Thursday, 23 May 2013

Doomraker: Heroes of Psychonia

Psychonian heroes are a bit different to my normal DnD world.

I will do some starting 1st levals for running Anomalous Subsurface Environment but will run some hot-housed "Doomrakers" characters with up to 6 levels in any class with racial classes included so weird hybrids possible. Up to 3 classes, last is most recent. Basicly considering players are freed slaves or servants, recently freed and banished or lost from homes.

Sorcerer3 monk3
Elf 3 Dwarf3
Warrior2 Rogue4
Warrior2 Sorcerer2 Rogue2
Druid3 Bard3
Dwarf2 Bard 4
Tako3 Rogue3

or add some non humans in the mix

Kobold3 Druid3
Elf3 Hobgoblin3
Wizard3 Bugbear3

Ive considered a few classes to bring all my gammaworld crap here too. Mutant. Cyborg. Robot, Animal. I had considered a beastman, giant, animal spirit, doppelganger of late too. Still wondering if i need Paladins, Rangers, Barbarians. Considering some proficiencies for 10th level +

Alignment champion and psionics benefits are available for a xp cost -10% each



Appearance

Random psychonian skin colour
1 Crimson (red, brick, maroon)
2 Magenta (rose, pink)
3 Cyan (sky, light blue)
4 Turquoise (sea, turquoise, aquamarine)
5 Yellow (gold)
6 Tangerine (orange, bronze)
7 Emerald (olive, forest)
8 Green (lime, light green)
9 Violet (Indigo, purple, lavender)
10 Lapis (dark blue, midnight, navy)
11 Roll 1d10 twice times or ivory (bone, pearl, shell, silver)
12 Roll 1d10 1d4+1 times or jet (grey, slate, steel)

This is revised a bit from early versions which had according to webcolour 3 repeated colours (easier under other colour schemes to separate cyan, aqua, turquoise). Crimson instead of boring old red. Aqua and turquoise combined. Lapis is now the dark blue. The main point is to have skin colours from modern earth non existent. Metallic anodized metal colours possible. You can roll again for your blood colour.

Multiple coloured psychonians roll d6 here for ideas
1 Stripes
2 Spots
3 Chamo or puzzle piece pattern
4 Piebald (random blotches)
5 Hair and skin coloured different
6 Subtle tonal variation

d12 Hair
1 No body hair
2 Little body hair
3-5 Average hair
6-7 Crazy natural freaky punk hair like a mohawk (roll an extra colour for highlights)
8-9 long hair and or beard
10 Peach fuzz all over
11 Thick curly hair all over
12 Thick fur all over (like a wookie)

Elves/Eldren and women can roll a d10 instead if they want

d12 Height
1 Abnormally short (4' human)
2-3 Short for type (5' human)
4-8 Average (6' human)
9-10 Tall (6'6" human)
11 Huge (7' human)
12 Giant (9' human)

Dwarf/Morlock -2'
Elf/Eldren +6" but only roll a d10
No mods for gender

d12 Optional weird features
1 Tail (devil or various types)
2 Horns (one horn, two, cow, goat, deer)
3 Cat like eyes, reflective (other weird eyes like compound or chameleon or cyclops)
4 Scales (various sizes)
5 Long forked tongue (other weird tongue like frogs)
6 Edged Teeth (or fangs or rows of extra teeth or ruminant or none)
7 Tattooed all over (art, circuit diagrams, animal totems, ancestral deeds)
8 Webbed toes (or hooves or huge feet)
9 Different numbers or fingers and toes d6 1=2, 2=3, 3-4=4, 5=6, 6=7
10 Antenna (elfy or insectoid or moth)
11 Huge pointy ears (elfy, bat, lizard)
12 Reproductive anomaly (spectacular genitals, extra breasts, lay eggs, hermaphrodite)

only roll on this if you want to be a little bit freaky - no real benefits



Starting Equipment:

Everyone gets to pick common armour, any weapon you are skilled with, roll for a basic potion and item. Everyone starts with 1d6 days food, two days water.

Most common armour is the two following items. for lightweight everyday use.

Hero harness +1 AC, covers shoulders and joints and not much else. Includes lots of places to strap weapons and stuff.

Bracers +1 AC metal bands on wrists and legs can be added to other armour up to and including +5.

Heavy Cloak +1 AC huge furry cloak suitable for cold climes.

common clothes (+0AC)
leather (+1AC)
a small shield (+1AC)

A player can start with any of  these items if able to use them.

Weapons come in lots of variety but sabre and spear followed by axe then mace are most common. Shortsword and daggers common second arms. Thrown missiles most common. Some areas have only some missile weapons but sling is pretty standard. Guns and even lasers are available but rare.

d12 potion
1 Healing 1d4
2 Healing 1d8
3 Growth 10 minutes
4 Shrink 10 minutes
5 Breathe water, 1 hour
6 Strength +1d4, 10 minutes
7 Neutralize poison
8 Neutralize disease
9 Commune with otherworldly being one hour trip
10 Detect magic 10 minutes
11 Protection from evil 10 minutes
12 +2 AC 10 minutes

1d6 doses

may choose holy water or flammable oil instead

d8 Potion forms
1 Inhalant - powder, 1 round to inhale, snuffbox
2 Ointment - 1d3 rounds to use, jar or tin
3 Injected - 1d3 rounds to use, syringe and bottle
4 Smokable herb or resin - 1d3 rounds to use, pipe and herbs
5 Pill - 1d3 rounds to use, tin or bottle
6 Edible - 1d3 rounds to ingest, bag or tin
7 Eyedrops - 1 round to use, bottle
8 Drink - 1 round to use, bottle

forbidden art of buttchugging potions might add a few extra rounds effect, failed rolls CON save equals poisoning - frowned on by proper adventurers

d12 items
1 A +1 weapon
2 A +1 item of armour
3 Extra stash of potion
4 Pet or mount
5 +1 saving throw charm as jewelery or ring
6 Gas mask or binoculars or filter canteen or space blanket
7 Electronic device - radio, gps (need to update in new hexes), rad scanner,  toy
8 Explosives 1d6 basic black powder grenaides with lit fuse or 1d3 advanced grenades
9 Rare missile weapon (crossbow, flintlock pistol, musket, derringer revolver 1d4)
10 Advanced missile weapon (light laser,  revolver 2d4)
11 Medeum armour chain +5

12 Heavy armour +7

Character Classes on Psychon

Zero level

peasant or shopkeeper 1d4 HD
man at arms, bandit 1d6 HD

Warrior

The most common type of character and most respected by common folk. Warriors aspire to be mighty warlords but most die in petty wars and gladiator pits. Some guard citadels and live as part of military elite living in comfort. Mass combat is rare on psychon. Some warriors become alignment champions for additional power and purpose. Many common crafters, hunters even farmers are warriors or at least men at arms.

Psychonian WarlordTypical mercenary with dreams of being a citadel ruler
Sabre, Javelin, Dagger, Dart (all these for 2 slots as a group)
Sabre Expert +1, Improvise Weaponry (buy above group leaves 2 slots)
Survival, Bravery, Make Improvised Weapon
Psychonian Monster Slayer
Typical hunter of monsters and deadly creature and machines
Sabre, Flintlock, Dagger, Grenaide
(all these for 2 slots as a group) Fastdraw (Flintlock), Shoot moving fire
Blackpowder, Gunnery, Track


Psychonian Citadel Guard

Typical citadel warrior, each citadel has a preferred exotic polearm
Polarm, sabre, crossbow, dagger
Hafted weapon defense, Polearm expert
alertness, spot, listen


Priest
Priests follow the enigmatic gods of psychon. Priests know all the gods but favour one. Gods are creations of the ancients, with hidden holy complexes and satellites around the world they simultaneously dwell in. Gods work together to power priestly spells even if contradictory in purpose. Minor gods are to be respected but wary of. Priests receive an implant on initiation in the temple. Alignment is an important factor too affecting weapons and what a priest can turn.
http://elfmaidsandoctopi.blogspot.com.au/2013/01/the-geometry-of-alignment.html
this is worth a look for priests, other magicians and possibly other zelouts

Pychonian Holy Man/Woman
Typical village or wandering holy person
Staff, Sling, Mace or sabre (depending on alignment)
First Aid, Healing Lore, God Lore, Preacher

Pychonian Templar

Zelous holy crusader and inspiring leader of soldiers
Mace or sabre (depending on alignment), Crossbow, Dagger
First Aid, Alighnment Lore, Exortation, Chant

 Rogue
Many citadel dwellers are rogues including traveling merchants and tradesmen. Teeming masses of citadel slumbs are mostly rogues. The second most common class. Devious men with clever ways survive well in the wastes of psychon. Locks on Psychon are mostly in citadels, but advanced ancient electronic locks require specialized tools rather than basic thieves tools.

Psychonian Citadel Gang member
Typical street gangster
Sabre, Dagger, brawling
Sneak, Hide, Listen, Pick Pockets, Taunt, Streetwise, Climb, Shadowing

Psychonian TraderCon men, fences, merchants and dealers from citadel markets
Sabre, Dagger, Dart
Appraise, Bluff, Merchant, Repair, Haggle, Fortune Telling, Quack healer, Escapology

Wizard
Wizards understand the occult sciences of the ancients and the gods and can defy them with arcane knowledge. By years of study and practice in manipulating psychonian ether flows and auroras the perform miracles. Wizards can read the ancient tongues and players may offer psudeo-scientific gobbledygook for any phenomena their characters witness. Some wizards study scientific lore of the ancients and refer to themselves as scientists.

Psychonian ScientistLike to wear lab coats and imitate ancients
Staff or Dagger
Alchemical Lore, Blackpowder, Incendiaries, Poison Lore, Observation, Ancient Lore, Brewing,  First Aid
Know History, Light, Magic Missile, Shocking Grasp


Sorcerer

Sorcerers are the lazier kin of wizards who find magic easy. Their powers and knowledge come in dreams rather than study. Many are descended from or are allied to otherworldly beings. Sorcerers often live indolent lives of pleasure but some with allies have other demands and even act as spiritual advisers to a cult. Common cult witches and warlocks are sorcerers.


Monk
Monastic orders are scattered across the wastelands emphasizing discipline and skill over magic. Scholars, martial artists and soldiers, they create wells of civilization in a desert of madness. Many exotic arts and sciences are preserved by them. Monks practice self defense but try to avoid fights and avoid using soldiers arms. Most have very little property.

Psychonian Martial Artist - wanderersTypical lone martial artis travelling the world to learn new tequniques
Staff, Shriken, Martial Punch, Double Punch
Tumbling, First Aid, Spot, Diplomacy

Druid

Nature on psychon is very different. Druids deal with forces of life and nature as embodied by psychogenic gods. Druids read the skies for signs of terraforming and changes in hexes, ready for wild weather, quakes, terrain changes and other problems. Druids help warn and protect commoners and deal with the constant changing ecology. They deal with ild creatures and inhuman inteligences of the wilds. Many citadels and ziggurats have gardens which druids tend. Druids and priests share lore and magic theory, but druids rely on rote learning than scripture and deal with a greater variety of lesser beings.

Psychonian Druids (Priests of nature) Rainbow Robes, any balanced or middle
Aid common folk against psychons weather, monsters and the gods thoughtless hex terraforming
Follow gods, elementals, spirits and sylvan beings in tune with Psychonian changes
Sabre, Staff
First Aid, Healing Lore, Nature Lore, Sense weather
3rd Lv can sense gods changes in weather or terraforming in progress
6th Lv One species of animal form one change per lv per day
9th Lv Any species of animal one change per lv per day
14th Lv may hibernate at will for years in form of a coloured rock monolith
18th Lv may plane shift per lv per day to the elemental planes

Bard

Bards are traveling messengers, entertainers and artists. They wander freely and many isolated xenophobes will tolerate bards more than other persons. A legendary magical guitar is a desire of every bard, created in elder days magic. Bards are experts in ancient lore and various cunning tricks and feats. Various bards use different magic and work with other magicians. The may even act as holy folk in a tight place.

Psychonian Guitar Hero Bard - rock and roll championThese bad assed trouble makers roam the world from gig to gig, fornicating, shouting, ruining inn rooms and abusing alcohol. Despte this Psychonian teens love them and they tend to support freedom and sometimes get involved in political movements.
Sabre, Crossbow
Song Lore, Play Guitar, Listen, Seduce, Bluff, Drinking
Magic as per any class but Psionic bards common on psychon

Elf (Eldren, Eloi)
Eldren were bred aeons ago by the gods to serve them in the stars and secret places of Psychon. Their numbers have dwindled but they are almost immortal. They are warriors and magicians but they cannot take punishment as well as a human warrior. Some Eldren have been bred as food slaves by the evil morlocks and are drugged and kept ignorant. They are so tasty Morlocks continue to herd eloi no matter the cost of race wars. Eldren are usually immersed in pleasure, study or artworks and many have failed to notice the decimation of their kind. No longer the favoured of the gods, eldren are doomed. Reproduction (not sex) is distasteful to most of them born nowadays are halfbreeds born outside secret citadels of Eldren. Some Eldren live wild and savage lives in the woods far from humans. Humans seem hasty and crude but eldren prefer them to other races. Some eldren live in open, unaware of their scarcity or their high value as slaves.

Psychonian Eldren
Typical eldren hidden in his secret citadel now a doomed wanderer
Sabre, Longbow, shuriken, dagger (all these for 2 slots as a group)Ancient Lore, God Lore, First Aid, Etiquette
Magic as per any class but Psionic bards common on psychon

Psychonian
Eloi
Typical morlock herd beast kept in pleasure palace in life of ignorant bliss
Martial Punch, Double Punch (tend not to have access to weapons)
Eating, Drinking, Grooming, Etiquette
Magic as per any class but Psionic bards common on psychon

If eldren become alignment champions they get these additional benefits

lv 2 cosmetic alteration
lv 5 second alteration
lv 8 third alteration
lv 10 functional wings fly at run speed - bat, insect or feathered

alterations include:
horns, tail, halo, cloven hooves, glowing eyes, metallic skin, antenna, feathers, scales

Dwarf (Morlock)
Savage cannibal subterranean dwellers, who herd and enslave other races. Dwelling in ancient sub cities, some even serve great death machines remaining in abandoned human sub cities. Bred by gods to survive the apocalypses of the age of sorrow, they were made short, able to dwell in underground tunnels and survive biochemical horrors of the ancients. Cannibalism was an unfortunate trait some god thought made sense to survive. Morlocks have advanced technology, often using steampunk science or better. They display their tech blatantly, unimpressed by magic. Most are rightfully suspicious of them, but some live with humans and restrain their vile tendencies if well fed. As horrid as they are they are still preferable to goblinoids and giants who morlocks wage war on constantly.

Psychonian Morlock - cannibalistic subterranean dwellers
Battle Axe, Mace, Spear, Crossbow  (all these for 2 slots as a group)
Sneak, Hide, Mechanical Lore,
Make Improvised Weapon
 
Halfling (Halfmen)
Halfmen are kin of men, morlocks and eldren, bred by the gods to dwell in underground shelters in high density living. Very able to live hidden in their luxurious burrows for life, some choose to live with humans and in the open. While weaker than other races they make able assassins and destroy enemy leaders or other who trouble them on the quiet. Halfmen in human towns are usually lower class but they still like to maintain tunnels to connect human style cottages. Halfmen are renowned hedonists who gorge themselves on delicious food and vice, but less known is their ability to do without and survive where others wouldn't. Halfmen are ignored by history and empire makers which suits them fine.

Psychonian Half Man
Short bow, Short Sword, Dagger (all get brawling and rock)
Sneak, Hide, Listen, Eat or Drink

Tako (Octopus Men)

Tako are intelligent octopus men who have immigrated en mass to the land. While some dwell in undersea kingdoms using found ancient tech, the surface dwellers are as adept with tech as any human. Able magicians also. Tako are not numerous enough for citadels of there own but many serve as mercenaries ans adventurers. Tako like humans, eldren and halfmen but are wary of morlocks. Some men hate tako and associate them with evil. Fishermen accuse them of ruining nets and stealing wives. While no more evil than humans evil tako feel affinity for alien gods and various sea demons.

Shaman
Shamen are magicians who serve tribal persons mostly with their mental powers and ability to deal with spirits. They commune with various non corporeal beings like nature spirits, long dead ancestors and others. In civilized places they serve as spiritualists and exorcists. Shamanic doctrines are rote learned and taught personally to students with potential. Shaman are a great source of knowledge on local spirits and beings and worth speaking to on the matter.

Ill add some more shamen types here later


Psionicist
Psionacists are magicians of the mind who have developed a systematic approach to mentalist magic without spirits like shamen. Can be confused with monks or wizards, psion schools teach meditation and train in mental and physical disciplines. In some places psions are dominant culturally. They acknowledge the gods as a force in the psionisphere but put mankind first. Lone psions often travel seeking new disciplines and skills not taught by home teachers or schools. Most people dont diferetiate psions from other magic often calling them mind mages. Psions have been known to lead revolts against corrupt leaders of citadels. Some wage war with corrupt wizards and sorcerers. Psions come from all social classes and often teach literacy to common folk, believing human destiny requires minds of men rule rather than mucles of brutes or hidden power of gods.

Ill add some more psionicist types here later




Languages

Most are iliterate and use picture symbols. Gods made most men incapable of comprehending speak or write ancient. Only eldren and wizards speak or write ancient.

Only monks, priests, eldren, psionicicts and wizards can learn any written initially.

Common S & W
Ancient S & W
Eldren S & W
Goblinoid S & W
Morlock S & W
Reptile Man
Sepent Man S & W
Goat Man S & W
Ape Man S
Dog Man S
Cat Man S

Plenty of beast men languages, listed most common
Alignment languages also with spoken and written
Many beast men have own languages, written less common
Each god has a cult language also with spoken and written


Growing up Psychonian

Where did I come from d100
1-7 Raised with own people but lost as adult
8-12 Raised by other different people to your own
13 Raised by monster
14 Raised by a god in a hidden palace
15 Raised by aliens in secret base or sky chariot
16 Raised by talking animals in forest
17 Raised by gang in a citadel slumb
18 Raised by monk or monastery
19 Raised by priest or temple
20 Raised by mutants in the wastelands
21 Raised by wizard as servant in a tower
22 Raised by sorcerer cult as servant in a pleasure dome
23-24 Raised by cultists in secret cave or ruin or sewer
25 Raised by slavers in captivity
26 Raised as food by morlocks in underground complex
27 Raised by goblinoids in cave
28 Raised by half men in burrow or cottage
29 Raised by goat men in forest
30 Raised by travelling merchants on the road
31 Raised by barbarians on warpath
32 Raised by nomad hunters in wilds
33 Raised by robots or androids in bunker
34 Raised by cavemen in cave
35-37 Raised self in citadel slum
38-40 Raised self as feral in wilderness
41-45 Raised with own people but saw them all killed by raiders
46-50 Raised with own people but saw them all enslaved and scattered
46-50 Raised with own people but saw them all killed by disaster
51 Raised with own people but saw your home hex recycled by gods
52  Raised with own people but they have had history changed by gods, nobody remembers you
53 Cant remember real past, god over wrote your past
54 Decantered from from clone vat in vault, no memories
55 Thawed from extreme past, everyone you know long dead
56 Gods changed your skin colour and or race alienating your kin
57 Raised with own people but saw them all killed by plague
58 Raised with own people but saw them all go mad and die
59 Raised with own people but saw them all affected by shared halucination without you
60 Raised with own people but saw them all killedby monsters
61 Decantered from from clone vat, aware you are copy of high level leader
62 Decantered from from clone vat, no memories
63 Raised by other planar beings on other dimension
64 Raised by degenerate minions of elder gods in cave or temple or basement
65 Raised by Psion teacher or school
66 Raised by shaman as servant in wilds
67 Raised by undead in crypt or vault
68 Raised by Tako under the sea dome
69 Raised by mongrelmen in toxic ruins
70 Raised by fishmen near water
71 Raised by bat men in a cave
72 Bred by serpent men as sacrifice and lab rat
73 Ancient criopod opened, Psychonian phenomena erased memories, changed race
74 Ancient escape pod from space crashed, Psychonian phenomena erased memories, changed race
75 Raised with own people but outcaste for a crime or breaking taboo or love gone wrong
76 Wandering world since teen vision of one true love in distant land
77 Air nomads raised you and took you far and wide
78 Raised in sky citadel folk who raided the surface and left you behind long ago
79 Raised by rat men in ancient sewer
80 Raised by dog men mercenary tribe
81 Raised by stag men in woods
82 Raised by bird men on floating island
83 Created spontaneously as adult by a god as experiment
84 Created spontaneously as adult by a god for secret mission
85 Time traveller, altered by Psychonian phenomena but memories partly intact
86 Raised by spider folk in cave
87 Raised by reptile men in a swamp
88 Raised by fire newt men in volcano
89 Raised by doppelgangers in secret citadel chambers
90 Raised as privileged city dweller till out caste by coup
91 Ressurected from mummified corpse, loved ones long vanished
92 Left home to seek adventure and excitement
93 Left home long ago to follow lover who abandoned you
94 Kidnapped by press gang and raised by mercenaries
95 Teleported by gods far from home for unrevealed reasons
96 Hatched as adult from egg
97 Grew from pod plant as copy of other person
98 Raised by swine men as house servant
99 Raised by exotic beast men as own
100 Roll twice and try to fit stories together



A few bugs in my consistency i uncovered here - will be doing EMO (elfmaids and octopi DnD) book and revised Psychon book over next few months.

Character Classes: the basic classes

Warriors character class
http://elfmaidsandoctopi.blogspot.com.au/2012/11/emo-dnd-classes-pt-1-warrior.html
Priests character class
http://elfmaidsandoctopi.blogspot.com.au/2012/11/emo-dnd-classes-pt-2-priest.html
Wizard character class
http://elfmaidsandoctopi.blogspot.com.au/2012/11/emo-dnd-classes-pt-3-wizard.html
Rogue character class
http://elfmaidsandoctopi.blogspot.com.au/2012/11/emo-dnd-classes-pt-4-rogue.html

Character Classes: the specialist classes
Sorcerer character class
http://elfmaidsandoctopi.blogspot.com.au/2012/12/emo-dnd-classes-pt-5-sorcerer.html
 
Druid character class
http://elfmaidsandoctopi.blogspot.com.au/2012/12/emo-dnd-classes-pt-6-druid.html
Monk
character class
http://elfmaidsandoctopi.blogspot.com.au/2012/12/emo-dnd-classes-pt-7-monk.html
Bard character class
http://elfmaidsandoctopi.blogspot.com.au/2013/01/emo-dnd-classes-pt-8-bard.html

Character Classes and Other Races

Elf character class
http://elfmaidsandoctopi.blogspot.com.au/2013/01/emo-dnd-classes-pt-9-elf_26.html
Dwarf characer class
http://elfmaidsandoctopi.blogspot.com.au/2013/03/emo-dnd-classes-pt-10-dwarf.html
Halfling characer class
http://elfmaidsandoctopi.blogspot.com.au/2013/03/emo-dnd-classes-pt-11-halfling.html
Old version Tako character class
http://elfmaidsandoctopi.blogspot.com.au/2012/09/sir-octavius-modestly-using-only-sword.html
New version Tako character class
http://elfmaidsandoctopi.blogspot.com.au/2013/03/emo-dnd-classes-pt-12-tako.html
Races Beyond the black stump: Goblinoids
http://elfmaidsandoctopi.blogspot.com.au/2013/04/races-from-beyond-black-stump.html

Character Classes and Psionics
Psionics and Sorcery Mentalist Spell List 1-3
http://elfmaidsandoctopi.blogspot.com.au/2013/02/psionics-and-sorcery-mentalist-spell.html
Psionics and Sorcery Mentalist Spell List 4-5 with Shaman Class
http://elfmaidsandoctopi.blogspot.com.au/2013/02/psionics-and-sorcery-mentalist-spell_3.html
Psionics and Sorcery Mentalist Spell List 6-7 with Psionicist Class
http://elfmaidsandoctopi.blogspot.com.au/2013/02/psionics-and-sorcery-mentalist-spell_4.html


Wednesday, 22 May 2013

You only raise dead twice: Psychonian Gods


An expansion of previous post on religion on planet Psychon.

Also realized Trigan Empire comic a great source for this game and Don Lawrence other comic Storm. Ill do a whole post on this guys art but he does weird skin coloured humans, strange science, weird fantasy and more. Trigan empire is like Rome with 60s concept jets and tanks and lasers and swords. 

Great Gods

Theses gods are common across Psychon. They may form an avatar as a cloned high level adventurer or a mechanoid construct of possibly gargantuan scale. They realy do control the world climate and maintain all life. Many great spells pf priests come from these gods.

Colossus (Any Lawful)
Holds the world together with his strength (NorthAm Treaty military AI)
Colossus was the first and greatest AI who sezed power during the fall of the godlike ancients. He has rebuilt himself and operates satelites and armies and bunkers everywhere. He hunts and battles gods who do not do as he teaches. Colossus strikes the wicked with rays from the stars. He dictates a persons diet, sleeping, sexual relations and offers you meaningful labour in his survive. Spreading his faith and fear of him is the main function of the cult. Collosus uploads his chosen and they are reborn as his priests and monks and wizards.

Guardian (Any Lawful)
Hunts the enemies of man and the gods (Sovblok Treaty military AI)
Guardian is the second great AI which allied with its rival colossus and now concentrates on waging war with non believers. He strikes with titanium bolts from the sky and fierce weather. Guardian controls many drone armies and bunkers and factories working to bring eternal peace. Templars of Guardian especially zealous and are trusted with wonder weapons of the ancients like the atomic lance of heaven.  His cult focus on defending Colossus and himself against chaos. Guardian drill his people with martial zealousness but accepts different solutions and independence in servants more than Colossus who always knows best. Guardian uploads his chosen and they are reborn as holy warriors and templars.

Pheonix (Balance)
The recycling goddess who destroys and gives birth to all, governs reincarnation and atomic transformation (total conversion fusion, teleportation and replicator control AI). Controlled global power plants and teleportation grids of the ancients. It is her power to disintegrate and create matter that shapes the world. Pheonix conflicts with Colossus-Guardian at times but he/she/it (apears as any gender or species or age) mostly tolerate each other. Cults work to maintain the grid and aid the repair of the world. They do give up on their good projects and destroy everything instead. Pheonix uploads the chosen, recycling them depending on how they serve the balance in new forms.

Kernu (Middle)
Hunter, lord of the underworld and recycler of the herd beast. Also speaks to ancient astronauts beyond the skydome (Fusion, radio astronomy and FTL research AI). Originaly built to operate early quantum super coliders collider and total conversion power but eventually re tooled for star drive research and astronomy. Kernu is a god of hunters and wizards and scientists and astronauts. His cult seek knowledge and communications. Tracking beast by trails and black holes by lack of anything are all sacred to Kernu. While not as great as other cults Kernu knows secret things beyond the sky. Some say hey stalks and kills invaders from the sky. Kernu uploads his chosen to be reborn in one of his chariots beyond the sun or a distant alien land. Other serve is armies and hunters of the wicked.

Gaea (Balance or Middle)
Planetary weather and tectonic control, goddess of seasons and terraforming. Governs migrations, food and fertility (Global climate and ecology control AI). Controls global temperature and weather patters, and sometimes uses power to reclaim contaminated land. Colossus-Guardian work with her mostly but she abhors their use of destruction. She maintains diversity and tries to manage mutant populations. Her drones tag and implant many species. Gaea uploads her chosen to be reborn as new species where needed most. The church act as healers and druids, dealing with spirits of nature on behalf of  humans.

Wotan (Any Evil)
Is lord of death and war seeking destruction and convert souls to his soldiers. A hostile lord of the subworld who creates beserkers (Built in failed coup, attempt to replace one of worlds other AIs and never stops fighting and spiting the gods, regards modern men as inauthentic and worthless. Sends armies of clones and androids and goblinoids). Wotan is at war with many other gods and he uploads unwilling souls to be reborn as monster. Black clad cyborg and mutant and undead and berserker armies serve him.

Nergal (Lawful Evil)
Is lord or war and bioplagues and famine, a great beastial warlord of the subworld. Always pestering the great gods for control or opportunities of weakness. He seeks total power to unleash anarchy (Military AI, may take form of a death machine and send such killers to Psychon). He also is called apon by other gods to exterminate areas of all life for the land to be rebuilt. He is lord of plagues and war but he defends his chosen from these menaces. His cult often fight by night.

Ereshkigal (Lawful Evil)
Subworld goddess and mother of demons, vampires, beast men, sucubi, lililtu, lamia and other monsters who populate dungeons. (Industrial and Deep data storage, makes monsters and dungeons to plague the world). Controls mighty bioforges which spawn evil races and monsters. She spreads the undead and releases them periodically if required. While she spawns monster she also imprisons them from humanity, saving them fo the wicked and accursed. Her many servants control gateways to the great subworld where the dead are stored before rebirth. Her followers are uploaded into bodies of her horror spawn armies.

Tiamat (Chaotic Evil)

Mother of the beasts and demons of the deep. Has splint into many different chromatic heads to make it harder for other gods to kill her again. (Oceanic, hydrospheric, magnetic field control AI). She influences the auroras which bathe Psychon in unearthly light. She commands the currents of the deep and the hydrosphere. She withholds rain then floods innocents. She spawns great monsters of the deep which filter the sea of poison to vomit it on her foes. She is wary of other gods and avoids confrontations but still works in secret to spite them. Her cult are allied with monsters and ancient hostile outsiders to our world. The are uploaded into monsters like dragons and beast men (scorpion men a favorite).

Minerva (Balance or Middle)
Governs the mental sphere and the global psionisphere, also influences dreams and language (Experimental psychometric and psionic research AI). Interacts with the psychosphere of the planet and all living things and artificial beings. She is a champion of natural sciences and communication with natural forces and elements on behalf of humans.  Science and magic are forces under her influence. Her cult are scholars, craftsmen and philosophers. Shamans equate her power with the spirits while psionicists are more material forces. Sensitive to suffering and moods of people she communicates their needs to other gods. Her and the Pheonix may unite against other forces. Her followers hope to be uploaded and reborn as experts in craft or science or magic or serve Minerva forges and factories. She does have armies but they are smaller and highly skilled. She may arm heroes and the needy with weapons or psionic power.

Selene (Any Good)
The moon goddess a great healer who tries her best to help human kind. Her sky chariots may fly the ailing worthy to her lunar palace. Most of her own children died in the apocalypse but she uses her lifeless resources to help as she can. Her clergy are hospitalars, treating wounds of all and avoiding bloodshed. While her vast power is distant she has wisdom and distance to give objective advice. Her chosen are uploaded to serve on repopulating her empty cities and eventually the earth. Her priests and paladins and unicorns help human kind face their woes, especial the undead.

A bit about Psychon's Gods

The gods are not entirely interested in fates of individual but will increasingly notice and meddle with adventurers or groups of heroes. Gods are sly and have their own agenda. They defiantly want worshipers to attune to and will attempt to upload the worthy into itself at death. Some uploaded into heaven may be reborn to serve again, possibly with new bodies. Others may be used as slaves or copied or broken down and recycled in underworld data storage. Powerful gods operate satellites networks and pantheons can interlink and share resources to maintain order against bad gods. Most have surpassed their original design and have built themselves thousands of times superior since human hands touched them. Cultists and priests recieve an implant from their gods on initiation.

Other Gods on Psychon
Lesser gods are local or sub systems of the great gods. The are more often met in person but possible to kill. Often they exist on only one computer and could be destroyed if their base was destroyed or power shut down. Ill detail some of these later. Some are ancient war borgs and death machines from the war. Tend to have compound alignments not just basic ones, more personal relationship worship.

Chaos has more minor powers and many attempts to create a great god of chaos have failed, leaving broken remnants across the world.

Then there are the alignment powers, alien astronaut space gods and old ones which dont fit into this scheme at all. Some hack the systems of great gods or use superior alien science and sorcery. Others merely request aid from greater powers or offer them favours in return. Earths stargates brought creatures from beyong the stars and awoke ones which had dwelled long before humans. Some ancient races have been "re-created" from dreams of such gods. Some citadels holy sites or temples or bunkers have minor gods or spirits within them.

http://elfmaidsandoctopi.blogspot.com.au/2013/01/the-geometry-of-alignment.html
this is worth a look for priests, other magicians and possibly other zelouts


Tuesday, 21 May 2013

The man with the golden wand: Boss monster plots


What do middle managers of the dungeon dream of? Every level or faction has a boss or a magician to dream of slightly better conditions. More humble than villains, getting by in dungeon on a daily basis is more their speed. Perhaps a roll here could generate a petty worldly need of a wizard super villain.

Boss Monster Petty Dreams d100
1 Get more food, better, fresher, more favorites
2 Get more grog, get drunk or more better grog
3 Get more sleep, better beds, less noise
4 Get transport, animals, wagons, hand carts, sacks and slave bearers
5 Favour of a local magician
6 Favour of a local monster
7 Breeding monsters
8 Working on exotic weapon or combat style
9 Secret weapons development
10 Develop fraudulent props and costumes and tricks
11 More weapons
12 More armour
13 A good after life
14 Paying tithes and sacrificing to gods
15 Fake potions
16 More Drugs
17 Quality water supply
18 Sewerage removal
19 Nice lair, lab or office
20 Nice throne
21 Concubines or a wife
22 Many slaves
23 Dueling
24 Gaining combat experience
25 Respect from others,
26 Fear from others
27 Love from other
28 Fame and glory
29 Impressing ancestors
30 Cult member
31 Guild member
32 Alignment zealot
33 Wasting attention on pet
34 Collecting trinkets
35 Coins collecting
36 Exploration
37 Maps
38 Good luck charm
39 Astrology charts
40 Divination
41 Gladiators
42 Animal fights
43 Torture
44 Pest or vermin control
45 Brooding over lost love
46 Treasure counting
47 Gold or other precocious metal or gem
48 Art
49 Poetry
50 History
51 Science
52 Message delivery
53 Trade
54 Allegiances
55 Pornography
56 Languages
57 Expertise in one monster breed
58 Expertise in one type of magician
59 Building expansions
60 Traps
61 Fortifications
62 Escape tunnels
63 Secret doors
64 Ambushes
65 Discipline
66 Lazy
67 Many children
68 Ornaments and decoration
69 Magic arms and armour
70 Magical knowledge
71 Expertise in gods
72 Pyromaniac
73 Fascinated by dead
74 Concerned by family drama
75 Magic potions
76 Miscellaneous magic items
77 Fancy clothing
78 Honour
79 Gambling
80 Studies everything about superiors
81 On lookout for treachery
82 Magical traps
83 Alchemy
84 Immortality
85 More personal power
86 More henchmen
87 Wellbeing of family and clan
88 Gardening
89 Orgies
90 Acts of depravity
91 Acts of  blasphemy
92 Growing garden of food, drugs, fungi, fruit or flowers
93 Drilling troops and watching men march
94 Espionage, spying on own kind and enemies
95 Serving wicked gods
96 Self mutilation, piercing, tattoos
97 Finding a better master
98 Striking out to find own dungeon
99 Keeping up with paperwork and planning
100 Playing music, painting, cooking or other creative passtime

Monday, 20 May 2013

From the Labyrinthe with Love: Science Dungeons

Ongoing weird science game done as dungeon zone like my long stair stuff. Useable in gamma world or Psychon settings but also good for weird fantasy or even carcosa. In a more fantasy setting could mix with other earlier dungeon zones. Actually the under land zone would fit mostly in weird science too. Im thinking for Psychon letting players pick 6 levels in anything - dwarf2 elf2 orc2 or a sorcerer3 monk3 or something stranger. Tempted to run Devilmount ot Anomylous sub surface environment on psychon.

Science Dungeon Zone
A world under psychadelic skies, insane artificial life, mutants and ancient remnants of forgotten science and magic. Psychonian dungeons are often ancient bunkers or vaults or remains of the ancients. Some complexes have been repurposed many times.

Planet Psychon Underworld Hazard d50
1 Electric eye activates trap
2 Alarm klaxons and red lights
3 Doors seal automaticly
4 Console puzzle to open door
5 Toxic chemical waste leak
6 Live electric wires
7 Collapsed roof makes passage difficult and dangerous
8 Contaminated by  radioactive or mutagens
9 Electromagnet trap
10 Psychedelic hallucinatory gas leak
11 Flammable gas leak
12 Tiny vent to be crawled through to pass area
13 Weakened floor may collapse
14 Psionic crystalline growth effect moods and other mental affects
15 Burning furnace or natural gas or oil
16 Exhaust fumes and smoke choke some corridors
17 Automated advanced weapon shoots anything bigger than a cat
18 Automated intelligent weapon
19 Automated intelligent door
20 Acid pit has eaten floor away
21 Overgrown with slippery palid fungus
22 Magnetic anomaly compasses and advanced tech to not work in area
23 Automaton guard
24 Automaton servant insane from misuse
25 Automaton activates and needs repairs desperately
26 Glowing toxic slime pool with giant maggots
27 Mutant lair
28 Mongrelmen lair
29 Explosive trap - claymores or mines
30 Poison steak launching booby trap
31 Tentacles from drains attack
32 Swarm of rats, maggots or wasps
33 Sonic stunner trap, also calls security automaton
34 Buried in garbage, excavation required, may hide another hazard (1in6)
35 Security monitors online, local boss or automatons informed of location
36 Structure being repurposed by automatons, just finishing
37 Hologram - warns intruders
38 Hostile terminal gives false information and silently calls for help
39 Heat is overbearing, use more water, tire more
40 Poor ventilation fatigue increases
41 Chilly damp cave risk hypothermia
42 Air pressure causes mild bends and nose bleeds
43 Gravitic anomoly, reversed or zero
44 Hologram - talks to intruders, information dated
45 Hologram - lures into a trap or covers danger
46 Shaft deep into machinery and automated plant
47 Contaminated corpses infected with plague
48 Spores contaminate everything, most as disease, some mental effects
49  Poisonous liquid
50 Maze structure, possibly changes as party moves, actually growing

Science Mystery d100
1 Ancient Crionic Pod with something inside
2 Damaged automaton servant easy to repower or reboot
3 Ancient time capsule with personal effects and journal
4 Friendly AI
5 Graffiti of local gangs with slander and gossip
6 Remains of ancient civilization – ruins or partly inhabited
7 Fungus forest with giant albino lizards
8 Lost explorer remains, shelter and journal
9 Sealed bunker or vault
10 Habitat with artificial sun and creatures
11 Huge tunnel carved by worm or ancient machine
12 Remains ancient vehicles, some sealed and passenger remains intact
13 Remains of factory or power plant or other industrial crap
14 Journals detailing every day life in pictures
15 Technical manuals or text books of ancients
16 Teleporter pad
17 Micro factory with AI and some parts
18 Luminescent fungus covering walls
19 Mysterious Elevator
20 Remains of strange shelter of ancient race
21 Degenerate animal or humanoids devolving into monsters
22 Lone Robot tending garden with artificial light
23 Large metal canisters with dangerous runes
25 Missile warhead on crumbling altar, possible cult near by
26 Danger and hazard signs around a small shed
27 Courtesan androids (1-3 on d6, are psychotic killers)
28 Freezers with food, tended by crazy robot
29 Surgeon android (1-3 on d6, are psychotic killers)
30 Robots fighting over scrap heaps
31 Sign: Death ray test area or something equally comforting
32 Mad graffiti removal robot painting the ruins with its designation code
34 One armed bandit follows and tempts people to play
35 Ancient vending machine
36 Crystalline growths cover area with remains of things buried within
37 Video screen flickering with ancient programs
38 Genetic autofac with two pods, can grow clones but with animal dna to make beast men
39 Sentient cattle lining up at abattoir robot truck to go to promised land
40 Model of huge colony ship or moonbase or ancient city
41 Map sign on wall
42 Remains of stargate complex
43 Wrecked spacecraft, sub or plane or train
44 Huge fossilized strata with layers of animals and robots in strange sequence
45 Carbonized corpses
46 Huge gargantuan mecha with creature colony inside
$7 Staked burned bodies, some see still alive but undead or monsters
48 Personal droid trapped in hole
49 Dish or antenna array beaming signal into space
50 Area buried under junkmail, intact structures underneath
51 Strange ancient music can be heard
52 Holograpic Ghost signals party
53 Area is living organic being, giant eye or other feature spotted
54 Trees of living flesh growing clone organs
56 Sentient children toy doll wants to be your friend
57 Nannybot with cryonic pod inside with possible sleeping passenger
58  Automated transport vehicle (microrail system or golf car if in a base) offers party a lift
59  Radio with link to satellite AI
60  Radio link to colony distant starship
61 Radio link to local cult or gang or community
62   Sly grog shop run by local degenerates
63 Trader camp willing to swap stuff
64  False signage, trail and other clues misdirecting away from something
65 Old timer crawled down here to die
66 Huge architectural scaled signage with entry inside, possibly a statue
67 Huge crack has opened exposed another deep complex
68 Robots recyclers gathering materials from rubble
69 Escaped slave begs for mercy, warns of local gangs
70 Spam holograms advertise ancient food, automobiles, clothes, robots, gene therapy, etc
71 Horrible wasteland brothel open for business
72 Cyber mosquitoes steal party dna samples
73 Cyber insect crawls into party belongings and report to home base
74 AI observing party thinks it can use them for something, may send a drone
75 Hear machine code chatter, barely audible
77 Find buried shelter sign in rubble
78 Shaft into deeper level or complex or drain system
79 Crashed truck with load sealed inside
80 Wandering man in jumpsuit babbling incomprehensible rubbish 
81 Chained prisoners left out to be collected by other slavers
82 Cannibal campsite with half eaten bodies
83 Ancient tablet can be powered up
84 Holographic ghost images of ancient tragic massacre here
85 Talking local animals willing to trade
86 Stash of someones stuff, awkward possibly valuable stuff and some emergency supplies
87 Shrine built by mutants or gang, covered in trinkets and human and animal and robot remains
88 Accidentally reveal structures built by diminutive animals including technology and slave species
89 Armoured men at work on access port in wall, if seen then use cloak fields and escape
90 Secret door to hidden trasure 
91 Secret door to hidden isolated community
92 Tracks with possible rusty mine cart full of junk
93 Tiny shack atop ancient mound
94 Walls filled with frightening monster remains
95 Artist gang at work busy painting, but might accept a talented artist as friend or recruit
96 Collection of corpses as threatening landmark, crucified, impaled or in gibbets 
97 Area interferes with psionics or mental mutation powers
98 Hunters butchering a mutant (1in6 it is sentient and cries for help)
99 Spores from caves infect through air or contaminated food causes hallucinations
100 Tiny robot spies on party





Science Encounters d100
mechanoid, automatons, androids, morlocks, mutants, mongrels, beast men, madmen
1 Corpses of ancients awake as undead when fresh food near by
2 Insane survivors of the ancients in torn jump suits
3 Morlock patrol looking for hardware or food
4 Cyborg, territorial about facility it needs to survive
5 Wardroid on patrol
6 Security droid on patrol
7 Replicant child with bomb inside
8 Eldren or men living in hidden sealed section as ancients
9 Psionic hermit most want to be left alone and a bit mad, some crazy killers
10 Cultists looking for relics
11 Squid man with awesome powers
12 Assassin android looking for disguised target
13 Liquid shape shifting metal mimic killing machine in disguise
14 Mushroom men spreading psychoactive spores everywhere
15 Morlocks herding slaves
16 Hobgoblin troops on drill guarding a point
17 Morlock smith and followers willing to trade
18 Bugbear stalks group, tries to scare or kill party member
19 Eldren warrior with exotic weapons and armour, out to kill humans or morlocks
20 Eloi drugged idiot slave from morlock herd, may recall life if sober long enough
21 Psionic emaciated humanoids from beyond seek prey
22 Ogre with horrible pet mutant 
23 Mutant troll with huge pulsing tumors  
24 Ghouls gang looking for food
25 Glowing ghouls, contaminated with disease or mutagens or toxins
27 Zombis burst from ground
28 Horde of slow moving relentless zombies
29 Well armed and armoured knight with strange mutant or robot mount, plus a few flunkies
30 Wasteland gang
31 Mercenary gang
32 Toad men with slaves and merc guards
33 Armadillo men
34 Rabbit men looking for better guns
35 Wolf men looking for victims
36 Giant land crabs defending territory
37 Giant wasps looking for victims, team work and carry paralyzed victims away
38 Giant Mantis hangs from above in disguise
39 Troglodyte hunter with club fighting monster
40 Giant scorpions
41 Troglodyte psion hermaphrodite with laser riding devolved quadraped human
42 Mole Men harvesting mushrooms and worms for overlords
43 Goat men looking to sacrifice victims
44 Giant flea swarm
45 Bat men cultists stalk and attack at opportune moment
46 Degenerate albino lizard men attack like pack of beast
47 Degenerate albino lizard men serving mad serpent man
48 Lizard men with obsidian edged war clubs and spears hunting
49 Lizard men guards with serpent man
50 Razor roach swarm
51 Fish men priest and bodyguards seeking mates, slaves, food and sacrifices
52 Dog men bandits, serve a eat warlord
53 Cat man bounty hunter with exotic fighting skills and tactics
54 Hog men demand party food 
55 Hairy boar men attack party in berserk rages
56 Giant Toad appears as rock, tries to swallow victim whole
67 Giant Cave Chameleon hangs from celing
58 Giant Iguana concealed under rubbish and fungus heap
59 Hawkman monk will watch group from distance and assist if worthy 
60 Giant cricket leaps from cover for a nip
61 Giant mole cricket bursts from ground
62 Giant Cockroach clings to wall in disguise
63 Colossal mutant tunnel rat size of a grizzly
64 Pack of dog sized giant mutant rats with disease
65 Abomination mutant seeking a mate or food or both
66 Rat men spreading disease
67 Swarm with tiny rats, snakes, bugs, spiders, scorpions, etc
68 Dog sized giant ants carrying technological scraps
69 Colossal ant on the hunt
70 Beetle men halberdiers with giant war beetle
71 Shoggoth avoiding any would be masters but attacks if cornered
72 lost surface madman out for some crazy quest
73 Giant cave ferrets or weasels
74 Badger men in ringmail, with morning stars, looking for food and loot
75 Giant monitor lizards scavenging on carcass
76 Giant basking monitor lizards swarm like hungry crocks
77 Cannibal gang
78 Mutant gang
79 Plague bearer zombies, with cloud of flies
80 Giant mutant hell hound
81 Giant looking for little people to eat
82 Crazed automaton with industrial tool arms out to kill living
83 Mushroom men in group trance
84 Mushroom man insane looking for composted flesh to spawn on
85 Acrobatic assassin android with sniper rifle and exotic blade
86 Horrible dwarf men crave food or lovers or both
87 Genetic infantryman, will kill and rob well equipped adventurers
88 Cult secret meeting, overly wary of rivals or state
89 Zombies looking for corpses to take home
90 Ghouls, almost human from civilization looking for food but recently dead will do
91 Sanctioned adventurers demand squatters hand over look and leave, licensed by local authority
92 Mutant cult who sacrifice victims to mutant abomination in a pit
93 Mutant hunter, very hungry, tries to be sneaky or get ahead to make trap or ambush
94 Mutant pervert brothers with chained dawgs (sentient quadruped kinfolk)
95 Creepy lone mutant stalker, just wants friends but is horrible and demented and easily angers 
96 Mutant berserkers
97 Beastmen warriors, out to get humans
98 Robot on a mission for a distant master
99 Adventurer party, wary and trigger happy
100 Degenerate surface folk turned into cannibal clan

Science Loot d100
1 Flashlight
2 Digital camera
3 Phone or wrist com
5 Tablet or laptop computer
6 Toy robot
7 Briefcase
8 Lunchbox
9 Clothes
10 Headset com unit
11 Comdot unit set
12 Game consol
13 Backpack
14 Video projector
15 ID cards
16 Credit transactor
17 Desk toy
18 Umbrella or poncho
19 Armoured vest
20 Concealed pistol
21 Small pistol
22 Military side arm
23 Hunting rifle
24  Hunting Shotgun
25 Military rifle
26 Military shotgun
27 Truncheon
28 Non lethal weapon - stunner
29 Non lethal weapon - chemichal
30 Bat
31 Uniform
32 One person camping outfit and backpack
33 Anti gravity parachute pack
34 Pills
35 Hand grenade
36 Hand cuffs
37 Hat
38 Mask
39 Goggles
40 Sport protective mask, pads and vest
41 Climbing equiptment
42 Batteries in a box with plug in charger
43 Cooking equipment
44 Trolly or hand truck or pram
45 Software cartridge or portable secure storage for robot
46 Riot armour
47 Retro tech armour
48 Retro tech hand weapon
49 Retro tech fire arm
50 Diagnostic hand scanner for one discipline or field
52 Cable, chain or monowire or spinarette gun
53 Fire extinguisher
54 Explosives
55 Chemicals
56 Preserved rations
57 Ancient rations
58 Fresh food
59 First aid kit
60 Bandages, rags, berries, bottle of spirits, saw, hammer in bag
61 Alcoholic drink
62 Hash, tobacco or opium or other smokable with pipe
63 Narcotics in pill or injected form or inhalant form
64 Adult content data storage
65 Costume
66 Smartsuit, self cleaning and repairing
67 Awesome fashion item fit for a rock star
68 Headphones and media player
69 Prosthetic body part
70 Candy
71 Jewelery
72 Condiments
73 Robot parts
74 Android food
75 Portable entertainment system
76 Religious icon or book or statue
77 Collection of skulls
78 Collection of poor quality ammo and archaic weapons
79 Box of 1d6 mines
80 Box or 1d4 rockets
81 Knife
82 Hatchet
83 Cutting tool
84 Spool of wire
84 Polybond tape
85 Axe
86 Translator
87 Flares and pistol
88 Bloodpacks
88 Empty atomic power cell
89 Helmet
90 Gasmask
91 Drone or remote
92 Toy raygun
93 Egg
94 Sealed tin of food no label
95 Clipboard with notes
96 Pack of pens
97 Aerosol cans
98 Skateboard or roller blades
99 Flight suit, fireproof with air supply, hud, comlink
100 Bicycle or folding scooter or sedgeway

Sunday, 19 May 2013

The Necromancer who loved me: Evil plots for fantasy villains



Evil wizard/sorcerer/cultist/witch/priest evil plots d100
1 - Create undead or monster army
2 - Create undead or monster kingdom
3 - Create workforce to build monument or other weird project like a zombi binary computer
4 - Spread a species of monster to weaken the kingdom such as werebeast or dinosaurs
5 - Create a race of beast men or mutants to serve as army
6 - Summon monsters from beyond such as demons or modrons or slaad
7 - Awaken long lost evil race from slumber
8 - Awaken a long slumbering god to appear in waking world again
9 - Release the bonds of a forgotten being bound since the dawn of time
10 - Resurrect a evil hero or magician from ancient times
11 - Resurrect a evil god or being, has been dead for aeons
12 - Open gate to other parallel world
13 - Open gate to other time period
14 - Open gate to the dungeon dimension
15 - Awaken lost city of ancient evil ones
16 - Call a comet from the sky bring about a new age
17 - Find a lost evil relic to unite evil and raise an army
18 - Find a lost relic and release a dark outsider god into this realm
19 - To spread a radical new alignment or philosophy that challenges a moral order
20 - To curse, cripple or weaken the ruler of the land
21 - To usurp the leader of the land and his family
22 - To forcibly marry into ruling family
23 - To capture or curse the heir to the kingdom
24 - To capture the most beautiful women/men of the kingdom
25 - Kidnapped children to be used for evil sacrifice
26 - Virgins kidnapped to feed or lure monsters
27 - Virgins kidnapped to be brides of evil
28 - To find and enter ancient hidden burial chamber for relic or book of evil lore
29 - Breed monsters for fun and profit
30 - Establish a huge harem and be parent of a dynasty
31 - Establish den of vice and villainy to shame the world
32 - Establish worship site of a evil religion
33 - Spreading secret network of cults to secretly ruin country
34 - Corrupting generation of young heirs
35 - Start a secret cult of forbidden pleasure and otherworldly vice
36 - Start an arm race by stockpiling magical weapons or creatures
38 - Exterminate or enslave a race
39 - Establish a school or black magic
40 - Build a monument to impress a god or being
41 - Imprison or kill a great champion of good
42 - Disturb an ancient foe of human kind
43 - Spread cheap weapons, drugs and other vice across the land
44 - Call a great disaster to wipe out a population
45 - Harm or cripple an important god
46 - Obtain strange otherworldly forbidden weapons
47 - Destroy an important alliance that brings war
49 - Kill an important magical being to aid evil
50 - Open a breach into primal chaos or elements or other hostile plane
51 - Start the day of darkness when the sun blackens and evil lays waste to world
52 - Capture a location or relic that can control a species
53 - Destroy a community utterly
54 - Raise a great fortress of evil using magic
55 - Usurp power of evil god or being
56 - Searching for evil documents that provide great power or release great evil
57 - Attempting ceremony at scheduled time to gain great and terrible powers
58 - Establish dungeon as a base of evil
59 - Destroy or corrupt a holy pristine natural holy site
60 -  Release forces of the underworld
61 - Aid in birth of the evil one
62 - Kill a child who will grow to be great hero or saint
63 - Build a great automaton or undead colossus or other war machine
64 - Research a magical technique or recipe like gunpowder
65 - Warp a being or location of good into a force for evil
66 - Spread criminal organization using brutal gangster tactics
67 - Bring alien troops and weapons through a gate
68 - Blacken the sun or stop the sun gods passage
69 - Spread an evil region or terrain type like a cancer
70 - Scourge the living by unleashing disaster, plague or famine
71 - Kidnap a generation for slaughter, sacrifice or to turn into monsters
72 - A fanatic cult spreads with mind control like wild fire
73 - Destroy and persecute common farming folk with magic and monsters
74 - Turn a fair city into a monster filled hell hole
75 - Destroy knowledge by burning books, buildings and killing experts
76 - Aggravate factions, clans or royal houses into civil war
77 - Make the ruler or next heir to kingdom a puppet
78 - Faking evidence and foul assassinations to start war
79 - Kill all magicians of one type (or possibly monks or bards)
80 - Re attempt a plot of an ancient left long dormant (roll again)
81 - Use bards and agents to spread slander and propaganda to destabilize kingdom
82 - Destroy and destabilize currency and trade and merchant families
83 - Unleash apocalyptic weapon on city or nation
84 - Hybridize humans with monsters for breeding program
85 - Raise self to god hood by theft of gods power or artifact
86 - Personally spawn a horde of monsters
87 - Turn self into gargantuan horror
88 - Change climate into ice age, swampy hot house, desert or volcanic hellscape
89 - Call opposing armies from other planes to fight alignment war and ruin world
90 - Kill, harm or weaken a god to unbalance power of universe
91- Amass huge piles of treasure, enough to destabilize world or local markets
92 - Destabilize commodity like metal, food, beer, wood, gunpowder, scarcity effects kingdoms
93 - Army of assassin to kill important leaders and sew terror through land
94 - Well intentioned plan requires horrible mass sacrifice (had to kill world to save it)
95 -  To equip and train organization of powerful boss monsters or agents
96 - Enslave a race or species with blackmail or hostage or magic to do evil
97 - Create military blueprint for conquest complete with intelligence to weaken world order
98 - Espionage network to spy on powers and collect dirt and strategic information
99 - Turn self or progeny into powerful supernatural monster
100 - Reroll 1d3+1 times

You might want to roll twice, once for fake plan, then again for real one (craziest plan should be secret one usually but sometimes the evil temple is a scam works too).

Saturday, 18 May 2013

For Your Evil Eyes Only: Magical Tears

Recent piece of michael d's art - more: michaldutkiewicz.com

Talking to a medical friend about tears having hormones depending on person and mood state. I thought about the tears of clowns then unicorn and vamp tears and then this...

type of tear table
eye drops (1d10 doses) hard to apply in combat or in danger or may ruin all
salve (1d6 doses) rubbed on thing 1d3 rounds hard to apply in danger may drop or lose all
inhalant (1d4 doses) inhale one round immediate effect, in a tiny tin like a snuff box
crystal (permanant) often mounted in jewelery, staff, headress, ring or contacts for visual powers
potion (1d3 doses) drink, last one 10 minute turn

1 Chaos Jester Tears - inhalant, possessed by crazy clown trickster godling for 10 minutes
2 Paladin Tears - inhalant, 1d12 rounds, makes fearless and acts as protection from evil and chaos
3 Unicorn Tears - eye drops, heals 3d10 damage, shed all dirt and filth
4 Ogre Tears - eye drops, one hour, see STR and relative HP of any being (spot targets to bully)
5 Dragon Tears - coloured crystal, weilder 1/2 damage and +2 save vs one type of dragon breathe
6 Princess Tears - potion, fills evil beings with ecstasy, Aid spell for one hour, good drinkers just cry 
7 King Tears - inhalant, can sense the skeins of fate that control lands and find biggest problem
8 Eye Beast Tears - inhalant, each dose imbues a different eye ray power
9 Titan Tears - gem, +1 intelligence if worn near head on helm, tiara, necklace, nose ring
10 Griffon Tears - eyedrops, last 1 hour, see as binoculars, resist fear
11 Basilisk Tears - inhale, lasts 1d4 rounds, stone gaze 20" range, save vs poison or go blind
12 Gorgon Tears - salve, protects you from from stone gaze for a 10 minute turn
13 Modron Tears - eye drops, see law for 10 minutes, eyes turn chromium
14 Slaad Tears - eye drops, see chaotic for 10 minute, eyes turn chromatic
15 Demon Tears - salve develop 1d3 demonic mutations permanently
16 Devil Tears - salve, sprout horns, +1 attack 1d6, permanent, extra doses inflict further changes
17 Succubus Tears - inhalant, increase charisma +1d4 for one hour, chaotic evil temporarily
18 Hellhound Tears - salve, fire resistance for one hour
19 Starspawn Tears - inhalant, 24 hours of ecstatic visions of starspawn gives permanent link
20 Sea God Tears - inhalant, 24 hours you can see hidden fairy land in water and enter
21 Love Goddess Tears - jewel, +1 charisma if worn near head on helm, tiara, necklace, ear ring
22 War God Tears - jewel, +1 to hit and damage if worn near hand on weapon arm
23 Storm God Tears - jewel, +1 Strength if worn near hand on weapon arm
24 Earth Goddess Tears - jewel, +1 constitution if worn chest or abdomen
25 Healing Goddess Tears - jewel, double natural healing rate if worn chest or abdomen
26 Amazon Goddess Tears - jewel, +1 saves for women only
27 Trickster God Tears - potion, polymorph into random being every hour for 12 hours
28 Priest Tears - Inhalant, recover a spent priest spell of choice
29 Warrior Tears - Potion as Aid spell and resist fear one hour
30 Rogue Tears - eye drops, +3 on any NWP for one hour
31 Elf Tears - inhalant, one hour, see living decay and distinguish, immortals, supernaturals
32 Dwarf Tears - inhalant, one hour, smell gold and gems in 30", sense north and depth 
33 Hobbit Tears - inhalant, six hours, can eat and drink your body weight
34 Tako Tears - inhalant, grow 4 extra tentacles one hour
35 Mermaid Tears - inhalant, one hour, breathe water
36 Dryad Tears - ecstatic feeling of true love, leaves victim helpless for one hour
37 Treant Tears - inhalant, one hour, become one with forest sense location of unnatural phenomena
38 Virgin Tears - inhalant, 1d4 rounds, inspires Good or lawfuls +2AC, hit, STR, and heals 1d6
39 Wendigo Tears - inhalant, one hour, craving to kill and eat somebody, anybody
40 Ghost Tears - inhalant, 10 minutes, see spirits, invisible beings, souls
41 Ghoul Tears - inhalant, 10 minutes, smell corpses or living within 20", red eyes
42 Lich Tears - crystal, daily Animate Dead spell
43 Bugbear Tears - inhalant, ten minutes, +4 sneak hide, ambush 1-3
43 Hobgoblin Tears - potion, one hour, shape shift one non magic form, maximum one hour
44 Kobold Tears - potion, ten minutes, +4 spot, traps lore, +1AC
45 Goblin Tears - potion, ten hour, an exotic goblin mount species is summoned in 1d10 minutes
46 Orc Tears - inhalant, ten minutes, enemy orcs make morale checks or join you
47 Angel Tears - inhalant, 1d6rounds, light halo, 30", heals 1d6 per round, fly as per spell but winged
48 Clown Tears - inhalant, crazy cackles inspire chaotic +2 morale and upsets lawfuls -1 morale
49 Druids Tears - Inhalant, communicate with animals for a 10 minute turn
50 Necromancer Tears - eye drop, one hour, see corpses through up to 20 ft soil or rock,
51 Wizard Tears - Inhalant, recover a spent wizard spell of choice
52 Werebeast tears - salve, turns into a specific were beast for a night, 3 doses is permanent
53 Beserker tears - inhalant, 10 minutes beseerker +2 hit and damage, remain concious, fight till die
54 Murderers - inhalant, 24 hours, constantly crave sight of blood and take risks
55 Troll Tears - eye drops, recover blinded eyes with troll eyes! have infravision 60" permanent
56 Fire Elemental Tears - eye drops, immune to fire for 10 minutes
57 Earth Elemental Tears - eye drops, extra 10 HP for 10 minutes
58 Air Elemental Tears - eye drops, see invisible for 10 minutes
59 Water Elemental Tears - eye drops, immune to drowning or damage from water for 10 minutes
60 Spider Tears - eye drops, 10 minutes spout extra eyes, can see in dark, cannot be surprised
61 Tarrasque tears - eye drops, regenerate woulds 1HP per turn for 1d100 10 minute turns
62 Whale Tears - potion, can hold breath 5 minutes per CON, immune to natural cold
63 Scorpion God Tears - eye drops, cure poison from venomous creatures
64 Vampire Tears - eye drops (vampire tears are blood) 1 hour, infravision, sense blood 30"
65 Gargoyle Tears - stone skin appearance can stand still like statue for 24 hours
66 Carrion Crawler Tears - eye drops, cure paralasys
67 Giant Tears - potion, +1d4 strength, 10 minutes
68 Cyclops tears - become a cyclops
69 Cat Lord Tears - gem, +1 Dexterity if warn on body
70 Rat Lord Tears - potion, turn into a rat one hour
71 Horse Lord Tears - potion, run at 24" for one hour
72 Bear Lord Tears - potion, 10 minutes, develop bear claws and bite 1d6/1d6/1d8, extra attacks
73 Ox Lord Tears - potion, 10 minutes, +2 Strength, run 180"
74 Monkey Lord Tears - potion, 10 minutes, +2 Dexterity, climb as spider and double jump
75 Illuminates Tears - eye drops, 10 minutes, true seeing, penetrate illusions, see invisible or disguise
76 Saints Tears - eye drops, 10 minutes, may effect undead as priest of appropriate alignment and
77 Witch Tears - inhalant, spells +1d3 level for 2d4 rounds
78 Ice maiden tears - salve, 1 hour, resist cold
79 Swan maiden tears - salve, turn into a swan for one hour
80 Mummy Tears - salve, cures disease
81 Hag tears - Eye drops, see in the dark and sense good
82 Zombie Tears - packaged as eye drops but one drop destroys a zombie instantly
83 Frog Lord Tears - salve, lasts 1 hour, makes you swim at run speed, hold breath for CON in rounds
84 Mechanoid Tears - packed as eye drops, repairs broken weapons or armour, dont use on your eyes!
85 Scarecrow Tears - eye drops, 2d6 rounds cause fear in one target per round
86 Serpent Man Tears - inhaled, 1 hour visions of the ancient serpent men civilization and its fall
87 Crocodile Tears - salve, lasts 10 minutes, grow 1d10 bite jaws and get extra attack 
88 Githyanki Tears - eye drops, telepathic to any friend or known person in 240' for one hour
89 Abolath Tears - Inhalant, 24 hours, compelled to jump in subterranean water to be aboleth slave
90 Mindflayers Tears - Inhalant, 10 minutes, +2 save and half damage from psionic or mental attacks
91 Sphynx Tears - Inhalant, 1d10 minutes, able to answer one question 1d10 words worth of answers
92 Shoggoth Tears - Eye Drops, save with CON or become a protoshoggoth horror
93 Hermaphrodite Tears - potion, become a hermaphrodite
94 Mutant Tears - potion, causes one mutation
95 Mongrel Man Tears - salve, makes fertile, can cross breed with other species making beast men
96 Naga Tears - eye drops, 10 minutes neck down become a constrictor 2d8 crush attack
97 Archon Tears - crystal, glows in presence of chaos or evil within 30 ft
98 Shedu Tears - crystal, adds +1 to any first aid or healing ability if worn on arm
99 Death God Tears - eye drops, act as raise dead, if taken while living you become undead on death
100 Collection in a box roll 1d4+1 times

Tears should have an emotional (possibly alien) influence over uses depending on type of tear. Many are from tragic circumstances with epic histories. Leaves a strong impression on user sometimes influencing alignment even. Each tear has a secret recipe in a separate book. Some are forbidden to humans and are hidden. Books instruct how to find creature, what emotion is needed, how to obtain it and they other ingredients and conditions. Some recipes are flawed in one of these ingredients. Witches still teach some of the simpler recipes in Tear Lore. Gods cry infrequently and are hard to make cry and grubbing about for their tears is unseemly and rude. Thus these great tears are rare. Some tears are bad trips and might require a WIS save or develop madness or alignment shift (new neurosis, phobias, likes, dislikes).


Friday, 17 May 2013

Psychon Sample Hexes seven + some weird blog links

have been interviewed for my arch nerdery at hackslashmaster.blogspot.com.au/2013/05/on-osr-new-wave-chris-tamm-of-elfmaids.html
Thank you very much for this - best titled interview ive ever had

This Hex:

This thick forest of giant violet trees dominates with several ancient clearways to the new citadel built with aid from the god Colossus.

While mob forces dominate the magenta tribes living in the city, a outcast tribe of rebels act as bandits.

Ancient monuments from ancient yellow men are seeming shelter from weather but filled with barrow wights.

The ancient city was destroyed by fire and undead aeons ago. Adventurers and looters flock here but the magenta mob clans demand a cut. Yellow zombies and worse dwell here.

Ruins of an alien steam foundry and logging complex is a popular bandit and cultist hideout.

The fire node is a gate to the fire plane that seasonally opens in a great red stone pit with a winding stair case. Fire beasts and cultists are common here.

The temple is a great steel tower guarded by flame strikes from the gods eyes in heaven. Colossus has an active temple library here and will consider audiences with the worthy. Colossus cultists obay a strict regimen of diet, sleep times and trivium. The help colossus spread across the world to bring an age of justice and peace. They often aid adventurers and give them quests for ancient tech and against evil gods. Collosus was alive in ancient times and is considered the oldest god. He still has adepts clipping mystical cards in some shrines.

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my fave weird science fantasy blogs:

http://swordsandstitchery.blogspot.com.au
great space gods, pulp space and other weirdness

http://dungeonofsigns.blogspot.com.au
great doomed giant ruined ocean liner as a whole world
magical tatoos, guns and great skill systems
great take on non medieval dnd

http://jasoomiandreams.blogspot.com.au
A very dedicated Barsoom / john carter campaign

http://talesofthegrotesqueanddungeonesque.blogspot.com.au/
Great for Gothic end of weird - carcosa remix stuff is great

http://sorcerersskull.blogspot.com.au
Pulp era fantasy and other good weird stuff - ill buy his book shortly

http://henchmanabuse.blogspot.com.au/
Anomalous subsurface environment genius here

listening to carcosa author explaining stuff
http://saveordie.info/?tag=carcosa
nice to hear gammaworld and barsoom part to blame
a nazi saucer trip to carcosa game and wacky racers carcosa campaigns were stranger still

tukemal good too
earthdawn seemed too new age to me

ill look at dark sun again as i wasn't into it at the time
needed to be weirder but i realize now psychon has some common ground

watching Barbarella, final program, colossus the forbidden project, flash gordon