, dimension door, plane shift can make house size area by night overlap between nightmare plane and waking world. Many are Psionic also. Torment victims and try to lure them into nightmare land and kill bodies trapping them in their reality to enslave and mutate them into nightmare beings. Each has a nightmare castle with servants at home plane


Space Polyp**  
AC +12 HD9 Mov 36 4d3 Touch, alien matter bodied creatures constantly changing tentacles horrors, fly and create wind and become invisible


Vapour spawn*
AC +6 HD3 Mov 9 d6 Blood Drain ignores armour, it fears fire and light attacks
A black cloud of vapour that preys in deep places or by night


Spectral Hound**
AC +10 HD6 Mov 18 3d4 Bite victims save or over a week fade away into the void, can be saved by powerful plane anchoring magics or brought back with a gate or planeshift. Teleport once per hour. Hounds peruse targets that break certain plane or time travelling laws or are sent by spells. They reform each night and come again three times. Once they know a target they can teleport wherever they are


Ultra terrestrials****
AC +20 HD20 Mov 9 3d6 Engulf d4 attacks per round vs different close targets, being within 3 range of one causes 1HP a round if made of organic matter, often starts before appear in a summoning ritual. They spy on people from spirit form and act with powers from another plane. Can possess a person but if succeeds the body takes a d6 damage per round till it finally explodes. Powers include telepathy, esp, d4 pyrokinesis, telekinetic grasp can lift person or snatch flying creature then move them with 10 fly speed possibly crushing them for a 2d6. Each round in our world they lose 1HP, can return to void at will but if trapped on earth they die. Can carry people inside them to the void or a pocket universe inside them or to a nightmare realm. When manifesting they are coloured lights, alien eyes, mouths. They expect to be worship and demand sacrifices

Liogorr*** 
AC +10 HD10 Mov 18 2d6 Pressure touch or d4 pyrokinesis, telikinetic grasp can lift person or snatch flying creature then move them with 10 fly speed possibly crushing them for a d6 per round instead. Watch invisibly from spirit world and use powers from there. Can only appear in areas summoned and often require standing monoliths to create a web they can operate in. To defend a monolith may manifest as a dinosaur AC +7 d10 Bite or Horn or claw or tail three attacks, if this is killed they are banished for a d4 years. They can speak telepathically with initiated cultists in their area and call them if it observes threats. Lliogor are a planar invader race who enjoy worship and sacrifice often work with a greater god as a intermediate or guard a location


Void Fungus
AC +3 HD4 Mov 6 Fly18 d6 Clawsx2 or by ranged weapon usually a 2d6 spark gun but some heavier weapons too. Fog projectors make a expanding cloud grows 3 diameter a round for 100 charges. If not windy fog last d4 hours. Come here to mine rare minerals and harvest brains they use for computers. They like to experiment on life inflicting surgical mutations, abhumans and making surgical construct monsters. They often have a secret local base in a mountain or cave and they often have a local cult to serve them of local life. They fly into the night sky they can travel to the void and other worlds


Vapour Spawn* 
AC +6 HD8 Mov 18 3d4 Touch as they enter body ignoring armour, victim saves after fight if hurt if fails after a week of fevers and nightmares they die screaming as their bodily fluids boil out and become a new vapour spawn. They are brought to world by summoners or sent by outer gods, they lurk in dark and haunted places


Void Spore* 
AC +3 HD1 Mov 1 Float 9 d4 Spine save or paralysed for a hour in pain, resemble microscopic plankton or pollen floats slightly out of phase with reality allowing it to float. Semi translucent and some are luminescent or colour changing. If it is cut off from its plane it crawls slowly and its spines are more like slinky floppy tentacles but still sting. 1in6 can shoot a spine


Void Spawn
AC +3 HD8 Mov 6 2d6 Life d
rain touch a d4 attacks per round as tentacles grow and are absorbs, cannot grapple as not fully solid, can move through solid matter and feels no movement mods for terrain or walls. Several may herd victims together to a kill zone or spawn used like dogs by some greater void horror


Void Plankton
AC +3 HD3 Mov 6 Float 9 2d6 stinging tentacle save or -2 all actions from pain for hour, tentacle once hits someone leaves stingers keep causing 1HP pain for d4 rounds after. These look like microscopic crustacean that float about in the aether, when called into world their alien matter lets them float as near weightless yet ignore wind. They float invisibly in their dimension parallel to ours constantly. Once they can be seen see you and are ravenous, once one attacks others will come to feed 1in6 chance per round a d3 more appear


Void Worm*
AC +3 HD1 Mov 9 Float 3 2d4 once hit suck a d3 HP per round automatically and tail grapples, long white fleshy worm with a mouth orifice with a single fang. Can change how in phase thy are, when partially phased into world they float and require magic weapons to hit. If they bite in this state they become fully solid. When solid they crawl and are vulnerable and can grab victims to feed. If killed they fade away


Void Swarm* 
AC +5 HD2 Mov 6 d4 all in 6m area ignore armour. Dwell in overspace mostly are food for other horrors but can be summoned and trapped and they are keen to kill or be killed. They resemble a mass of semi translucent glowing insects not entirely solid


Void Walkers* 
AC +6 HD4 Mov 6 2d4 Clawx2 if both hit get a bonus grapple attack, if grapple they phase to their home dimension to feed. Walk through walls and can plane shift. Often called to hunt enemies by cult wizards


Void Elemental** 
AC +7 HD8 Mov 6 2d6 Touch d3 CON drain lasts d3 days at zero HP or CON at zero and arise as a shadow. Powerful wizards summon them but they are hungry things and their black void hurts to look at


Void Shark*
AC +10 HD9-14 Mov 36 4d6 Bite, anything they kill has soul devoured and heals the shark a d6 HP, mostly they swim through other planes and if partially manifest in real world they swim though the air to attack. Some fully manifest do not require magic to harm but live in water and only move at 12 Swim speed. Hungry and malevolent spirits that have thrived from devouring others and now only exist to eat


Void Knight**
AC +10 HD5 Mov 9 2d6 Sword plus each hit drains 1 INT lasts for a day, Invisible in darkness and hidden in shadows (require spot check). Fear aura anything 4HD or less save or flee in fear for a turn. Curse gaze cause one foe a round to save vs curse (d4 1=-4 saves 2=-4hit 3=magic healing wont work 4=half move) requiring a remove curse. The same target might get hit with more than one curse. Can create a circle of darkness 3 radius. They can see souls in magical darkness. These champion antipaladins of the void were rewarded. Clerics can turn them


Void Squid* 
AC +4 HD12 Mov 18 d6 Tentacles x10 d8 Beak or tentacles can grapple, when enough victims grappled will snatch you into another dimension to finish and eat. Moves by levitation Telepathy, esp and plane shift at will. Hungry beings that somehow get cults who call squid to feed them. They dont spend long in our world as they take a HP damage per round

Void Spirit**

AC +7 HD6 Mov 18 d6 Touch is a point of extreme pressure ignores armour. May possess a person but both take 1HP damage a round. If the victim dies first the spirit takes their soul and flees dimension. The spirit wont stay in a body unless some how trapped and will flee plane before risking self. They haunt certain stones and depressions in the earth and haunted hills where people once worshipped them


Void Vampire** 
AC +9 HD6 Mov 15 Fly 3 2d6 Drain plus 1 WIS point, recovers over d4 days, spirits from beyond observe a desirable victim from afar and begin to taunt them especially in dreams. Eventually they will possess a body and begin to kill and feed. Victims drained become jujuzombie servants of the vampire and follow its telepathic instructions. When it has a body and servants and possibly a cult then it will approach it's true love and offers them chance to join them in the void for eternity. If rejected it sends its minions to kill and torment to former love object and devotes itself to ruining their life. If host is killed spirit returns to the void to try again


Void Daemon** 
AC +14 HD12 Mov 12 Fly 18 3d6 Weapon and 2d6+entangle whip, the arms burn with black flame. A entangled foe has a level drained per round until they break free or cut the whip. The sword on a roll of 20 requires a save roll or die from death magic and arises as a wight instantly. Can summon 2d4  shadows once per day. The demon is summoned from the void and when set free will go on a killing spree till sated and returns to its world. They are not very interested in this reality but still get worshipped.


Void kraken*** 
AC +10 HD15 Mov 15 Swim 12 Fly 9 2d6 Tentacle x 20 and 2d8 Beaks, are evil outsider lesser gods hidden under sea since creation. Plane shift and teleport at will, telepathy, esp and true sight powers. Immune to spells of 6th level or less. Often a high level wizard of some kind or psionics user. Will try to establish a cult to call it too this world for feed and influence. Will aid worshippers and mutate some chosen to create monster vassals. Expect to be treated as a god and can call all kinds of creatures to serve them.

Thursday, 2 January 2020

S3 Needs More Plot




















Played and run this as adventure. Imaginative setting  I give it 10 out of 10. Plot or story I rate low. And this is from a person who likes stylish weird meat grinders and dungeon crawls. After a while weird setting, loot and monsters and exploring isnt enough. When my bored players killed the froghemoth in 2 rounds and yawned I said next time needs other goals. That intellect devouter though yikes. Anyway I ordered my S3 reprint hardback November and its still not here. So i keep thinking about it.

One of the best campaigns I ran was using after with Anomalous Subsurface Environment. Though S3 kind of normal and even a bit dull by comparison.

One of the biggest lost opportunities of TSR was not putting robots and androids in MM2.

Preface

My players might not respond to "strange monsters". So when you assemble with other adventurers to get quest you hear of the strange gated cave monsters come from and strange bodies. Who is responsible? The army will clean up after you or possibly rescue you if you fail. Your crown provided minions will wait 4 days without news from you.

Discover where lots of monsters come from is cool but one possibility is have adventurers travel to past and the creatures that survive end up being more common on return. Certainly have consequences. Anyway use several of these or one for each player or use em all.

d12 Rumours

1 A shooting star fell from the heavens and strange happenings started then
2 Strange humanoid tribe, at first we thought it was goblins till dead were seen and nobody knew what those things were 
3 Strange beasts and plants have been appearing in the area the last year or more 
4 Strange fragments of metal some think from the shooting star have been found
5 The worried ruler is seeking adventurers for a expedition to seek the source of the troubles with strange creatures
6 Someone had a child eaten by a plant! Just a few days ago, they burned it but nobody ever saw a plant do that before
7 Tiny humanoids have been raiding for prisoners and robbing farmers manure and compost stores
8 A noble family lost a child in the area who was adventuring with friends, were seen in area looking for adventure
9 When the star fell some say they heard a huge thunderclap from the wilderness and some trees and houses fell
10 Some say the bad omens and strange happenings are a sign of other worldy evil come into our world
11 Several rewards have been offered and adventurers are flocking here including some unsavoury types not welcome around here
12 Several churches and wizards have sent agents to investigate, some say the elf and dwarf folk have sent agents


Patrons
Mentioned in the text as interested in hiring and selecting 15 adventurers are these groups I couldnt find much on 
Society of the magivestre,  the fellowship of the blinding light,  the magsmen's brotherhood and Highlord the Elves. So as not to break some canon I made this patron table. I also expect lots of rival adventurers as threats. Especially if they return before you. Anyway patrons might hire you all, give one of you a private mission or vote with other groups to hire you in the 15 official chosen.  

d12 Patrons
1 Local nobility - several are interested if troubles are a threat or even has any profit, want a report assessing threats and valuable assets
2 Wizard guild - is curious about the strange creatures as spell complainants and vivisection, want monsters alive or dead
3 Holy order - believe the evil star is a moral evil force possibly demonic chaos so require adventurers to assess if it is a threat to lives or morality
4 Alchemist - guild seek new metals and monster organs for potions or golem formula
5 Elf court - require a agent to investigate some ecological threat and new creatures here
6 Dwarf court - has hear of a strange new metal from the sky and requires a sample for the kings alchemists. Extremely important threat to dwarf kind
7 Goblin king - seeks agents to find out about new monsters driving goblins from the area
8
 Dangerous cult often uses dupes and pretends to be a merchant and banking company. Seek to discover valuable resources from the area, is it a sign of their evil dimensional bosses?
9 Foreign power - wants to know if this will weaken enemies or make invasion through that area a problem. Anything that might aid power is rewarded including sabotage
10 Druidic order - senses a disturbance in the balance of nature with new species of plants and animals druids cannot change into. The order want a report on creatures possibly live samples
11 Hunters lodge - a rich lodge have heard on new creatures to kill and make into trophies, they want samples of interesting monsters members can hunt or at least hear about and see trophies at expensive dinners for the elite
12 Menagerie owners - often a rich wizard or noble seeks specimens for their private zoo or park. Many such keepers compete for the most exotic specimens

d12 Missions 

1 Document the cave, who or what is responsible and possibly stop it
2 Bring back skin, furs, bones, seeds and samples of strange life
3 Bring back strange plants and animals as proof, especially ones that could make money
4 Bring back strange artefacts and documents for analysts
5 Someone went in with early expedition and is missing, find them
6 Find what has happened to the missing people, are they dead? how?
7 Confirm not a plot to destabilise the nation and draw army from somewhere
8 Exterminate every strange creature and cover this mess up
9 Some creature from here took a relic from travelling agents of our cause
10 A wanted fugitive cultist went into the area to hide out and has not been seen since
11 The wizard Tanthaniel and followers went into the area seeking plants and animals
12 Gang of criminals driven to area by enemies and the law have good rewards


d12 Factions inside the ship
1 Vegepymie strain (north) tend to use more tech and scavenged weapons
2 Vegepymie strain(south) use pet wolf weed "thornies", grow weapons and tools
3 Worker Robots - just want to work and fix the ship
4 Police Robots - subdue intruders and imprison or stasis if investigation too long
5 Androids - mostly insane and on killing spree against living human like beings
6 Computer - hostile to intruders but limited and trying to fix ship and save cargo
7 Doppelgangers - pretend they are adventurers or play factions against each other
8 Intellect Devourer - will have some extra thrall agents mind controlled
9 Adventurer party - mixed group with various motives, possibly lost
10 Evil Cult - really hoping was demonic site, disappointed but still seek any assets
11 Wizard Party - with followers seeking lore and power might help but mostly greedy
12 Strange Sect - know of the ship and it's terrible secret, protect ship secrets, wear hoods 


So lots of extra reasons to go inside as group and possibly personal as well
Include lots of clues for goals, dealing with rival explorers and meeting factions

Saturday, 27 July 2019

12 Schools of Wizardry in the Emoverse



The Twelve Schools

Elemental College
Prehistoric schools mostly neutral
Also para elements and quasi elementals but rarer
-Geomancy the Earth Elementalist School
-Aeromancy the Air  Elementalist School
-Aquamancy the Water Elementalist School
-Pyromancy the Fire  Elementalist School

First spells taught by planar elemental beings more common back in the first age Still popular and least hated wizards by common folk. Commonly used in war..

Necromancy College
Mostly ancient evil black robe corpse magic
or white school who heal and commune with dead for advice
or red new school of neutral anatomical biomancy
-Ossimancy or knokencraft
-Carnomancy or fliechcraft
-Sanguinmancy or blutcraft
-Animancy or giestcraft

After the monster age some using their black magic conquered the world with undead. The black school has been hated since then. White school are rare but tolerated. The red school claim to be free of moral evil, seeking to heal, experiment on corpses and make help the living. They are well established in the universities who publicly condemn black necromancy.

Arcane College
Taught in modern schools of various alignments since the rule of humanity
-Enchanters (specialists in making magic items and mind control, aid feudal lords)
-Summoners (specialist in calling planar being for aid, specialised monster summoning)
-Evokers (battlefield army wizards for war or battle mages,
 call strange destructive powers
-Diabolists (wizards dedicated to serving Hell and calling infernal power to grant wishes)

Isolated traditions have been brought into the modern common study of magic. Enchanters are popular with nobility for making magic weapons and influencing others but many fear them. Summoners call beings and objects from other worlds eventually exploring the planes to treaty with great daemons and elemental lords. Evokers specialise in blowing stuff up with a variety of elemental powers used mostly on the battlefield making them popular with military and seen as more modern than elementalists. Diabolists study devils, Hell and demon lore to help deal with these powers. Obviously many distrust them and most consider them corrupt.

Other Magician Systems Confused with Wizardry
Wizard taps magic from their selves, material components and knowing of exploitable universal power. Sorcerers tap into other worldly pre human powers of creation or the planes. Mystics hold spirits or use channelled internal energy to release as spells. Alchemists manipulate by synchronising their spirit to 
material components to create magic items like potions, weapons, guns, golems even living creatures. True witches understand the secret dawn age lore of magic with power words and crafted fetish items. They evoke forgotten petty spirit and planar beings forgotten by others

Alchemy - a separate system with own spell list and a set price of materials and casting time. Alchemists make special potions often that they prepare then activate at the moment of use. They also make animated constructs, steam apparatus, gunpowder, st and incendiaries and mechanical or clockwork  technology, etc. They don't summon monsters they create them with limited lives from potion bottles and the things shrivel and die in a short time period. Alchemists make life forms using magical apparatus and materials.

Sorcerers - same spells but limited spell knowledge but cast instinctively channelling energy. Often from other worldly bloodlines linked to other planes or supernatural beings or spirits. Tend to be inborn and innate who have strange dreams of non human times and planar beings. Lazier and less dedicated than scholar wizards, usually attract cults or join them, often hedonistic and chaotic. Some have instead made pacts with such beings according to ancient pre human secrets. They tend to occasional get messages or instructions from their patrons. Many so called witches (unlawful magicians are witches by law) are sorcerers. Much more likely than wizards (mostly atheists or occultists) to have supernatural or religions trappings or have cultists serving them as followers.  

Mystics - separate spell system also known as magi, psionicists, mentalists, mediums or shamans. Powers are based from tapping into their personal spirits and gaining spell spirits from the spirit world who are held to prepare in 8 hours of ritual seances and then released to cast. Four main branches of power specialisation. Energy (magi), Body (savants), Mind (mentalists) and Planar (prophets) are the elements of mystic arts. As shamen many barbaric, nomad and wild peoples mystics deal with spirits, ancestors and beast totems. Mediums are civilised degenerate shamen who make themselves open to otherworldly spirits for hire. Shamen and mediums actually capture spirits and use them as spells or project their animus into a spirit to interact with other spirits. They would be Psionicists on Xor or Planet Psychon

Witches - most illegal casters are called witches which can confuse students. Many so called witches are sorcerers or wizards or clerics of unpopular cults like druids. Witch magic is rare now but witches had limited powers common to other spell casters but could cast limited spells more often or at will when powerful. Some say it is the original magic system. 
(roll to cast spells from limited list but gain some lower abilities at will at high level, roll to see if can cast again in day or automatic eventually). Witches survive best when women and oppressed people have limited opportunities for power, religious status or titles. Most witches are illegal and underground. Many are based on vengeance others are benevolent healers but still persecuted.

Clerics -  warrior priests gain miracles to fight evil (or vice versa). Serve respectable gods known by the masses especially the urban ones. Druids serve rural cults of rednecks, remnants of older people occupied by civilisation. Druids are outlawed or at least persecuted in some lands. Evil clerics are the opposite and use power to spread fear, ignorance and defy what is right. Clerics as military priests often crusade against evil cults or neutral druid sects or operate inquisitions to find hidden ones. Some clerics hunt even outlaw wizards. 
Powerful robed magical priests might seem wizard like but their miracle power comes from prayers and the miracles occur when the priest says the holy words of power. They just channel and store magic from gods through their holy symbol.

Saturday, 8 June 2019

Gamma Age Urban Location Key


Made these for my gamma urban mapping project and still may but as they sat here a while i thought i would put here. Probably need a d10 sub table for each so here goes....

Was worried would conflict with this https://elfmaidsandoctopi.blogspot.com/2019/03/broken-hill-10-farming-communities.html

But turns out all aok. This more generic gamma stuff rather than broken hill post. Also gotta fix that typo. Was hoping these icons could be on a map. Maybe i could get some dice printed with these symbols....could be good in a book too.

d10 Settlements
1 Struggling hungry dirt farmers with scrap built structures and mutant farm animals 
2 Nomadic settler camp seek long term home, now satisfied with water and game
3 Shacks of extended family, wary of strangers with several beast and stragley crops
4 Farmers in walled compound, thriving off strange crops like triffids or fleshy mutant plants
5 Farm with tall fences keeping slaves inside who grow crops and herd mutant animals
6 Occupied ruin, semi repaired with some limited technology, partly hidden 
7 Fenced village with militia, farming and some other source of income
8 Rooftop settlement hard to detect from ground with good lookouts
9 Settlement in ruins camouflaged and hidden with warning system and traps
10 Sizable walled town with mixed economy, a local trade hub

d10 Military
1 Concealed outpost with sniper station and signal system (heliograph or radio)
2 Watch tower with several warriors with telescope and heavy or long range weapon
3 Checkpoint or gatehouse in choke point with well armed warriors
4 Campsite with soldiers on guard, well dug in with trenches and sandbags 
5 Concealed base inside ruin with minimal signs on surface
6 Fortified camp with wall, barbed wire and possibly mine field and watchtower
7 Armed compound with mounts or vehicles and some heavy weapons
8 Occupied ancient fortified base erected at dawn of war with prefab buildings
9 Prison converted into a fortress complex with concrete walls and towers and gatehouse
10 Castle or fortress built of concrete, rubble and rock with moat and heavy weapons

d10 Merchants
1 Campsite where travelling merchants regularly stop at to trade
2 Shack where trader lives often with a pet and secure hardpoint or panic room
3 Several shacks and open area multiple traders visit often with weekly market day 
4 Ancient mini mart or shop opened by survivor, often has several guards 
5 Ancient super market with multiple traders and armed guards
6 Campsite where merchant caravans rest with guards and trade with locals
7 Walled complex with an inn, several stores and guards
8 Parking garage filled with scrap merchants, with gang who charge protection
9 Slavers compound with cages and slavers block for victims
10 Ancient mini mall with a great market seasonally operating guarded by allied factions

d10 Science
1 Area being excavated for artifacts by a faction motivated by learning rather than just loot
2 Ruin with a lone scientist with guard, robot or pet to defend their research
3 Secure ancient lab sealed with security system, shunned by locals
4 Ruin with multiple scientists and guards conducting a secret research project for a faction
5 Scholars with guards fortified a ruin, trying to repair a large machine of ancients
6 Ruin where a cult guard holy relics of ancients and keep greedy looters away
7 Ruin occupied by sect dedicated to recovering lost lore, studying ancient records
8 Ruined educational facility where scientists work on multi generational project
9 Ruin where a cult worship and study from a ancient AI they follow as a god
10 Former black science bunker researching ancient weapons for a faction

d10 Hazards
1 Radioactive zone contaminated by bombs or waste drums or meltdown
2 Toxic death zone with discolored soil and corroded drums of industrial toxins
3 Psychotronic mind control weapons in effect in area modifying behavior causing madness
4 Ruin contaminated by necrovirus crawling with undead horrors
5 Minefield, unexploded munitions or automated weapon system make area dangerous
6 Damaged war robot or AI tank thinks war still on and hostile to life 
7 Monster lair of some huge great beast or pack of deadly hunters
8 Swarm or colony of small but deadly in numbers creatures
9 Psionic weapon system attacks living minds in area, reprograms into hostile combatants
10 Area has mutant disease or spores in groundwater from ancient bioweapon

d10 Bunker
1 Burned out partially collapsed complex, contaminated by radiation, poison or spores
2 Badly damaged ruin of bunker now a dangerous lair or monster or type of creatures
3 Damaged bunker with gang of feral outlaws and cannibals using as hidden base
4 Dilapidated bunker where occupants have hidden for generations but now need parts 
5 Worn bunker with survivors operation as a trading post and welcoming visitors
6 Fortified bunker with hostile survivalists unwelcome to strangers and independent
7 Sprawling multi level bunker with various sections some inhabited others feral
8 Hidden sealed pleasure bunker operated by AI keeping occupants in ignorant bliss
9 Complex corroded overrun by ecology of mutant life forms, robots and savages
10 Intact secret bunker with paranoid survivors who observe surface and have spies


d10 Data
1 Communications tower, can be operated and might receive distant signals
2 Ruined media outlet with studios and offices full of clues to the apocalypse as it happened
3 Schoolhouse where local children educated by older scholar or wise elders
4 Ruin converted to monastery of sect preserving ancient books and data records
5 Ruined school or university where adventurers face dangers in search for ancient lore
6 Film studio set with fake scenery, prop treasure and holographic illusions
7 Ruin occupied by scholars working to understand various relics found by adventurers
8 Data temple with terminal to commune with AI god, often protected by servants 
9 Cult gathering ancient relics and data to destroy them, and  scholars awaiting execution
10 Ruin where tribes folk meet to share songs and paint stories of the apocalypse

d10 Medical
1 Camp where a healer or drug dealer often visits to help locals
2 Shack where a healer lives and aids locals, most locals aid and protect them
3 Ruin with intact auto medic worshiped by locals as a holy healing shrine
4 Ruined clinic where several healers work together to heal those needing constant care
5 Drug lab hidden in ruins with dangerous lab operated by criminal gang or cult
6 Old folks home attended by robots wary of feral survivors disturbing long dead clients
7 Abandoned hospital often battled over by gangs and factions seeking medical supplies
8 Medical centre with intact AI, medbays and a cult of healers guarded by people saved
9 Hospital ruin overrun by undead from failure to control necrovirus outbreak in end days
10 Crionics centre where frozen ancients are stored, often with terminal disease or undead

d10 Factions
1 Campsite with markings of a notorious gang, cult or secret society
2 Shack with several members operating a faction safe house
3 Temple built in ruin where a religious faction gather to worship
4 Compound of a faction run by a charismatic dictator served by fanatics
5 Ruined building with hidden cell of a unpopular faction in hiding
6 Large ruined building occupied by a faction, well defended and well supplied 
7 Small settlement dedicated to faction with banners and symbols on display
8 Massacred settlement destroyed be enemies in last few months
9 Battlefield with rival faction camps fighting over a ruin for months
10 Meeting ground where factions occasionally meet in peace to deal with threats to area

d10 Technology
1 Great garbage dump where scavengers dig and fight over ancient treasure
2 Ruin controlled by robots serving an AI (possibly insane or hostile)
3 Ruin controlled by androids mostly hostile to humans due to enemy virus
4 Garage or workshop operated by scavengers selling and repairing technology
5 Factory complex with ruined machines, often occupied by gangs or creatures
6 Cyborg gang in fortified ruin, kidnap and modify victims in service of mad AI god 
7 Ruin pristine and guarded by robots for centuries
8 Ruined remains of colossal construction mech, AI works but can't move
9 Mine site occupied by gangs or mutants with damaged great machines
10 Factory ruin where workers slave on construction or excavation project under guard

Wednesday, 1 August 2018

d100 Outsider Mutations





































Mutations
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations

Faerie Mutations
Mental Mutations
Subterranean Mutations
Angelic Mutations
Cyber Mutations
Psychon Mutations
Surgical Mutations
Giant Mutations
Law Mutations

Failed mutation system
Apotheosis Mutations - too many mutations side fx
Mutant Character Class


Recent Ideas: Berserker mutations, clown mutations, clockwork mutations?

Another dozen sets of these a revision (some subtables d10 all inconsistent and older ones i didn't put concrete mods or effects so much so will revise). Mutant class seems to work well so far and class able to reroll old mutations has been good too.

Whaaat is this.

Many mutants gain powers through being possessed and tainted by other worldly beings. These spirits change people physically and mentally. Some of these beings should not be in our world and they can ruin or even destroy a body. Some take over devouring the soul of their host. Not all are evil but they may be alien or curious and not realize thy are killing victims or changing them. The entities need not remain but the hosts are changed. Their descendants might be receptive to future contact. It has things in common with the bio mutations, chaos and mental mutations. traveling through time or damaged gates or unshielded hyperdrives might attract such beings too. Some hosts embrace them hoping to become gods other struggle to remove the spirits if not the mutations. Most of the greater entities require more resilient bodies and normal ones just explode if occupied. Even a minor possession might cause blood noses, headaches, sinus pain, ear aches or other pressure related symptoms. Beings from overspace have at times been more common and at times directed evil civilizations to conquest.

d12 Sources of mutation
1 Possessed when used as host by cultists in a summoning and lived
2 Taken by outsiders through other dimensions, picked up spiritual parasites
3 A entity from the nightmare lands contacted your mind
4 Some magic made visible things from beyond and some could also see you
5 You read about a entity in a cult book and now you are connected to it
6 You went between the sacred stones on the wrong day
8 Born odd, used to talk to and cry at imaginary things as a child
9 Bred by a cult to host beings from over space in this world
10 Parent secretly horror from another world, other parent is mad, dead or not sure
11 Voices spoke to you from the darkness and taught you to contact alien spirits
12 Went to a haunted place and a spirit slipped inside you

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain

d100 Minor Outsider Mutations
01 Strange coloured eyes especially when angry
02 Can see in low light condition by stars or dim lights
03 Can hear things crawling in nearby dimensions
04 Blood noses when you use any spells or strange abilities or stressed
05 Eyes glow when you use any spells or strange abilities or angry
06 Its like there is something else in your eyes looking back
07 Smell strange odours from other dimensions
08 See luminous translucent spirits from beyond when you concentrate
09 Yell telepathically for help to one person 10"/Lv once a day
10 See gates, planar weak points, outsider beings not in disguise,
11 Skin is clammy cold and sweaty
12 When angry or stressed body temperature raises and colour changes
13 Hairless all over like some kind of future person
14 Grow hair all over like some prehistoric person
15 Simple B&W eyes all over body 360 vision
16 Extra mouths and sphincters appear all over body and disappear
17 Skin is transparent and gelatinous
18 Skin is shadowy, naturally draws away light
19 Have no shadow
20 Ectoplasm drips off skin when using powers or near supernatural phenomena
21 Eyes open in chest who they stare at has -1 on saves and to hit
22 Glow inside chest cavity equal to candle
23 Something moves inside chest cavity
24 Mouth in chest d4 unarmed bite bigger and faster than normal mouth
25 Biokinetic blast from chest d6 8" range use per level per day
26 Chest tentacle comes out of chest foot per level manipulator
27 Resilient d4 extra HP
28 Bone chest cage +1AC
29 Tolerate greater extremes of pressure than normal human
30 Hold breath round per CON
31 Large almost prehensile mobile genitalia
32 Hungry for meat
33 Vomit up a d4 acid spew one per Lv/day
34 Huge gut hanging out
35 Flatulent especially when stressed or aroused
36 Strange gurgling sounds from body
37 Belching constantly
38 Belch out a cloud of green fog 2" across three times a day
39 Can eat as much as a extra person/Lv
40 Excrement bubbles and glows with eerie light
41 Tentacle or flagellum or pseudopod arms
42 Tentacle or flagellum or pseudopod fingers
43 Extra d3 small tentacles
44 Eyes on hands
45 Mouths on hands d3 unarmed bite can use to feed
46 Slime hand can generate a gallon ectoplasm once a day from hand
47 Arms can elongate up to one extra yard
48 Palms bleed with stigmata when you uses spells, abilities or stressed
49 Fingers turn into claws when angry d3 unarmed
50 Suction hands give +1 to climb and grapple attack
51 Feet always wet dripping with ectoplasm
52 Footprints glow eerily
53 Satyr like legs bend backwards at knees
54 Jump 1" extra distance
55 Big feet Move +1
56 Prehensile feet can hang onto ceiling and hold objects
57 Hooves +1 climb or balance
58 Long Legs can elongate extra yard tall
59 Tiny angry faces on feet with teeth and eyes
60 Webbed feet get full move in water
61 Randomly mutter in alien language in sleep several times a hour
62 Know speech of the ancient evil elder gods
63 Speak in ultra high frequency of spirits so the can hear you within 3"
64 Eye on tongue
65 Egg depositor on tongue can inplant parasites into victims
66 Second set of jaws pop one foot out jaws d4 unarmed damage
67 Fangs and overbite d3 unarmed damage
68 Feeding tube elongates a foot from mouth
69 Hemovore can feed from blood with special pair of teeth
70 Tentacle face foot long and mass is prehensile
71 Head enlarged
72 Bony skull ridges on head
73 Armoured skull +1AC
74 Horns d4 unarmed attack
75 Feel high pressure migraine pain frequently
76 Feel something move in your skull when you feel stressed
77 Thick neck rippling with muscles very hard to asphyxiate
78 Head covered in occult signs
79 Luminous neon sigil halos emblaze around head when angry or fighting
80 Skull is spiked all over causing host pain
81 Pineal gland emerges from forehead detect magic round/Lv day
82 Can detect invisible spirits in 3"
83 Can feed off supernatural energy of the dying or sacrifices instead of food
84 Huge pumping mutant heart +d4HP
85 Can detect if a body is dead, alive or dying within 2"
86 Violent or strong emotions from others around make you feel pleasure
87 Detect other planar beings in 1" who vibrate on a different frequency
88 Detect by touch if living or dead body possessed or undead
89 Can detect if any plane shifting within 10"
90 Can tell if planar beings like a demon, devil or elemental is summoned within a mile
91 Can read script of the old gods carved in pre human ruins
92 Superior maths skills character has numeracy as if trained
93 Hear otherworldly being offer you terrible advice in times of crisis
94 Have strange otherworldly visions of ultra space realms in dreams
95 Can ask a spirit a question yes or no once a day
96 Brain glows in times of deep thought or reading
97 Can overhear ultra high frequency of spirits talking to each other in 3"
98 Learns new skill in some branch of arcane orr elder lore
99 Can cast one zero level cantrip as a priest or druid or wizard or sorcerer
100 Resist possession saving throw +2

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain

d100 Major Outsider Mutations

01 Spirit Sight can see non corporeal entities within 6"
02 See auroras of living beings with souls within 6" but not through walls
03 Can see possessed people or spirits in objects within 6"
04 Can smell beings from other planes within 1" even in disguise
05 Third eye glows when used can detect life in 1"/Lv
06 Pineal gland exits skull as a prehensile tentacle yard per level
07 Sense plane shift or open planar gate within one mile
08 Understand language of beings from other planes
09 Hear anyone casting a spell within 3"/Lv
10 Can see and attack beings on other planes without penalty
11 Invulnerable Skin AC +312 Skin can slough off healing 2d8 damage once a day
13 Slime covered skin dripping ooze, regenerate hp/ten minutes
14 Skin can turn inside out at will, when covered in gore heal a d3, one use/Lv
15 Puncture proof skin -1/damage from cutting or piercing attacks per dice
16 Disgusting blubber -1 damage from blunt attacks per dice
17 Skin is transparent, alien things swim under the skin, +2d4 HP +1/Lv
18 Skin glows in the dark illuminating 1"/Lv at will
19 Unnatural eyes all over skin can sense 360 degrees through matter foot/Lv
20 Skin covered in thorns, any unarmed attacker takes a d3 per hit
21 Rib cage splits open revealing d8 damage mouth can swallow a whole person
22 Orifice in chest fires three d3 damage shuriken per round, a round/Lv each day
23 Bony Plastron Armour AC +5
24 Creature spawns from chest once/day, 1HP/Lv Mov 12" D4 bite
25 Great scarlet eye on chest fires beam d6/Lv once per day (save for half) 12" range
26 Heart will restart after d4 rounds death, awaken with 1HP, use/Lv per day
27 No need to breathe and can tolerate extreme high and low pressure
28 Exhale gust of wind, 1"/Lv range cone, save or fall back d4" rounds
29 Exhale poison gas, 1" range cone per level, save or d3/Lv damage
30 Elongating flexible snake like spine grow a foot/lv at will
31 Prehensile genitalia or tail elongate foot/lv, can swing or hold objects
32 Intestines burst out and hose enemies with acid 2d4 damage 1" range/Lv
33 Intestines burst out and can perform extra grapple attack on target with 3"
34 Intestines with lamprey heads attack for d4, once hit keep sucking a d4 until cut loose
35 Eat anything organic unharmed in huge amounts
36 Heal self by gorging on flesh, 1HP/HD, can eat a HD per turn
37 Feed from small critters from other planes never go hungry
38 Can eat any amount of food or drink which gets funneled into a dimensional void
39 Can suck up 3" area of smoke, gas or fog in a round with no ill efect. one use/Lv/day
40 Horrible grumbling noises and bulges from belly +d8 HP
41 Mouths on hands, d4 bite extra attack if hand free, can eat through hands
42 Extra set of insectoid limbs gain one extra action per round
43 Tentacle arms, flexible can stretch one yard per level
44 Arm is huge crab like claw d8 extra attack
45 Outrageous muscled arms +1 STR
46 Arm is a biological gun that shoots bone splinters range 9" 2d4 damage
47 Unarmed attacks can hurt creatures as if magic weapons as +1/3Lv
48 Attacks made on undead have +2d4, they crumble to dust when killed
49 Glider membranes under arms can glide across as far as up Mov 12"
50 Elongating arms can extend yard/lv
51 Backward bending knees and two huge toe feet, +1" Mov/Lv
52 Legs fuse into single muscled limb can jump +1"/Lv
53 Elongating legs can extend yard/lv, +1 Mov/3Lv
54 Huge spurs +d6 unarmed attack with kick
55 Prehensile feet can grip and hang upside down or manipulate tools
56 Walk on water, leave no footprints
57 Leave trail of horrible ichor that repels normal animals and predators
58 Walk up walls like a insect or lizard
59 Quadrupedal mode of locomotion using arms, +50% Mov
60 Walk through solid matter one round/Lv per day
61 Prehensile Tongue foot long per level
62 Snapping toothed maw extra attack d6 bite
63 Vomit acid 2d4 damage burns 1HP per round/Lv, one use per/Lv per day
64 Extendable mouth can swallow person same size
65 Can vomit up d4 gallons/Lv of ectoplasm, once per Lv/day
66 Can speak with dead once per day, a question per level if corpse fails save
67 Can call thing from beyond per level per day 1HD Att d4 Mov 12" levitates
68 Sonic scream 1"/Lv cone d4/Lv save or deaf for ten minues, once/day/Lv
69 Vomit swarm of crawling maggots 1"/L, 2HP damage per round, round/Lv
70 Vomit swarm of flies, cloud covers 1" area in darkness/Lv, Mov12", round/L per day
71 Rotating head has three faces each with separate bonus +1 WIS +1INT or +1 CHA
72 Horns can sprout form forehead at will, d6 extra attack
73 Flaming aurora can form around head at will, d4 fire to any unarmed attacker, 1" light
74 Luminous aurora forms from head illuminating 3"/level area at will
75 Skull explodes, d4/Lv over 3" once a day, awaken with head regrown after one hour
76 Solar beam from forehead d3/Lv, Range 2"/Lv, one use/4Lv/day
77 Elongating neck, 1 yard/Lv at will
78 Crystal encased skull, see visions of impending disaster, war and mass destruction
79 Head can transform into tentacled toothed horror round/Lv/day, save from fear within 3"
80 Glowing runes in skull, hear voices of bound planar beings, sometimes advice is useful
81 Light absorbing organ 3" darkness for one turn/Lv per day
82 Restore one level of energy drain or lost stat point by eating
83 Hear your name spoken within one mile with rough idea of distance and direction
84 Planeshift to avoid calamity once a week, end up on a random dimension
85 Can reproduce with any species producing unatural hybrids
86 Regenerate damage 1HP/round from non magic weapons, fire, acid, silver or iron
87 Can survive extremes of other planes as a native life form
88 If killed a wraith from overspace enters the world through your corpse
89 If killed a being from overspace takes your body and turns it into a mummy
90 If killed a clone child hatches from your remains a d4 hours later
91 If killed releases horrible alien entity 1HD/Lv Mov 12" Levitate d4 dam/Lv with bite
92 Can question dimensional beings as a History Spell per Lv/day
93 If killed brain and nerve stem escapes and hides, will regrow body over months
94 Levitation at will 1" Mov in air at will
95 Telepathy 1"/Lv range can communicate with sentient beings by silent direct mind link
96 Empathy 1"/Lv range can sense emotions of living beings and broadcast your own
97 ESP one round/Lv per day, 1"/Lv range, read surface thoughts if victim fails save
98 If unconscious or mind controlled alien evil persona takes over for d6 10 minute turns
99 Never needs sleep but hears strange alien voices from beyond if you try
100 Enhanced Intelligence +1 plus read a d4 dead alien languages

d12 Apotheosis

01 Body explodes when higher density being tries to occupy your body
02 Powerful being bonds to your body and eats your soul
03 Soul is evicted by entity and becomes a miserable damned non corporeal spirit
04 Plunge from world to world gazing at wonders and infinite cosmic power scales
05 Body becomes the seed of a new body for a monstrous alien being
06 Becomes host of one of the elder gods worshipped by cultists
07 Body occupied and changed by entity into rampaging mindless monster
08 Taken into stomach of a soul eating old one to be devoured for aeons
09 Taken to other world to be plaything of curious planar outsiders
10 Beings from ultraspace come and take your brain to another dimension
11 A being takes the host body to another world to wage wars of cosmic conquest
12 Body breaks down into a mindless shoggoth

Saturday, 26 May 2018

d100 Whats wrong with that Space Wreck?

Kinda usable for variety of SFRPGs
Made for my setting but usable in a few places. A campaign of salvage might be good mix of exploration, crime and bughunts.

d100 Whats wrong with that Space Wreck?
01 Pirate trap with a ship hidden near by using ship as bait
02 Plague ship with crew dead and atmosphere contaminated
03 Life support failure crew killed each other
04 Ship abandoned due to catastrophic life support failure
05 Ship abandoned as reactor unstable
06 Robot crew killed crew
07 Alien life form was brought on board which killed everyone 
08 Crewmber turned killer, killed crew and still onboard
09 Crew became drug addicted and died from over doses
10 Virus on ship turned systems hostile
11 AI went rogue or viruses and killed crew
12 Cultist in crew sacrificed the rest
13 Space borne life form killed crew
14 Crew found a wreck and something from salvage killed them
15 Crew member influenced by alien life form killed crew
16 Criminals killed and looted the ship taking fuel and valuables
17 Android crew members revolted or at least one did
18 Infiltrator killed the crew planning on looting ship but accomplices never came
19 Crewman was infected with alien parasites that hatched and killed crew
20 Ship systems failed and crew asphyxiated 
21 Ship systems hacked to kill crew, criminals plan to collect
22 Pirates killed crew plan on returning to collect loot later
23 Political assassin killed crew to assassinate one politician
24 Advanced aliens kidnapped the crew and scrubbed all ship recordings
25 Aliens killed the crew and have left a hostile life form on board as a trap
26 Pirates left the ship empty as a booby trap to kill law enforcers
27 Slavers took the crew, they are monitoring the wreck to entrap the curious
28 FTL drive/coms stopped functioning crew killed each other
29 Crew found a sealed cryonic pod in space and occupant awoke and killed them
30 Cultist ship, crew seemed to have all committed suicide when leader died
31 Frozen berths of crew all failed, possibly some passengers
32 Remains of bloody corpses all over ship, something escaped from hold
33 Hostile forces using ship as bait to ensnare victims for experiments
34 Ship abandoned on collision course, controls ruined
35 Crew have been turned into monsters by contaminant
36 Biological weapon turned crew into zombies as experiment
37 Biological weapon turned crew into mutated cannibals 
38 Crew memories blanked and living as savages
39 Picked up entity in hyperspace drove crew insane
40 Picked up entity in hyperspace that ate the crew
41 Hyperspace accident collided with something that should not be in this reality
42 Hyperspace accident ship haunted and abandoned by crew
43 Someone on board became possessed in hyperspace by some entity who killed crew
44 Ship FTL engines failed and crew long dead but robot or android might survive
45 Insane crewman vented all the atmosphere and ruined life support
46 Pirates killed everyone and reprogrammed robot to be hostile
47 Family owned ship, member of clan killed most crew, some freezer berths still operating
48 Bodies eviscerated by curious alien explorer 
49 Crew taken and converted into hostile cyborgs, one remains to kidnap rescuers
50 Two ships collided and are fused together, lost for generations
51 Large ship systems failed, feral colonist tribes fight to control ship

52 Asteroid hab generation ship, long lost and inhabitants now a cult into human sacrifice
53 Large wrecked ship overrun by alien biological life, inside surviving crew battling mutated survivors and mad AI
54 Ancient miner habitat with mad old prospector thinks intruders after his claim
55 Ship irradiated and crew dead, mystery how became so contaminated
56 Crew have fused into a single mutated horror that wants more to join it
57 Hyperspace accident crew fading in and out of reality want help
58 Passengers sending SOS but actually being used as a trap by pirates
59 Cargo of illicit goods belonging to vindictive cartel who will find anyone who sells goods
60 Ship sends SOS, crew on limited supplies and systems failing
61 Ship sends SOS, crew being killed by something on board, messages soon stop
62 Alien combat robots have been left on ship to kill intruders as a trap
63 After hyperspace jump latent psionic crew member accidentally killed crew then froze self
64 Penal transport inmates seized control but crew shut ship down, killers send SOS
65 Plague ship transporting contaminated passengers has had crew inhabited and AI started a count down to self destruct, crew put out SOS
66 Space yacht of fancy noble, passengers murdered by crewmember
67 Freight ship captain tried to killed crew to save on owed wages but they were killed too
68 Ship collided with life form that is rapidly growing and taking over helpless ship and crew
69 Barnacle like organisms growing on the ship have absorbed crew
70 SOS after ship collided in hyperspace, part of ship out of phaze and many crew trapped in such sections desperate to escape, strange phenomena and entities have them terrified
71 Docked asteroid miner ship and unknown ship. Alien thing ate human miner crew and now sends out SOS messages for more food

72 Wrecked ship collided with meteor, damaged cyborg crewman inside is hostile
73 Plastic eating bacteria destroyed ship systems 
74 Nanoswarm of advanced design killed almost everybody
75 Ai vs virus fighting to control ship systems and have crew trapped inside
76 Reactor in trouble, engines down, crew SOS for help
77 Ship with ruined hyperdrive and crew has traveled too far through time and space
78 Damaged ship with cyborg mutant cultists trying to lure in new victims with SOS and fake damage on badly battered ship
79 Garbage scow ship abandoned with mostly full load of ancient space men trash bound for recycling. Something in the trash caused the crews death
80 Damaged scout ship of hostile enemy force need a new ship so wait in ambush, will try to fix or destroy their ship, will commit suicide to prevent ship capture
81 Ancient battered gunboat with frozen crew from some long forgotten pocket empire
82 Dead freighter full of space refugee corpses leaving only last message of who caused them to flee
83 Damaged ancient fighter craft with dead alien pilot remains
84 Mine pod from ancient war might activate and deploy nuclear cluster mines
85 Miner ship quite old and serviceable but out of fuel, mummified belt miner inside
86 High velocity experimental military craft with liquid interior and built for sustained high G travel before anti gravity available, freeze dried crew in ice mass
87 Strange metal ship or pod contains frozen horrible space shoggoth in humanoid form in block of ice
88 Ship collided with a strange hypersolid black monolith killing everyone on board
89 Mostly blasted apart wreck with salvageable parts destroyed by pirates who monitor the wreck for investigators
90 Mercenary cruiser with mostly empty drop pods and battle damage, all crew killed by combat android commando
91 A collection of wrecked ships of unknown ancient designs, a thing on one of the ships uses as bait to eat astronauts and can move all the ships to other locations
92 A collision of ships from warp space fused together the size of Manhattan and unfathomably old

93 A collection of ancient alien wrecks in a unstable warp zone prone to being sucked into hyperspace for an aeon
94 Alien wreck with a armoured creature on board in stasis
95 Biological alien ship has many possible treasures on board 

96 A ancient stasis bubble possibly from a billion years ago collided with the ship
97 An asteroid hab secret base of ancient pirates with a intact pirate frigate and some smaller vessels painted in pirate colours and pirate treasure under guard by robots
98 A colossal colony generation ship with dozens of habs infected with biological weapons or some alien agent under quarantine and sending SOS
99 A ghost ship that fades in and out of reality of advanced ancient alien design appears in many places across space
100 Appears to be a several mile long habitat module with a ruined city and out of control wilderness built by an unknown civilization